Japanese Forces

I have started working on the Japanese infantry. The Japanese infantry organisation is pretty simple (although there are conflicting accounts), and there are only a handful of tanks and weapons. So I should be able to add the Japanese as a new force fairly quickly.

There are a few points of note that make the Japanese forces distinct from other nations’. Most noticeably, the Japanese seemed to have large numbers of troops, but lacked weaponry. Indeed, there didn’t seem to be enough rifles to go around and SMGs were absent from the standard infantry company. They also seem to lack mortars, although every platoon contained 3 grenade discharges.

I have come up with a couple of special rules that would apply to the Japanese forces.

Katanas: The Officers in the Japanese forces carried Katanas, often ancient family heirlooms passed down through the generations from their Samurai ancestors. Japanese Officers equipped with a Katana gain an additional ‘shot’ when Point Shooting during Close Quarters Battle.

Code of Honour: The Japanese believed that it was a dishonour not to due for their country and Emperor. Surrender was not an option, and suicidal charges were common. As such, all Japanese units have the Fanatics special rule.

In addition to these, I am considering a special rule to reflect the Japanese lack of radios, even at battalion level, and their reliance of runners (of which they have many).

Tank & Field Gun Points Costs Complete

I have just uploaded the up-to-date copy of the Weapons Crib Sheets file with all of the points costs for the tank and field guns worked out.


Each weapon shows its base points cost, and the modifier should you change the standard rounds for specialist rounds. You will note that exchanging for some specialist rounds actually reduces the weapon cost due to the rounds being less effective.

Points Costing Progress

I have been going through the updated weapons to try and work out new points costs for the field and tank guns. I had two different formulas in mind, so went through the crib sheets applying the formulas to each weapon and see what works best. After going through with both formulas, I have settled on a 3rd option that merges the other two together. Once I have it all worked out and have uploaded the new file, I will amend the points calculator document with the new formula. At some point I’ll also need to take a look at the small arms and see if I need to change the points costs there, but I think they are ok for now.

Once I have finished costing the weapons, I can take a look at the vehicles and see about working out the points for them. With the armour values changed along the same likes as the AT values of the guns, I would need to work out a different formula for the vehicles as well.

On a related note, I have been thinking about the Sloped Armour rule. Rather than having the rule apply to every shot against the vehicle, or noting the facings that the rule applies to in the special rules section, I am thinking of simply adding an ‘s’ after the armour values that the rule would apply to. this would mean that a vehicles armour profile could look like this; 7s/5s/4/2. This profile would indicate that the front and side facings have sloped armour, so the sloped armour special rule would apply to shots hitting those facings.

Weapon and Vehicle Data Overhaul

I have overhauled the weapon and vehicle data use in Focused Firepower, and the updated files are now available to download from the ORBATs and Dafaxes sections for each nation.

The ranges for all weapons have been updated to follow the same formula based on their real world ranges. The way that ranges and AT values are used for tank and field guns have been completely redesigned to follow the same range formula, and have a more accurate and wider range of AT values for each weapon taken directly from published penetration data.

Please note that the vehicle cards for German vehicles are still to be updated.