The Japanese continue to trace supply after turn eight in the same manner, but supply points become rather scarce. Units without supply have both movement and combat factors halved and cannot attack. The exceptions are the three Japanese allied units of the Indian National Army, who are eliminated after two turns without supply. The supply rules for this game are its most complex procedure, but are easily manageable for an experienced player. Japanese movement and combat follow.
Movement uses standard wargame practice, though a lot of the terrain on the map is tough going.
Combat also holds no real surprises, being based on odds adjusted by terrain. Combat results are exchanges, retreats and eliminations. On lhe first turn, the Japanese get a second movement phase after combat, simulating the initial advantage of surprise. British movement and combat follow, after which any British reinforcements are added to the pool of such units held off map. The British player then gets to transfer supply points between dumps or transport points from an inexhaustable supply dump off map to those on.