Panzer Grenadier Battles on February 18th:
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Nihon Silk

Nihon Silk boxcover
Designer Townsend
Game Type Expansion
Format Bound / PDF
Release Date 2011-08
Availability Out of Print
Scenarios 10
Counters 165
Counter Type Laser-cut / DIY
Maps 0
Tour Veterans
Nihon Silk Tour of Duty Ribbon
Overall Rating, 39 votes
Expansion Rank: 22 of 74
Popularity: Ownership & Activity
Status Owned by 13% Played by 5% AAR'd by 5% Medaled by 2%
Rank 63rd of 99 57th of 93 51st of 89 12th of 48
Expansion Game Requirements & Playability
10/10 Nihon Silk
7/10 Battle of the Bulge
5/10 Kokoda Trail
4/10 Guadalcanal
3/10 Afrika Korps
2/10 Road to Berlin

Overall balance chart for Nihon Silk
Side 1 20
Draw 2
Side 2 16
box back

After observing German successes in early 1940 with parachute drops, the warriors of Nihon (Japan) ignited their own airborne program, as did the USA, Britain, Italy and the USSR. In keeping with their traditional rivalry, the Imperial Japanese Navy and Imperial Japanese Army competed against each other with equivalent paratroop formations. The naval paratroopers were officially part of the Special Naval Landing Forces (SNLF or Rikusentai), established in 1941. They came from the 1st, 2nd and 3rd Yokosuka SNLFs, and fell under the operational control of the Imperial Japanese Navy Air Service. Conversely, the Army's program, under the Imperial Japanese Army Air Force (IJAAF) called the Teishin Shudan, developed their airborne paratroop force in the late 1930s, but the program received renewed interest in 1940. They augmented their capabilities with the 1st Glider Tank Troop in 1943. Together, the two Japanese paratroop forces suffered disproportionately high casualties, and the loss of men who required such extensive and expensive training limited their operations to only the most critical ones. For the most part, the Rikusentai and Teishan Shudan were deployed as elite light infantry. The lightly armed parachute units were intended to assault coastal areas, support amphibious landings or seize enemy airfields and other strategic objectives. They were not meant to become entangled in heavy, pitched land battles. However, their operational use would prove to be contrary to this doctrine. The action in Nihon Silk takes players from early 1942 through late summer of 1945, as numerous Allied nations tackle the Japanese paratroopers. And for you tank aficionados, we've included the battle of San Manuel in the Philippines in 1945. This supplement also adds 165 fabulous new playing pieces and markers to your Panzer Grenadier fun! That's right - Dutch troops and tankettes, Japanese tanks and other armored vehicles, airfield and oil refinery markers, and even an Australian Brigadier (in shorts, of course)!

Display Scenario List (10)

Display Order of Battle

Australia Order of Battle
Britain Order of Battle
  • Foot
  • Motorized
  • Towed
Japan Order of Battle
Imperial Japanese Army
  • Motorized
Imperial Japanese Navy
  • Towed
Netherlands Order of Battle
East Indies Army
  • Mechanized
  • Motorized
  • Towed
United States Order of Battle
  • Motorized
Marine Corps
  • Towed

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).
  • Open-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables, but DO take step losses from X and #X results (7.25, 7.41, 7.61, BT, DFT). If a "2X" or "3X" result is rolled, at least one of the step losses must be taken by an open-top AFV if present.
  • 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
  • Tank Destroyer: do not provide the +1 Assault bonus, even if closed-top (SB)
  • Self-Propelled Artillery: do not provide the +1 Assault bonus, even if closed-top (SB)
  • Anti-Aircraft Weapon Carrier: apply a -1 modifier to an air attack if within three hexes of the targeted hex (15.14).
  • APC – Armored Personnel Carrier: These are Combat Units, but stack like Transports. They can transport personnel units or towed units. They are not counted as combat units for the +1 stacking modifier on the Direct Fire and Bombardment Tables (4.4). They may be activated by regular leaders and tank leaders (1.2, 3.34, 4.3, 5.43). They do not provide the +1 Assault bonus (ACC).
  • Armored Cars: These are Combat Units. They are motorized instead of mechanized. All have their own armored car leaders, who can only activate armored cars (6.85). Do not provide the +1 Assault bonus (ACC).
  • Reconnaissance Vehicle: 8.23 Special Spotting Powers Both foot and vehicle mounted recce units (1.2) possess two special spotting abilities. The first ability is that they can spot enemy in limiting terrain at one hex further than the TEC specifies for other units and leaders. For example, an enemy unit in town can normally be spotted at three hexes or less, but a recce unit can spot them at four hexes.Their second ability is that they can place a Spotted marker on any one enemy unit they can spot per turn, just as if the enemy unit had "blown its cover" by firing. Such Spotted markers are removed as described earlier.
  • Armored Transports: These are not combat units and are therefore not APC's, and they can transport all types of transportable units (5.6) so they are not Prime Movers. They suffer the same vulnerabilities in combat as open-top AFV's (7.61). All are mechanized. (SB)

Display Errata (10)

10 Errata Items
Errata item for JayTownsend

No Hidden Rules should apply to any scenario in Nihon Silk, as I did not design it this way, so feel free to play without them, as I play tested this way as well.

(JayTownsend on 2012 Jun 18)
Scen 2

In the original DIY PDF version, the one Dutch Tank Leader and Eliminated Armored Cars & Tanks should count double for points not just the AC's. This was corrected in laser-cut reissue.

(JayTownsend on 2011 Sep 07)
Scen 3

In the original DIY PDF version, the second group of Allied troops: 2/40th Infantry Battalion (Australian) and VIII Infantry Battalion (Dutch) enter from the West edge of Board 34 NOT the East edge. This was corrected in the laser-cut reissue.

(JayTownsend on 2011 Sep 07)
Scen 7

In the original DIY PDF version, the victory condition should state that the Japanese win if they eliminate three or more American steps, anything else is an American Victory. This was corrected in the laser-cut reissue.

(JayTownsend on 2011 Sep 07)
Overall balance chart for 855

Two British infantry have their full strengths printed on the back. They should both be "2-3" when reduced.

(Shad on 2010 Dec 15)
Overall balance chart for 871

Ignore the direct fire values.

(Shad on 2010 Dec 15)
Overall balance chart for 1177

This unit should not be treated as a transport unit, rather it is gun armed reconnaissance car. It should exist in the game as an unarmored "armored" car. Refer to the forum post at for more details.

(plloyd1010 on 2013 Mar 11)
Overall balance chart for 1185

1 counter in the mix is printed with the INF symbol, rather than the mortar weapon symbol. It does not effect the unit's function.

(plloyd1010 on 2013 Mar 11)
Overall balance chart for 1184

The HMG units in counter mix are printed with the standard INF symbol, rather than the heavy infantry symbol used for HMG and WPN units. The misprint does not effect the units' function.

(plloyd1010 on 2013 Mar 11)
Overall balance chart for 25

The M18 has a special rule in Battle of the Bulge but it applies globally: "A two-step M18 unit can fire one anti-tank shot and move half its movement allowance (retain fractions) in a single impulse. The order in which it does these two actions is the player's choice."

(Shad on 2010 Dec 15)

Display Nations (5)

Display Battle Types (9)

Display Conditions (5)

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