General
Unit counters display three values in Attack-Defense-Movement format.
Every combat unit counter shows three numeric values separated by hyphens (e.g., 8-6-6). The first number is the unit's Attack strength, the second is its Defense strength, and the third is its Movement allowance in hexes per turn. For example, a counter reading '8-6-6' has attack 8, defense 6, and movement 6. Reconnaissance and cavalry-type units (e.g., 7 Hussars, 3-1-12) have high movement allowances. Weaker garrison/volunteer units have lower values (e.g., 1-2-3 or 1-2-6).
General
Commonwealth forces include British, Indian, Australian, Malay, Volunteer, and special units.
Commonwealth counters are organized by formation: British (BRIT), Indian (IND), Australian (AUS), Malay (MALAY), Federated Malay States Volunteer Force, Straits Settlements Volunteer Force (marked 'S'), British Malaya, Gurkha, and Canadian (CAN) units. Special units include the 2 Royal Tank Regiment (armored, 3-1-12) and 7 Hussars (cavalry/recon, 3-1-12). Some counters carry Imperial Guard designations. Units are identified by their brigade/battalion number and parent division (e.g., '11 IND' = 11th Indian Brigade, '7 AUS' = 7th Australian Brigade).
General
Japanese counters include standard infantry and assault units marked 'JP'.
Japanese units are marked with 'JP' on their counters and include infantry and assault formations. Japanese counters also show Attack-Defense-Movement values. Some Japanese units carry the 'ASSAULT' designation, indicating enhanced assault capabilities. The Pulse counter and Assault counter track Japanese operational tempo during their turn.
Setup
Reinforcement units enter play on the game turn printed on their counter.
Many units have a turn number printed on their counter (visible in the counter manifest). These units are held off-map and enter play at the start of the indicated game turn, arriving at their designated entry hex or port. Commonwealth reinforcements arrive at various turns and include formations such as the 14 CAN, 3 South African, and additional British/Indian/Australian brigades. Japanese reinforcements similarly arrive on schedule. Units marked with hex coordinates (e.g., 0508, 1616) enter at those specific map hexes.
Turn structure
The Game Turn track records the current turn; each turn represents a fixed period of the campaign.
The Game Turn track (labeled 'TURN GAME' on the counter sheet) records which turn of the campaign is currently being played. The marker advances one space at the end of each complete round of play (both players having taken their turns). Reinforcements and special events are keyed to specific turn numbers.
Movement
A unit may move up to its Movement allowance in hexes per turn.
Each unit has a Movement allowance (the third number on its counter). During the movement phase, a unit may move through any number of hexes up to this limit, paying terrain costs as applicable. Units may not exceed their movement allowance in a single turn. High-mobility units like the 7 Hussars and 2 Royal Tank Regiment (movement 12) can cover much more ground than standard infantry (movement 6 or 8).
Restriction
A unit marked 'Blocked This Turn' may not move or attack until the marker is removed.
The 'Blocked This Turn' marker is placed on a unit to indicate it has been rendered temporarily inactive—it cannot move or conduct combat for the remainder of the current turn. The marker is removed at the start of the following turn. This restriction applies regardless of the unit's normal capabilities.
Special
The Port marker tracks control of key port facilities, affecting supply and reinforcement.
A dedicated Port marker ('PORT') on the counter sheet indicates port status. Ports are strategically vital for the Commonwealth player because reinforcements arrive by sea and supply lines depend on port access. If a Japanese unit captures a port hex, the corresponding port marker may be flipped or removed, disrupting Commonwealth reinforcement and supply.