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Flames of War/Tactics/Japan
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===General rules=== '''Banzai charge''': If you get driven back in a assault by defensive fire you HAVE to test morale, if you pass you have to assault again. This is a double edged sword in one hand it makes assaulting easier, specially if you combine this with banners, as one round of lucky defensive fire probably won't prevent you from getting to combat but if you are not careful it might lead to your platoon taking two very painful defensive fire rounds without much to show for it, this rule doesn't affect tank teams. '''Kendo''': Officers and platoon leaders are sword teams which hit in a 2+ in assault unless fighting tank teams, very nifty rule that gives you some extra help in combat but just beware that a sword team is pretty much useless outside of assault as has a shooting ability of Rof 1 with pathetic range. '''Seishin''': Ah now this is where things get interesting, when your non tank units fails their last stand test they aren't removed from the table, instead they just banzai charge, in game terms this means that any gun teams become rifle teams and any surviving team has to move their full tactical movement towards the nearest objective that you either have to hold or defend, they do this again in the shooting phase instead of shooting, in addition any unit in this state automatically pass morale and must assault anyone close enough. Needlessly to say this can save your ass in some games clutching a victory or tie, although most times all it will do is delay your opponent as they have to finish that unit to get to your objective. '''No surrender''': Basically this is Seishin for your entire formation, no really if your formation isn't in good spirits, all of the remaining elements immediately draw on their Seishin, so your infantry and guns will remain in the fight and rush the nearest objective, this can potentially win you some games by allowing you to capture a objective or remain in the game until the turn limit is reached, although by the time your formation is broken there isn't much of it left and you probably already lost. Human Bullet: This explains the rules for the Nikuhaku teams, basically they are your best form of AT, get them close to any tank platoon and they will do a number on it although getting close might be the hard part. '''Banners''': A great upgrade for any unit that wants to be in assault, the extra protection against being pinned down or driven back in a assault is worth it. '''Regimental Standard''': Feel like a Warhammer army taking a giant flag to battle, this makes the platoon its attached to pretty much immune to morale and the banner can really only be killed when there is no one around it to pick it up, a very pricy upgrade to your 2iC but from experience most of the time it is worth it.
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