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Fall of France #39 - Swamp Struggle: Day One Sinister Forces #13 - Partisan Spring
PG-HQ Library > Games > Power of the East
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Power of the East

Power of the East boxcover
Designer Lubsky
Game Type Expansion
Format PDF
Release Date 2011-08
Availability Out of Print
Scenarios 12
Counters 88
Counter Type DIY
Maps 0
Tour Veterans
Power of the East Tour of Duty Ribbon
Overall Rating, 21 votes
5
4
3
2
1
3
Expansion Rank: 65 of 73
Popularity: Ownership & Activity
Status Owned by 11% Played by 3% AAR'd by 5% Medaled by 1%
Rank 68th of 98 75th of 91 57th of 89 27th of 43
Expansion Game Requirements & Playability
12/12 Power of the East
12/12 Eastern Front
12/12 Guadalcanal
8/12 Road to Berlin
2/12 Sinister Forces
Display
Balance:



Overall balance chart for Power of the East
Total
Side 1 14
Draw 1
Side 2 6
box back

After seizing Manchuria in 1931 the Japanese Army prepared for the "Greater East Asia War" in which they foresaw the Soviet Union as the main enemy. This concept dominated the thoughts of the High Command of the Imperial Japanese Ground Forces, resulting in various plans to fight the Russians along the bordering areas. Rigid political positions, relatively isolated forces, and unimaginative commanders led to a series of inconclusive border incidents throughout the 1930s between Japan and the USSR, culminating in full scale battles near Lake Khasan in 1938 and along the Khalkhin-Gol River in 1939. Break out your dice and lead poorly trained but fanatically led Soviet peasants in frontal assaults against the Japanese. Or strap on your katana and wakizashi, and embody the Bushido Code as you lead your men against the heathen barbarians as you expand the empire for the glory of the Army and the Emperor Showa.


Display Scenario List (12)


Display Order of Battle

Japan Order of Battle
Army
  • Motorized
Mongolia Order of Battle
Army
  • Foot
  • Motorized
Soviet Union Order of Battle
Army (RKKA)
NKVD
  • Foot

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
  • 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.

Display Errata (12)

12 Errata Items
Scen 1

In the order of battle, the INF (NKVD) units should be RIF (NKVD).

(rerathbun on 2011 Aug 22)
Scen 5

Change the 175th Artillery Regiment's leader to a Lieutenant. There are only 5 captains in the counter mix.

(plloyd1010 on 2013 Apr 19)
Scen 5

Daylight fades during the game, but the special rules don't mention how much from turns 9 to 12. I chose to drop from 12 to 10 on turn 9, and from 10 to 8 on turn 11, returning to the schedule as stated on turn 13.

(thomaso827 on 2014 Nov 28)
Scen 6

Errata, Power of The East. *One more small one but on scenario #6, Battle of Baintsagan, the second Japanese victory condition listed should be... west of the river.... not south of the river, other wise it wouldn't make sense.

(JayTownsend on 2011 Sep 18)
Scen 6

Victory point condition for Japanese units to exiting the south edge of Board 8, should be "... Japanese unit which manages to exit the south edge of Board 8".

(plloyd1010 on 2013 Apr 28)
Scen 7

Board 4 was intended to be used originally, instead of board 7. Konstantin says it doesn't matter much which board is used. If using board 7, consider the river and all hexes south of it as unplayable. Otherwise use board 4.

(plloyd1010 on 2013 Apr 28)
Scen 9

In the Order of Battle, the INF (NKVD) units should be RIF (NKVD).

(rerathbun on 2011 Aug 22)
Scen 12

The Japanese "2 x 82mm" should be 2 x 81mm (mortar).

(rerathbun on 2011 Aug 21)
Scen 12

In the Order of Battle and Special Rule 5, the Soviet "OT-26" should read "OT-130."

(rerathbun on 2011 Aug 21)
Overall balance chart for 951

The reduced direct fire value in Kursk: Burning Tigers is 4-4.

(plloyd1010 on 2015 Jul 31)
Overall balance chart for 993

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)
Overall balance chart for 1165

The Direct Fire values should be in red (flame unit).

(rerathbun on 2011 Aug 20)

Display Nations (3)

Nations at War - Scenario Appearance Percentages
Japan
100%
Japan
Soviet Union
100%
Soviet Union
Mongolia
17%
Mongolia

Display Battle Types (10)


Display Conditions (7)

PG-HQ Library > Games > Power of the East
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