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Alaska's War

Alaska's War boxcover
Designer Bennighof
Game Type Expansion
Format Bound / PDF
Release Date 2007-12
Availability Out of Print
Scenarios 11
Counters 0
Maps 0
Tour Veterans
Alaska's War Tour of Duty Ribbon
Overall Rating, 75 votes
Expansion Rank: 70 of 74
Popularity: Ownership & Activity
Status Owned by 22% Played by 7% AAR'd by 8% Medaled by 3%
Rank 34th of 99 42nd of 93 34th of 89 6th of 48
Expansion Game Requirements & Playability
11/11 Alaska's War
11/11 Guadalcanal
11/11 Battle of the Bulge
9/11 Afrika Korps
3/11 Desert Rats

Overall balance chart for Alaska's War
Side 1 26
Draw 6
Side 2 43
box back

In the early summer of 1942, Japanese troops landed at the far western end of Alaska's Aleutian Islands. A year later, the Americans came and drove them off Attu Island; when they landed on nearby Kiska, they found that the Japanese had already slipped away unnoticed.

Display Scenario List (11)

Display Order of Battle

Japan Order of Battle
Imperial Japanese Army
  • Mechanized
  • Towed
Imperial Japanese Navy
United States Order of Battle
  • Mechanized
Marine Corps
  • Foot
  • Misc

Display Relevant AFV Rules

AFV Rules Pertaining to this Game's Order of Battle
  • Vulnerable to results on the Assault Combat Chart (7.25, 7.63, ACC), and may be attacked by Anti-Tank fire (11.2, DFT). Anti-Tank fire only affects the individual unit fired upon (7.62, 11.0).
  • AFV's are activated by tank leaders (3.2, 3.3, 5.42, 6.8). They may also be activated as part of an initial activating stack, but if activated in this way would need a tank leader in order to carry out combat movement.
  • AFV's do not block Direct Fire (10.1).
  • Full-strength AFV's with "armor efficiency" may make two anti-tank (AT) fire attacks per turn (either in their action segment or during opportunity fire) if they have AT fire values of 0 or more (11.2).
  • Each unit with an AT fire value of 2 or more may fire at targets at a distance of between 100% and 150% of its printed AT range. It does so at half its AT fire value. (11.3)
  • Efficient and non-efficient AFV's may conduct two opportunity fires per turn if using direct fire (7.44, 7.64). Units with both Direct and AT Fire values may use either type of fire in the same turn as their opportunity fire, but not both (7.22, 13.0). Units which can take opportunity fire twice per turn do not have to target the same unit both times (13.0).
  • Demoralized AFV's are not required to flee from units that do not have AT fire values (14.3).
  • Place a Wreck marker when an AFV is eliminated in a bridge or town hex (16.3).
  • AFV's do not benefit from Entrenchments (16.42).
  • AFV's may Dig In (16.2).
  • Closed-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables. Do not take step losses from Direct or Bombardment Fire. If X or #X result on Fire Table, make M morale check instead (7.25, 7.41, 7.61, BT, DFT).
  • Closed-top AFV's: Provide the +1 modifier on the Assault Table when combined with infantry. (Modifier only applies to Germans in all scenarios; Soviet Guards in scenarios taking place after 1942; Polish, US and Commonwealth in scenarios taking place after 1943.) (ACC)
  • Tank: all are closed-top and provide the +1 Assault bonus, when applicable

Display Errata (3)

3 Errata Items
Scen 1

Special rule #5: Cruiser Guns should read "At the Start of each turn ending in 00 or 30..."

(PG-Tank Dude on 2010 Apr 30)
Scen 1

Special Rule 5 is only meant for the Japanese. The Americans have no OBA.

(PG-Tank Dude on 2010 Apr 30)
Scen 6

The Japanese receive no OBA.

(PG-Tank Dude on 2010 Apr 30)

Display Nations (2)

Nations at War - Scenario Appearance Percentages
United States
United States

Display Battle Types (8)

Display Conditions (5)

PG-HQ Library > Games > Alaska's War
Errors? Omissions? Report them!