Ground Combat

Imperialism is about Global domination in a world that consists of many independent neutral island-states.
They can be bombed from the air and shelled from the sea but that alone will not subdue them. In order to subjugate them they must be invaded and conquered and the only way that this can be done is by the use of land forces.
Ground Combat is carried out by Army Groups and Artillery. Their attacks can be supported by bombing and by ground attack aircraft. In some instances, in coastal hexes, Naval gunfire support is also available.
Enemy units can be attacked by all three arms of your military;
- Air units can provide ground support by attacking enemy units in range of their base: this takes place and is resolved in the Air Strike Declarations Phase of the Game Turn.
- Naval Units: Task Forces that are adjacent to coastal hexes that contain an enemy unit can bombard that unit in the Sea Combat Phase of the Game Turn.
- Army Groups: can attack adjacent enemy units and receive supporting fire from eligible Artillery units to enhance the final combat result. Attacks are resolved in the Ground Combat Phase of the Game Turn.
Air Support
This represents the bombing of Army Group Command & Control centres, transportation lines and installations as well as more direct attacks on the frontline troops of the Army Group itself.
All types of bomber aircraft except for Torpedo Bombers may be allocated to this role and use the 'Aircraft vs Army Groups' Table for resolution.
Naval Gunfire Support
This represents sustained firing of large calibre shells from ships in a Task Force that is adjacent to a shoreline hex containing an enemy unit.
Only Battleships (BBs) and Heavy Cruisers (CAs) may 'Bombard'. Each BB or CA in the Task Force makes one attack against the target using the 'Aircraft vs Army Groups' Table. Each ship attacks with the same chance to hit and damage points as a flight of 10-dive bombers.
Example;
- Blue Army Group #1 is in a coastal hex.
- Red Task Force #1 is adjacent to Blue Army Group #1 and can bombard it.
- Red Task Force #1 cannot bombard Blue Army Group #2 because they are not adjacent to each other and Blue is not in a coastal hex.
- Red Task Force #2 is not adjacent to either of the Blue units and cannot bombard either of them.
- Red task Force #1 contains 1 Battleship and 2 Heavy Cruisers.
- Red Player will draw 3-cards (one for each of the three-ships).
- Cards drawn are: 7-Hearts, 9-Spades and 10-Spades
- Looking at the 'Aircraft vs Army Groups' chart we see that the 7-Hearts is discarded since Hearts are always misses.
- The 9-Spades results in 2-hits and the 10-Spades results in 3 hits. The Blue Army Group has been hit a total of 5 times.
- Each hit causes 100-pts of damage so Blue Army Group #1 loses 500-pts of damage in total.
Attacking Enemy Units
In order to enter into combat with an enemy unit, an Army Group must move adjacent to that enemy unit.
Artillery units can enhance the combat result by adding Ground Support fire to the attack. In order to provide this support an artillery unit must be within 2-hexes of the target unit. It is not necessary to be adjacent to the target.
Example:
- Blue Artillery #1 can support the attack of Blue GRP #1 against Red GRP #1 since it is within 2-hexes of the target.
- Red Artillery #1 cannot support Red GRP #1 against Blue GRP #1 since it is more than 2-hexes from the target.
Attacks by Artillery and Army Groups against enemy units take place in the Ground Combat phase of the Game Turn and are resolved on the 'Army Combat Table'
For each whole 1000-points of your Army Group draw one card. For each artillery unit supporting the attack draw an extra card.
Note: an Army Group can ALWAYS draw at least one card even if it's damage point total is less than 1000-pts.
Look-up the cards drawn on the 'Army Combat Table' and note the number of damage-points scored against the enemy unit. Total up all damage points and subtract this total from the enemy unit's current points-value.
Example
- Your Army Group has a current points value of 5300-points. This allows you to draw five cards (1-card for each 1,000-points).
- There is a single artillery counter providing Ground Support to your Army Group and this allows you to draw a further single card.
- You now have a total of 6-cards drawn.
- Look up the cards on the Army Combat Table (card suit is not important) and note the damage points caused by each card;
- 4 = 200-pts
- 5 = 250-pts
- 7 = 350-pts
- 9 = 450-pts
- J = 550-pts
- Q = 600-pts
- Total Damage Points = 2400-pts
- Deduct this number of damage points from the enemy unit. If the enemy points value is reduced to less than 1 then the unit is eliminated.
Establishing a Beachhead

Ground Combat units generally move around the World map on transports that embark and disembark the troops at established and controlled Ports. When invading a new Island this is not possible since the Island's main Port is not controlled by you. In this case the only way to land your troops is across a beach as part of an amphibious landing.
Amphibious landings can be undertaken in any coastal hex except for hexes containing a Port.
Troops have to be transported to the target and dismbarked from Landing Ships
The procedure is as follows;
- Troops to be transported must be in a Port hex.
- Create a Task Force that includes sufficient Landing Ships to embark the troops (see Task Forces)
- Embark the troops onto the Landing Ships in the 'At Sea' window.
- Sail the task force to it's destination.
- Move the Task Force adjacent to the coastal hex in which the landing is to take place.
- Place a 'Beachhead' counter in the hex.
- Troops can now be dismbarked from the 'At Sea' window into the hex containing the Beachhead counter and the two coastal hexes either side of the Beachhead itself.
- The troops are now considered to be ashore and the beachhead created. Troops can now move out of the beachhead into the surrounding terrain.
- There is no limit as to how many beachheads can be created and this depends entirely on troop and Landing Ship availability and your strategy for the invasion.
- However, until such time as the Island is captured (see below, 'Capturing an Island') ALL supplies and reinforcements MUST come ashore through a beachhead.
- Beachheads that are occupied by enemy units are destroyed and can no longer handle supplies and reinforcements. Units already ashore still need to be supplied and will be considered 'out of supply' until a new beachhead is established.



