Chennault’s First Fight Variant Rules

19.0 VARIANT RULES
The following rules can be used to explore additional “what ifs” in history, boost the level of simulation realism, or to balance play between differing opponents. Enjoy!

19.1 Optional Reinforcements
Both sides have additional units they can bring into play, but only by incurring a cost in victory points (VP).

19.1.1 Optional Allied Reinforcements. The Allied player has the following units that can be brought into play:

•	14th Indian Infantry Division (2 units).
•	2nd RTR Tank Battalion (1 valentine tank unit).

The Allied player can enter into play any of these units. For each of the above formations the Allied player must lose a number of VP equal to the roll of one DR6.  Double this VP penalty if Rangoon is still under Allied control. If the Allied player does not have enough VP to lose without going below zero the VP are awarded to the Japanese player instead. None of these units may be taken by the Allied player if the Japanese player has exited units off of the west edge of the map.

19.1.2 Optional Japanese Reinforcements. The Japanese player has the following units that can be brought into play:

•	18th Infantry Division (2 units).
•	56th Infantry Division (2 units).

These units can be entered into the game at any area in Thailand, at Victoria Point, or at Rangoon if it has been captured from the Allied player. One of these units can also be entered via amphibious landing (see Rule 9.6). For each formation the Japanese player awards the Allied player a number of VP equal to the roll of a DR6 and the number of turns remaining to be played in the game (i.e., if the Japanese player enters the 18th Division on turn 4 and rolls a 2 the Allied player would receive 9 VP).

Note: The optional reinforcement units represent combat formations that were either off fighting elsewhere (in Malaya for the Japanese) or were not yet ready for combat and the unit’s training and fitting out were much accelerated (Allied units). To enter them into the fray at Burma ahead of schedule would have incurred disruptions elsewhere, hence the VP penalties for deploying them into the game.

19.2 Variable Air Battle Sequence
Beginning with Round 2, at the very beginning of each round, both players roll a die and modify it as follows (use all that apply):

•	+1 for each ace.
•	+2 if Surprise! Marker is still with an air unit (unit has not fired).
•	-1 for each disrupted air unit

If the modified DRs are tied, or if both are less than or equal to the current round nothing happens. The Air Battle Sequence Markers remain on the air units as they are. If, however, a player has a higher DR total than the opponent that player may rearrange any or all of the Air Sequence Markers for his planes.  

For example: It is round 4. The interception player has one ace with the Surprise Marker (+1 and +2) and one other disrupted fighter (-1) for a net DR modifier of +2. The mission player has 2 fighters, one with an ace (+1) and 2 disrupted bombers (-2) for a net DR modifier of -1. The intercepting player rolls a 3 that is modified to 5. The mission player rolls a 5 that is modified to 4. The intercepting player may rearrange his Air Battle Sequence Markers. If he had instead rolled a 2 the DR totals would’ve tied, as well as equaling the current round. In either of those instances neither player would be permitted to rearrange the Air Battle Sequence Markers.

19.3 Single-engine Bomber Fields of Fire
Single-engine bombers may not fire out of the front field of fire (Case 8.7.8). The single gunner in those aircraft cannot bring his weapon to bear in that firing arc. However, any of the listed single-engine bombers that has delivered or jettisoned its bomb load can be used as a fighter. The air unit can then attack out of its frontal field of fire when it moves, as do fighters, but with the following DR modifier and a range of 2 hexes (not 4):

•	-2 for Vultee Vengeance and K-30 Ann.
•	-1 for D3a Val (Note: These aircraft were very maneuverable and their pilots trained to dogfight).

Bombers that attack as a fighter may not perform Immelman turns nor Roll maneuvers.

A single-engine bomber that does attack an enemy air unit as a fighter may not fire upon any other enemy air unit for the rest of the round (the rear gunners can’t draw a bead due to the violent maneuvers, as well as the break up of the bomber’s defensive formation).

Note: B5N Kate bombers cannot attack as fighters. These aircraft did not have forward-firing guns, and their airframes were designed to provide stable platforms for level and torpedo bombing. The 2 hex range limit is due to the lesser degree of training for the bomber pilots in comparison to their fighter brethren in this manner of aerial combat.