Rules

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1.
There are off-map boxes that allow movement and combat.
INTRODUCTION
World in Flames is Australian Design Group’s strategic
level game of the Second World War. Two to six players
each manage the economies and conduct the military
operations of the major nations involved in that conflict.
Each off-map box consists of a sea area with its sea box;
and/or 1 or more land sections.
1.0
A land section with a minor port symbol contains 1 minor
port. Each section with a major port symbol contains an
unlimited number of major ports.
Every land section contains an unlimited number of cities.
BASIC ROUNDING RULE
Whenever rounding is required, retain fractions until all
dividing is complete and then round the remaining fraction
to the nearest whole number (0.5 rounding up).
1.1
There are also communication lines connecting the offmap boxes to each other and to the map. Movement along
blue communication lines is only permitted to naval units
(and their cargoes) and to air units with the range enough
to cross them. Movement along gray communication lines
is only permitted to land and aircraft units.
PLAYING PIECES
Each land unit represents an army, corps, brigade, or
division. Each naval unit represents a task force of one
capital ship and a variable number of smaller vessels. Each
aircraft unit represents a varying number of the type of
aircraft represented.
Two off-map land sections are adjacent when they share a
common border or when they are directly connected by a
grey communication line.
Some nationalities include land units with factors in white
print. Except for divisions, this indicates a greater
resistance to the effects of lack of supply (see 4.1).
A hex is adjacent to an off-map box land section when it is:
The reverse side of each ship counter unit lists one or more
dates. The date printed in black is the year the ship enters
the force pool. A date printed in red or white is the date on
which the unit was sunk.
1.2
THE MAPS
There are five maps in World in Flames, the European
Map, the Pacific Map, the Scandinavian Map, the African
map, and the Asian Map. Depending on the scenario being
played, some maps will not be used.

connected to the land section by a grey
communication line;

within 4 hexes along the map edge from a
connecting solid grey line on the European map;

within 2 hexes, along the map edge, from a
connecting grey line on the Pacific, Scandinavian,
African, or Asian maps.

within 1 hex along the map edge from a
connecting dashed grey line.
The land portions of each map are divided into hexes.
Hexes are used to regulate unit location and movement. A
coastal hex is a one in which contains both land and sea,
the sea portion of which is printed in a lighter shade of
blue than purely sea areas. Certain terrain features (e.g.
rivers) conform to hexsides and affect combat, and
sometimes movement, across that hexside. An all-sea
hexside is one that contains no land at all.
For the purposes of counting hexes, exclude the hex to
which the line connects.
The hexes stop at the coastlines. Hexes at sea are replaced
by hexdots. Each hexdot is located at the center of what
would otherwise be a hex.
In addition, all instances on the map where two pieces of
land occupy the same hex indicate that the two pieces are
to be regarded as a single contiguous piece of land for
game purposes. Thus, the islands near Rabaul that share a
single hex are all connected.
The forest resource hex on the Pacific map, containing
portions of both mainland Russia and Sakhalin Island, is a
special hex. Treat it as a full land connection between
Russia and Sakhalin Island. The Singapore hex is directly
connected to the Malay Peninsula.
The seas are divided into area by dark blue lines (called
sea area borders). Each sea area is individually named (e.g.
‘RED SEA’). Each sea area contains a sea-box, which is
used to regulate movement and combat at sea.
Finally, the hex in Yugoslavia that is mountain on the
mainland and clear on the island, is considered
mountainous for all purposes and attached to the mainland
in all ways.
Two sea areas are adjacent when they share a common sea
area border or when they are directly connected by a blue
communication line.
1
The European map parts of Egypt, Palestine, Trans-Jordan,
Arabia, and Syria are fully railed like other parts of the
European map. Railways on the African and Asian maps
join up to the net at the points they meet the European
map.
If Russia is successful with a limited war against Finland
(see 17.2.1), the Russian border advances only 1 hex into
Finland on the Scandinavian map.
Libya is un-railed. Tunisia, Algeria, Morocco, and Er Rif
are un-railed except for a railway which runs from Tunis,
along the coastline until it reaches the Er Rif border. It
doesn’t cross that border but swings southwest into
Morocco where it follows the hexes along the Er Rif
border until it reaches the coastal hex. From there, it forks;
one line running north by north east 2 hexes along the
coast to Tangier and the other running southwest along the
coast 3 hexes to Casablanca.
The African, Asian and Scandinavian maps use the same
scale as the Pacific map. All movement costs and supply
ranges that apply on the Pacific map also apply here.
1.2.1
The Kuwait hex on the European map is no longer Kuwait.
It is now an extra Iraqi hex. The Kuwait hex on the Asian
map is the real Kuwait.
1.2.1.1 Scale
1.2.1.2 Teheran and Kuwait
The Teheran hex on the European map is no longer
Teheran. It is now just a normal clear hex. The Teheran
hex on the Asian map is the real Teheran.
Asian, African, and Scandinavian Maps
You can add the African map to any scenario. If you are
playing a scenario that uses only the European map, place
the African map to the south of the European map. If you
are playing a scenario that only uses the Pacific map, place
the African map to the west of the Pacific map (where it
mates exactly with the eastern half of India).
1.2.1.3 Desert Mountains
This new terrain type has the movement and combat effects
of mountains but the weather and supply effects of desert.
To move from a hex or hexdot on the African map to one
on the European map, you must move through a numbered
or lettered hexside on the African map to a hex or hexdot
on the European map with the same number or letter. You
reverse the procedure to move from the European map to
the African map.
1.2.1.4 Reference Towns
Similarly, a unit on the European map can only attack, or
be attacked by, a unit on the African map through a
hexside which shares the same number or letter as its hex
on the European map.
Reinforcements may not arrive at reference towns. If a
country’s capital is a reference town, you can still conquer
it by controlling its capital in the usual way.
Some towns are represented in grey. These towns are not
big enough to be cities. You can start or end a strategic
move at reference towns, but only one unit can start or end
a strategic move in each reference town per impulse.
You don't have to resolve combat against a reference town
on the Assault table. A reference town isn’t a supply
source except when it is also the capital of a country. The
other terrain in the hex determines stacking except for
aircraft. 1 aircraft is allowed to stack in a reference town.
The ‘A’ hexdot in the Persian Gulf connects the two
African map coastal hexes at the tip of the Persian Gulf.
This is indicated on the African map.
To move from a hex or hexdot on the Asian map to one on
the European map, you must move through a numbered or
lettered hexside on the Asian map to a hex or hexdot on the
European map with the same number or letter. You reverse
the procedure to move from the European map to the Asian
map.
1.2.1.5 Railways
On the African, Asian and Scandinavian maps, you may
only move strategically along the marked railways. The
unit must start on a city, port, HQ, or reference town on a
railway. They may not strategically move to an HQ on
these maps. It can then move along any number of
controlled railway hexes to another city, port, HQ or
reference town. Once the unit enters India, or the European
or Pacific map, you can continue its move through any
controlled hexes in the normal way.
Similarly, a unit on the European map can only attack, or
be attacked by, a unit on the Asian map through a hexside
which shares the same number or letter as its hex on the
European map.
Zones of control extend from hexes on one map to hexes
with the same number of letter as its hex on the other map.
India has an underlined track symbol to show that it is fully
railed and uses normal strategic movement rules within
India (see 10.7.3).
The ‘A’ hexdot in the Persian Gulf connects to the two
Asia map all sea hexsides at the tip of the Persian Gulf.
2
The blue railway in the Belgian Congo is actually river
transport which linked to the rail net. Treat it as a railway
for all purposes.
The Commonwealth and German force pools contain
several nationalities. These are printed in the same
background color. The scenario may specify that certain
units will initially be excluded from the force pools.
In addition, railways have an effect on the transport of
resources (see 11.3.1).
1.2.1.6
As well as separating aircraft into FTR, LND, NAV, CVP,
and ATR force pools, they are also separated in sub-force
pools within each aircraft force pool, according to the cost
number in the green circle on the back of each aircraft
counter.
Qattara Depression
The Qattara Depression hexes are prohibited terrain.
1.3 GAME CHARTS
In addition, all naval units should be separated into subforce pools within each naval unit force pool, according to
the cost number of the first cycle for production of that
unit.
The game charts consist of the following info:
Chart #1:
 Year Track
 Initiative Track
 Impulse Track
 Pilot Availability
 AA Effectiveness
 Production multiple
 US Entry
 Weather Die Roll Effects
 Oil Reserves
 Spanish/Turkish Entry
 Nationalist Chinese Collapse
When a unit is destroyed during the game, it is removed
from the map and returned to its force pool. It may then be
rebuilt unless it is a named ship or a scrapped plane.
1.4.1
Destroyed CP, TRS, AMPH and SNU are returned to the
force pools. SUBS may be returned to the force pool, at
the owning player’s discretion. All other destroyed naval
units are removed from the game.
Aircraft, naval units and any other units with dates on the
back are removed from the force pool until the game year
matches the year printed on the counter.
Chart #2:
 Construction Pool
 Repair Pool
 Lend-Lease Pool
 Reserve Pool
 Transfer Pool
1.4.2
Set-Up
All units with an availability date (on the back of the
counter) of a future year (compared to the start date of the
scenario) are placed to one side. These are only available
at the start of that year. The remaining units are available
as per the scenario.
Chart #3:
 Production Chart
The various nationalities are now set up in the order
specified by the set up rule for the game being played.
Chart #4
 Task Force Composition Chart
Except where otherwise stated, all units should be chosen
randomly. Units should be placed on the Production Chart
or into the Construction or Repair Pools, as directed by the
set up. In some games, certain units must be set up in
specific hexes. Units specified to set up “anywhere on a
map”, can set up in any territory they control on that map.
There are also 3 double-sided Player’s Aid Cards
containing the various tables and charts necessary to play
the game.
1.4
Unit Dates and Destroyed Naval Units
HOW TO SET UP THE GAME
Seven randomly chosen Spanish Nationalist INF counters
are removed from the force pool.
Naval units must be set up in ports, however, after you’ve
set up a Major Power’s units, you can make a naval move
with them before the next Major Power sets up. Because
this represents units which stayed at sea at the end of the
last turn, the units must end in a sea box section at least 1
below what they could have reached.
The remaining counters should be sorted by nationality
into the following force pools: PART; HQ; INF; MTN;
PARA; MAR; ARM; MECH; MOT; CAV; MIL (HG, JM,
VS & IM); GAR; ART; SCS; CV; TRS; SUB; FTR; LND;
ATR; NAV; CVP; AMPH; NSU; SNU; DIVS (each type
in its own force pool); TERR; SYNTH OIL, A-Bombs, VWeapons.
For instance, if a naval unit reaches a sea area with 2
unused movement points, it could normally reach the 2
3
Of the US resources shown on the map, 13 of them (not 3,
as shown on the map) are oil resources. In addition to the 3
oil resources stated on the map, 5 oil resources are added
to each land section of the US (for a total of 13 oil
resources). The total number of resources in the US
remains 40.
section of that area’s sea box, so it could only go into the 0
or 1 section instead, and units which make this free move
cannot transport cargo
Neutral Major Powers can only start convoy points at sea,
but some German naval units can make this free move in
the 1939 campaigns.
1.4.4
Except for the 5 CP the US must set up to send resources
to Japan, all convoy points must be located in a port in the
home country of its owning Major Power. For the CW, this
could be any of the home countries listed in 1.4.4.
The CW Home Countries are:
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CVP that are not placed aboard a CV must start in their
home country instead.
Where a unit’s nationality is specified and another is
chosen, it should be returned to the force pool and another
unit picked. All units must conform to stacking limits when
setting up (see 3.0).
2.
HQ’s, DIVs, ART, and Partisans exert a ZOC into their
own hex. All other land units exert a ZOC into their own
and all adjacent hexes except for certain exclusions for
PARAs and terrain.
Divisions
ZOCs are not exerted across alpine, lake, or all-sea
hexsides (including straits hexsides), or into the notional
hexes represented by hexdots. ZOCs are not exerted into
or out of land sections.
All major powers may set up their remaining divisions by
breaking down corps or armies during set up (see 11.6.1)
and returning the corps or armies to their force pool.
Task Force Markers
Naval and aircraft units exert no ZOCs, not even into the
hex they occupy.
Any player may examine the contents of an enemy task
force. The only purpose is to use the task force marker to
substitute for a large stack of naval units.
1.4.3
ZONES OF CONTROL
Zones of Control (ZOCs) affect land movement (see
10.7.4.1), supply (see 4.1 & 4.4) and transport of resources
(see 9.1).
Where SUBs and TRS are designated for an MP as being
both on the map and on the Production Chart, the oldest
units are placed on the map, the next eldest in the Repair
Pool, the next eldest into the Construction Pool, and the
least eldest onto the Production Chart.
1.4.2.2
UK
Canada
India
Australia
New Zealand
South Africa
All other CW territories on the maps are CW controlled
minor countries.
SUBs and TRS are setup starting with the oldest unit and
working to later models in date order.
1.4.2.1
Commonwealth Territories
3.
STACKING
Up to three land units may stack in one hex, but no more
than two of these may be corps or army sized units.
(exception: see 23.17)
Map Errata
The US controls the major port in Samoa (which should
actually be titled ‘Western Samoa’. The hex currently
called ‘Western Samoa’ should actually be titled ‘Samoa’.
It contains a minor port and is CW controlled).
Units invading (see 10.7.4.5) and paradropping (see
10.7.5.2) have a stacking limit in addition to the defending
unit’s limit.
Iceland is a part of Denmark. It has a single minor port, not
the major port shown on the map.
Any number of land units being naval transported (see
10.5.3) may stack in a sea-box.
Gibraltar is not a city.
Two aircraft units may stack in a port hex. Three aircraft
units may stack in a city hex, regardless of the number of
cities in that hex. Four aircraft units may stack in a hex
with an HQ. No aircraft units may stack in a mountain or
swamp hex. One aircraft unit may be stacked in any other
Assume that there is a hexdot just west of the furthest west
tip of the Iberian Peninsula which allows units to move and
re-base between the northern Bay of Biscay and the
southern Bay of Biscay.
4
limits are exceeded at any of these times, the opponent
eliminates all excess units.
hex. Where a hex has several applicable stacking limits
(e.g. an HQ in a mountain hex), the highest of those
stacking limits applies.
4.
An exception is float planes, as identified by a vertical blue
stripe, which may stack one float plane counter per hex in
any sea coast or lake coastal hex regardless of the number
of planes or terrain in that hex.
SUPPLY
All units need supply to operate effectively. Supply for
ports affects naval unit stacking and movement.
4.1
Aircraft units flying, escorting, or intercepting missions are
not subject to any stacking limits.
EFFECTS OF LACK OF SUPPLY
Land units which are out of supply may not land, invade,
or attack and, if they move at all (even by Naval or Air
Transport), are turned face down at the end of that
movement, even if then in supply. They still have a normal
movement allowance and exert a ZOC.
Land and aircraft units in land sections must be in stacks.
Units which enter a land section can be added to any
existing stack or form a new stack. Units which enter
together must end in the same stack. Each stack must
conform to the stacking limits applicable to a city hex.
Face down land units which are out of supply have a
defense strength of 1 except for face-down white print
corps or army sized units, which have a defense strength of
3. All divisions are only worth 1 combat factor while face
down and out of supply, regardless of whether they are
white print.
There is no limit to the number of stacks in each land
section.
Up to four naval units may stack together in a minor port.
There is no limit to the number of naval units that may
stack in a major port (exception: see 4.1) or in a sea-box.
Supply has no effect on HQ support (see 10.7.6.5).
Aircraft units which are out of supply reduce their
movement allowance by half. In addition, out of supply
ATRs and bombers with ATR capability may not perform
Air Supply, Air Transport, or Paradrop missions.
Both side’s naval units may occupy the same sea-box, even
in the same section. For stacking purposes, 3 Convoy
Points count as 1 naval unit.
Naval units commencing an impulse in a port that is out of
supply subtract 1 movement point and 1 range point.
A CV can operate one CVP. The value of the CVP class on
a CV cannot exceed the CV’s aircraft capacity. A CV can
only carry planes of its own MP.
A naval unit may not enter a major port that is out of
supply if that port currently contains 12 or more naval
units.
CVP in a port hex don’t count for stacking if they are on a
CV. They do count as half an aircraft unit if they are based
in a hex and are not on a CV.
Naval units in a port or land section must be in stacks.
There can only be 1 stack of naval units in a land section
with a minor port. There can be any number of stacks in a
land section with a major port. Each stack is occupying a
separate port and must conform to the appropriate stacking
limit for that type of port.
4.2
SUPPLY JUDGMENT
4.2.1
Land
Supply for movement of the phasing player’s land units is
judged at the commencement of the impulse.
Supply for each land combat is judged for the attacker both
when declaring attacks and at the moment of combat
resolution. If at either time a land unit is not in supply, it
may not attack. Supply is judged for defending units at the
moment of combat resolution.
Stacking limits for naval, aircraft, and land units are
independent. Thus, there may be any number of naval
units, up to four aircraft units, and up to three land units in
an in-supply major port which contains an HQ.
Supply for overrunning units is determined at the start of
the impulse and at the moment of overrun. The units need
to be in supply at both times in order to overrun. Supply
for units being overrun is determined at the moment of
overrun.
Units of nationalities which may not co-operate (see 19.1)
may not stack together in the same hex, although they may
stack in the same sea-box. They may occupy the same land
section, but must do so in different stacks.
Stacking limits are only in effect at the end of each
segment, phase, and impulse of each game turn. If the
5
4.2.2
Aircraft
zone occupied by the unit or port in question at the
moment of supply judgment.
Supply for aircraft units is judged at the commencement
of the impulse.
4.2.3
A unit or port is also in supply if it is in an off-map land
section that is a supply source. For those instances where a
supply path crosses both the European map and another
map, consider each European hex to be the equal of 1/2 of
another map’s hex (and conversely, consider each other
map’s hexes to be worth 2 European map hexes).
Ports
Supply for ports is judged at the commencement of the
impulse.
4.3
SUPPLY SOURCES
No hex of a supply path may be in an enemy ZOC unless it
also contains a friendly land unit. The supply path may not
be traced into enemy controlled hexes (see 15.0).
A supply source is:

any city in the unit’s or port’s home country
(unless that country has been conquered and is not
yet liberated). The territory of origin and the
home country of its controlling nationality are
both considered to be the home country of a given
Territorial for supply purposes.

any such city in the home country of a Major
Power with which the unit may co-operate (see
19.1)

the capital city of any controlled or conquered
minor country, or conquered Major Power (see
14.0) controlled by that Major Power or a Major
Power with which the unit can co-operate,

any city in Occupied China if the unit is Chinese,

a co-operating HQ which can trace a path (of any
length) to a city supply source.
A supply path may not be traced through neutral territory,
except that German units can trace supply into and through
Sweden if Sweden is neutral and Germany controls Finland
and Norway.
A supply path may not be traced across an alpine, lake, or
all-sea hexside (exception - see 4.4.1). A supply path may
be traced across a straits hexside unless the surrounding
sea-area contains an enemy aircraft unit with naval factors
without the presence of a friendly SCS, CV, or FTR, or
contains an enemy SCS or CV without the presence of a
friendly SCS, CV, or naval transport.
Desert hexes count as two hexes for supply path purposes.
In non-clear weather turns, the supply length is not reduced
for units in desert hexes as desert hexes are always
considered to be experiencing clear weather.
Thus, a unit in a non-desert hex on the Pacific map in a
weather zone experiencing Mud may not even trace to an
adjacent desert hex.
Any eligible city is only a supply source for a side if it was
controlled by that side at all times from the start of the
turn.
4.4.1
Any part of a supply path may be traced overseas. The unit
tracing supply must either occupy a coastal hex, trace the
supply path via a port, trace to an HQ in a coastal hex, or
trace to an HQ which traces via a port hex.
There is no limit to the number of units which may trace a
supply path to the same supply source. Exception: No
more units or ports may trace supply to an HQ in a desert
hex than the HQs face up reorganization value. The
owning player chooses which units or ports are in supply at
the commencement of each impulse.
From the coastal hex or port, the supply path is traced via
sea areas to a friendly controlled port which is a supply
source itself or which can trace a supply path overland to a
supply source. The sea portion of the supply path does not
count against the maximum number of hexes permitted
between the unit and the supply source.
You cannot trace an overseas supply path out of, or into, an
iced-in port.
4.4
Tracing a Supply Path Overseas
TRACING A SUPPLY LINE
There is no limit to the number of sea areas which may be
crossed when tracing a supply path so long as they are
consecutive. None of them may contain an enemy CV or
SCS unless it also contains a friendly CV, SCS, or naval
transport. In addition, an enemy aircraft unit with air to sea
factors greater than 0 may stop supply unless a friendly
FTR, CV, SCS, or naval transport is in the sea section of
that sea area.
In order for a unit or port to be in supply, it must be able to
trace a path of contiguous hexes no greater than four in
length on the European map or two in length on the
Pacific, African, Scandinavian, or Asian maps, from the
unit to a supply source. The supply range will be altered by
some weather results on the Weather Chart (see 8.2.1). In
this case, the supply range is determined by the weather
6
Supply may not be traced across sea boundaries that are
prohibited to movement of surface naval units (CV, SCS,
TRS, or AMPH) of that nationality (see 10.5.2.2). For
example, Axis units may not trace supply between the
Western Mediterranean and the Bay of Biscay unless
Gibraltar is Axis controlled.
Units that cannot be placed onto the map are returned to
the Production Chart to arrive next game turn.
4.5
Commonwealth HQs, SUBS and TRS (not AMPHs or the
Queens) may be placed in any unconquered
Commonwealth home country.
Units must be placed on a friendly controlled city hex in
their home country. Naval units must be placed in a port
city hex.
SUPPLY IN OFF-MAP BOXES
A unit may not trace a supply path into or out of a land
section unless it traces supply to an HQ first.
The Slovakian unit can only arrive at Bratislava.
All land sections adjacent to a sea zone are considered to
be comprised entirely of coastal hexes.
5.
The Vlasov unit only appears at Kiev.
SEQUENCE OF PLAY
The IN (Indian National Army) unit can only arrive in
Calcutta.
See the separate sequence chart.
6.
REINFORCEMENT SEGMENT
Territorials are placed into any non-reference city within
the territory of origin.
6.1
FORCE POOL ADDITIONS
Worker units are placed in the city printed on the counter.
Some additions are made to the force pools in specified
years (see the set up in each game). These additions are
made at the start of the first game turn for that year. Other
additions are made when certain events occur.
6.1.1
Partisan placement is covered in the Partisan rules (see
11.2)
A unit may be placed into a home city within an enemy
ZOC.
Replacement Naval Units
Reinforcements may not arrive at a reference town.
A few naval units have a gold box around their availability
year. In a later year, replacement units will turn up for
these units. Their availability year will also be shown in a
gold box.
An isolated home nation city is one which cannot trace a
supply path of any length to another home nation city.
Only 1 unit may be placed as a reinforcement in an isolated
home nation city in each turn.
If the original unit has been removed from play when the
replacement unit arrives, remove the replacement unit from
play.
If a reinforcement cannot be placed in a given city without
overstacking, then it can be placed into any adjacent hex
which contains no other unit and is not in an enemy ZOC.
If the original unit is in the force pool, it can be removed
from the game and the replacement unit may be placed into
the force pool, either immediately or during any later
Reinforcement Segment.
This is not allowed if the unit is a naval unit or if the city is
an isolated home nation city.
If the original unit is in the Repair Pool, Construction Pool,
on the map, or on the Production Chart, it can be removed
from the game and the replacement unit may be placed into
the Construction Pool, either immediately or during any
later Reinforcement Segment.
6.2
6.2.1
Aircraft Reinforcements & Reserve Pool
Put all reinforcing aircraft into the Reserve Pool and add a
pilot to the Available Pilot Track for each reinforcing
“pilot in training” at the start of the Reinforcement
Segment.
REINFORCEMENT PLACEMENT
Then, 1 land based aircraft unit or 1 CVP may be chosen
for each available pilot. The chosen units arrive
immediately as reinforcements in the normal way (see 6.2).
In the Reinforcement Segment of each game turn, all units
contained in the current box are received as
reinforcements. The side with the initiative in the previous
game turn places its units first.
Reduce the pilot total on the Available Pilots Track by the
number of pilots used.
Naval units face down on the chart are placed into the
Construction pool. All other units are placed on the map.
7
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As the last activity in the Reinforcement Segment, you can
transfer any aircraft units on a city hex in their home
country to the Reserve Pool if they can trace a supply line
of infinite length to one other home nation city. Add the
appropriate number of pilots to the Available Pilots Track
for each unit transferred.
7.
INITIATIVE SEGMENT
7.1
PROCEDURE
The weather zone for each off-map box is noted in the offmap box. All of the Scandinavian Map is in the Arctic
Circle Zone.
Each side rolls a die. The relevant column on the Initiative
Track indicates whether the roll is modified by +1 for one
side. The side with the higher modified die has the
initiative for the game turn. If the dice rolls are tied, the
side that did not have the initiative last turn has it this
turn.
Certain ports marked on the Scandinavian map are
considered “iced-in” during Winter/Severe Winter turns. In
addition, Archangel and Petsamo are also considered to be
“iced in” on the European map.
Desert hexes are not affected by weather. Land units may
move and attack into a desert hex as if it were clear
weather, while aircraft units (even those based in nondesert hexes) may fly normal operations into a desert hex.
If the other side gets the initiative, you may elect to have
both sides re-roll their dice if the initiative marker is in a
column containing a shaded number for your side (if the
initiative token is positioned in the center column then
either side could re-roll). If you decide to re-roll, the token
is shifted one column in your opponent’s favor after the
re-roll. There cannot be a second re-roll.
EFFECT OF INITIATIVE
PROCEDURE
The first side in the impulse rolls at the start of its Action
Phase (immediately before it nominates the type of action
each Major Power on its side will take). Roll a die. Locate
the result on the Weather Chart. If the result on the
previous roll was ‘-1’, subtract one from the roll (treat a
roll of zero as a one).
Supply
8.2.3
Naval Search/Intercept Rolls
Land
In Mud and Severe Winter, all land units pay double
terrain costs and HQs may not enter a hex in that zone
(exceptions: by being transported by a TRS directly into a
port - see 10.5.3; or by strategic movement - see 10.7.3; or
if moving into a desert hex).
The result determines the weather in each zone on the
maps for the first side’s impulse and the second side’s
impulse.
After the second side’s impulse, you should advance the
Impulse Marker the number of spaces dictated by the
current weather. Therefore, it could advance at different
rates throughout the turn.
An HQ has only 1 MP in a zone experiencing Winter (it
may not then continue its movement, even if further
movements would bring it into a different weather zone).
Similarly, an HQ may only enter a hex experiencing winter
if it has at least 1 MP left, and it then expends its last
movement point entering the Winter hex (and possibly
flipping due to terrain or Pacific scale).
The weather zones are marked on the map. They are:

8.2.1
In Monsoon, all Naval search (see 10.5.6.3) and
Interception rolls (see 10.5.5) are increased by one. The
Java Sea on the Pacific map contains both the Northern
and Southern Monsoon zones. If the weather in either of
those zones is Monsoon, then the search rolls are increased
in that sea area. Similarly, any sea areas with more than
one weather zone always are assumed to be not in clear
weather if any of its weather zones is experiencing nonclear weather. Surprise rolls are not affected.
WEATHER SEGMENT
8.1
WEATHER EFFECTS
8.2.2
The side which has the initiative this turn decides which
side will take the first impulse.
8.
8.2
In Mud, Winter, and Monsoon, supply range is reduced
to 3 hexes on the European map and 1 hex on the other
maps. In Severe Winter, supply range is halved to 2 hexes
and 1 hex on the European and other maps respectively.
The token is now positioned in the row in line with the
word Axis or Allies. This shows which side has the
initiative this turn.
7.2
The Arctic Zone
The Temperate Zone
The Mediterranean Zone
The Sub-Tropical Zone
The Northern Monsoon Zone
The Southern Monsoon Zone
The Arctic Circle Zone
8
8.2.4
Air Missions
9.1
In Mud, Monsoon, and Winter all aircraft tactical and
strategic bombardment factors are halved if the target hex
is in the affected zone. Halve total factors for Strategic
Bombardment and Ground Support missions. Halve each
unit in Ground Strikes.
At this time, players must state how many resource points
each Major Power is lending to an allied Major Power.
Any Major Power may lend its resources to another on the
same side unless either is currently neutral. Exception: US
may lend resources to China, Russia, or the CW as a result
of US Entry Options (see 11.5.1). A Major Power may
both lend and borrow resources in the same turn.
Only Naval Air missions may be flown in a weather zone
experiencing Severe Winter, except that aircraft may rebase (see 10.7.2) in any weather.
8.2.5
Lent resources must be transported to the receiving Major
Power.
Land Combat
HQs may not attack into a hex or land section experiencing
Mud, Monsoon, or Severe Winter. They may provide
HQ support regardless of weather.
8.2.6
If, by the Production Segment, resources have been lost
due to capture, attacks on Convoy Points, or strategic
bombardment, the resources lost must not be those lent to
an allied Major Power, unless they are the only ones that
could have gone to that allied Major Power (e.g. because
pipeline placement prevented others being sent).
Invasions
In Monsoon, Winter, or Severe Winter, non-desert hexes
in the affected zone may not be invaded (see 10.7.4.5)
8.2.7
LENDING RESOURCES
China may only receive resources via the Burma Road (if
open), by ATR or through a Chinese controlled port. Half
of all resources (round fractions up) transported along the
Burma Road are lost.
China Attack Limit
The Weather Chart specifies the number of land attacks the
Chinese and Japanese may make on each other in each
turn. Additionally, that number limits the number of
aircraft which may fly, intercept, or escort missions against
each other’s units or factories. The limits do not affect
each other’s naval units (although CVPs are affected).
China may never lend resources. Resources lent to Major
Powers other than China may not be transported across
territory controlled by China.
You can’t transport resources into or out of an iced-in port.
The limit on land attacks does not include overruns.
9.2
The limit on the number of aircraft units does not include
those flying Re-base, Air Transport, Air Supply, or
Paradrop missions. It does include intercepting and
escorting those missions, however.
While neutral, Rumania provides 2 oil resources to
Germany and 1 oil resource to Italy each turn. When
Rumania joins the Axis side, it provides all 4 oil resources
to Germany.
These limits may not be exceeded by the Chinese before
the Japanese exceed them. If the limits are exceeded by the
Japanese, they must immediately roll for US Entry for
launching a major assault on China. Thereafter, Japan and
China ignore these restrictions.
8.2.8
Russia must provide Germany with 5 oil resources per
turn. Reduce this amount by 1 for each Axis minor which
joins the Axis side (see 18.3). If a German unit is in
Rumania, Finland, Persia, Afghanistan, or Turkey in this
Segment, Russia provides no resources this turn.
Impulse Track Effects
The USA must provide Japan with 5 oil resources per turn
and must maintain a convoy pipeline to transport the
resources. This may be changed by US Entry Options.
The Weather Chart also contains a modifier number.
During the End of Action Phase of each of the second
side’s impulses, advance the Impulse Marker that number
of spaces on the Impulse Track.
While neutral, Yugoslavia provides 1 resource to Italy.
Sweden provides Germany with 3 resources per turn.
The Impulse Marker is always advanced only 1 space after
each of the first side’s impulses.
9.
NEUTRAL RESOURCES
Germany receives no convoyed resources from Sweden in
turns in which the Arctic Circle experiences Winter or
Severe Winter if the Allies control Oslo, Bergen,
Trondheim, or Narvik.
RESOURCE DETERMINATION
9
While Paris is Axis controlled, a neutral Spain must supply
Germany with 1 resource a turn.
10.2.1.2
Russian Limited War
When Russia declares war on a minor country, she must
announce whether it will be a limited war (see 17.2.1).
A neutral Persia must supply the Commonwealth with 1 oil
resource each turn.
10.2.1.3 Types Of Action
A neutral Iraq must supply France with 1 oil resource each
turn, and 1 oil resource to the Commonwealth.
When a side conducts an impulse, each Major Power on
that side must select one of the following actions. They
need not all choose the same type of action.
If France is conquered, or has had a Vichy government
installed, Iraq instead provides the oil to whichever major
power controls Syria.




A neutral Arabia provides the CW with its oil resource.
The Netherlands resources on the Pacific map are only
available to either side in certain cases (see 18.4).
The side must perform all actions permitted in a Naval
Action first (see 10.5), then all Strategic Bombardments
(see 10.6.1) and finally all actions permitted in a Land
Action (see 10.7).
A Major Power or minor country no longer provides these
resources on the turn it comes to war with the recipient,
retaining them for its own use.
10.
ACTION SEGMENT
10.1
ACTION SEGMENT DESCRIPTION
Pass Action
Naval Action
Combined Action
Land Action
Each type of action only permits certain activities and
these are limits on how often some of them can be
performed (see Activities Limits Table). If an activity is
permitted, and no limit is specified, then it can be
performed any number of times.
The Action Segment is a series of alternating impulses in
which most of the game takes place. The side with the
initiative chooses which side has the first impulse.
All minor countries and governments-in-exile (14.2)
controlled by a Major Power may only perform activities
permitted in the action chosen for that Major Power.
Impulses then alternate between the sides until the
Segment ends. After each impulse is over, a die is rolled to
determine whether the Action Segment ends (see 10.8). If
it doesn’t, then the other side conducts an impulse.
Activities performed by minor countries and governments
in exile count against any activity limits for its controlling
Major Power.
10.2
IMPULSE DESCRIPTION
10.3
10.2.1
Declaration of War Phase
In each non-pass action, both sides may fly air missions.
10.2.1.1
Procedure
AIR MISSIONS
For all missions, the phasing side flies bombers (including
CVP with bombing factors) or ATRs, including escorts, to
target hexes, or land sections; then the non-phasing side
may fly fighters (or bombers and fighters in Ground
Support missions); finally, the phasing side may fly
fighters as interceptors. An aircraft flying a naval mission
into a sea area where there are no enemy units present may
not be intercepted.
As the first activities in an impulse, one or more of the
phasing Major Powers may declare war on any Major
Power(s) on the other side and on any neutral minor
countries (with certain exceptions). They may also cause
certain minor countries to join their side (see 18.0).
After all these activities have been declared, dice are rolled
for US Entry, as necessary, and any forces of minor
countries are set up (see 18.1).
Bombers include LND, NAV, and CVP (when not flying
as a FTR and if they possess applicable bombing factors).
A declaration of war on a Major Power constitutes a
declaration of war on all non-neutral Major Powers on that
side. Similarly, a declaration of war by a Major Power
constitutes a declaration of war by all non-neutral Major
Powers on that side. Exception: a declaration of war
between Russia and Japan is not a declaration of war on or
by any other Major Power.
Bombers also include FTRs which are using their tactical,
strategic bombardment, or air to sea factors. To perform a
mission, a bomber must have a non-zero factor for that
mission type.
A FTR flying as a bomber must be so designated at the
commencement of the mission and may not switch roles
10
until it re-bases (except for FTRs flying naval air missions,
which may switch roles each naval combat round provided
it has not exceeded the range requirements of any of its
roles. A FTR which has exceeded its flying range for FTRbombers may not act as a bomber).
Aircraft units ignore all enemy ZOCs and units when
tracing its path. When flying over sea areas, aircraft units
move from hexdot to hexdot.
If the target is a sea area, an aircraft unit need only reach
one hexdot in that sea area before being placed into a
section of the area’s sea box (see 10.5.2.4).
Fighters are FTRs using only their air-to-air ratings and
CVP flying as FTRs.
10.3.2.1
Extended Range
The types of air missions allowed are:
Bombers with extended range (shown by an orange arrow)
may fly up to double their movement allowance to a target
hex or sea area. If they use their double allowance, they
can also return to base up to double their allowance after
having flown their mission. One should turn such units face
down in the target hex or sea area to mark the extended
range or use extended range counters.
In a Naval Action - Port Attack (see 10.5.1) and Naval Air
(see 10.5.2.4), ASW Mission (see 10.5.2.4.1)
In a Combined Action - all air missions, including
Strategic Bombardment (see 10.6.1), Carpet Bombing
(see 10.6.2) and Minor Port/Canal Bombing (see 10.6.3)
A bomber using extended range has only half its naval,
tactical, and strategic factors.
In a Land Action - Ground Strike (see 10.7.1), Air
Transport (see 10.7.5.1), Paradrop (see 10.7.5.2), Ground
Support (see 10.7.6.4) and Air Supply (see 10.7.8)
10.3.1
You can re-base bombers with extended range using their
extended range in the re-base calculation. Thus an
extended range bomber could re-base up to six times its
non-extended value assuming it passes only through
friendly controlled territory (see 10.7.2).
Aircraft Types
There are 4 types of aircraft. These are: FTR, NAV, ATR,
and LND. “LND” stands for “land bomber” and includes
strategic and tactical bombers.
10.3.2.2
10.3.1.1
Aircraft Classes
Intercepting FTRs halve their movement allowance. You
can return them to base at their full movement allowance
after the mission.
Each aircraft type has many classes. Usually, the class
contains 2 or more aircraft units, but some only have 1.
Within each Major Power’s force pool, all aircraft within a
class share the same camouflage pattern.
10.3.2.3
Fighter-Bomber Range
FTRs flying as bombers halve their movement allowance.
You can return them to base at only half their movement
allowance after the mission. You should turn such units
face down to mark their bomber status.
Aircraft with the same designation (e.g. FW 190A) are
always in the same class. Sometimes aircraft with similar
designations (e.g. “YAK-1”, “YAK-7B”, and “YAK-7DI”)
are also in the same class..
10.3.2.4
10.3.2
Interceptor Range
Naval Aircraft Movement
Aircraft Movement and Special Aircraft Rules
Aircraft you fly during naval interdiction (see 10.5.4) or
the naval search procedure (see 10.5.6.3) halve their
movement allowance.
Aircraft units move from hex to hex in the same fashion as
land units but may also move from hexdot to hexdot. Each
aircraft unit has a movement allowance printed in the
yellow and white circles on the front of the counters.
If you fly an aircraft into a sea area, it can always go into
the ‘0’ section of the sea box. You can move it up one
section for every two movement points it has remaining.
It always costs aircraft 1 MP to enter a hex or hexdot on
the European map and 2 MP per hex or hexdot on the other
maps, regardless of weather or terrain.
10.3.2.4.1
When aircraft units fly, intercept, or escort a mission, each
aircraft unit moves to the target hex (possibly in a stack
when performing strategic bombardment), provided that
the unit does not exceed its movement allowance.
Carrier Based Plane Movement
CVP may never move separately from their CV except
when rebasing from one CV to another or rebasing to or
from a land section or hex or when flying a mission.
11
10.3.2.5
Flying boats can fly missions into or rebase through noncoastal land hexes and land sections.
Aircraft Movement and Supply
Aircraft that are out of supply (see 4.1) halve their
movement allowance. CVP on a CV at sea are never
considered out of supply.
The BV-222, Mavis and Emily may only air transport or
air supply units in coastal (or lake coastal) hexes.
10.3.2.6
10.3.3
Flying and Off Map Boxes
Aircraft Mission Procedure
You can move aircraft from any hex of hexdot it has
reached on the map edge of a sea area to another sea area
along a blue communication line that connects them. This
costs 10 movement points. You reverse this procedure to
enter a map-edge hex or hexdot.
Only face up aircraft and CVP units may fly, intercept, or
escort missions. Aircraft units may fly missions even if
they have been naval transported into a port earlier in the
impulse. Face down CVP may still take part in Naval Air
combats.
Moving from one off map sea area to another costs 20
movement points.
Aircraft and CVP units may fly missions in the way
described in the Aircraft Mission Allocation rule (see
10.3.4).
It costs no movement points to take off from, or land in, a
hex or land section in an off map box sea area.
If this leaves aircraft or CVP units of both sides in the
same hex or sea area, an air-to-air combat may result (see
10.3.5).
Aircraft may fly missions between land sections connected
by land, or along a brown communication line between
land sections and map edge hexes. Aircraft pay 10
movement points to move from one land section to
another, and 5 movement points to move from a map edge
hex to a land section (and vice versa).
After air-to-air combat, any AA fire is resolved (if
applicable).
Surviving bombers then resolve their missions. These
missions are: Port Attacks (10.5.1), Strategic
Bombardment (10.6.1), Carpet Bombing (10.6.2), Minor
Port/Canal Bombing (see 10.6.3), Ground Strike (10.7.1),
Air Transport (10.7.5.1), Paradrop (10.7.5.2), Ground
Support (10.7.6.4) and Air Supply (10.7.8).
Aircraft may also fly missions along blue communication
lines. As with re-bases, it costs 20 movement points to
move from one off-map sea area to another and 10 points
to move from an off map sea area to the map (and vice
versa).
10.3.2.7
When resolving a mission in a land section, each port,
stack, factory and resource point in that land section is
treated as if it were in a separate hex.
Maximum Range
If a bomber has a movement point remaining on a nonEuropean map, it may bomb (and return to base from) 1
hex further, however, its bomb load is halved (i.e. its
strategic bombardment, air to sea, or tactical factors).
There is no resolution of a Naval Air mission as such,
although Naval Air Missions may result in naval combat
(see 10.5.6).
FTRs with 1 remaining movement points may also move a
further hex on the non-European maps, but their air-to-air
ratings are reduced by 1.
Aircraft units flying Naval Air missions remain in the sea
area until the Return to Base Phase (see 11.7), unless
destroyed or aborted earlier.
10.3.2.8
In all other cases, after each aircraft unit has flown,
intercepted or escorted an air mission, it is flown up to the
limit of its movement allowance to any friendly controlled
hex and is turned face down.
Tank Busters
Tank busters’ tactical factors (shown by a red circle)
aren’t halved for resolving a Ground Strike if the target
is an ARM unit. They can still be affected by weather and
terrain.
10.3.2.9
After each CVP unit has flown its mission, it returns to an
empty CV from which it could have been launched within
range or to an available land hex or section. A CVP cannot
return to another MP’s CV. If there is no CV to return to
and no available land hex or section within range, the CVP
is destroyed. After returning the CVP is turned face down.
Flying Boats
Flying boat aircraft (shown by a vertical blue bar) can only
base in coastal hexes, including lake coastal hexes, and
coastal land sections. Only one such unit can stack in each
hex, but this is in addition to normal stacking limits. They
can even base in coastal mountain and swamp hexes.
CVP returning from a naval air combat are not turned face
down.
12
10.3.4
Aircraft Mission Allocation
Air to air combat is fought in a series of rounds. They
continue until both sides’ bombers are cleared through to
their targets, neither side has any FTRs, or one side’s units
are all destroyed or aborted. If one side contains no FTRs,
all opposing bombers are immediately cleared through to
the target.
When flying a mission the phasing player declares whether
it is a day mission or a night mission (if applicable). He
then flies all desired aircraft units into a sea box section of
a sea area (10.5.2.4). The non-phasing player is not
allowed to fly any aircraft units in response to this
movement. The only aircraft units allowed to fly Naval Air
missions are aircraft units with at least one air to sea factor
and FTRs.
At the start of each round, both players calculate their airto-air strengths by taking the air-to-air rating of their front
FTR and adding 1 for each other FTR. For CVP acting as a
FTR, each CVP behind the front FTR adds 0. If a player
has no FTRs, then his air-to-air strength is the air-to-air
rating of the front bomber only.
Any air mission may be intercepted anywhere along the
path up to and including the target hex, although CVP may
only intercept in the target hex itself. CVP may not fly
naval air missions.
10.3.5
Each player’s air-to-air combat value is his air-to-air
strength minus his opponent’s.
Air to Air Combat
Air to air combats are fought in hexes (and sometimes sea
boxes or land sections) containing at least one FTR (or
CVP acting as a FTR) of one side and an aircraft unit of
the opposing side.
Both players now roll 2 dice on the air-to-air CRT. The
non-phasing player rolls first, and implements the results
before the phasing player rolls. The phasing player then
rolls, using the combat value worked out previously.
10.3.5.1
After each round of air-to-air combat either player may
voluntarily abort all his FTRs and bombers that are not
yet cleared through to the target (the phasing player
deciding first). This is treated as an ‘A’ result (see 10.3.4).
Aircraft Arrangement
Air to air combats are resolved on at a time.
For each combat, both players split their aircraft units into
two groups:


Exception: in Naval Air combat, non-CVP aircraft units
that voluntarily abort are returned to the sea box section
they started from. CVP that voluntarily abort may either
return to an available land hex or section and turn face
down, or may return to an eligible CV and remain face up.
Bombers/ATRs and escorting FTRs
Intercepting FTRs
In Naval Air combats (see 10.5.8), players decide
simultaneously which of their aircraft and CVP are flying
as bombers and which as FTRs. They may be used in one
role in one segment, impulse, phase or naval combat round
(see 10.5.10) and change roles in the next provided that
they would not have exceeded the range requirements
for all roles.
After the air-to-air combat rounds have finished, the
cleared through bombers attack their targets.
10.3.5.3
Air-to-Air Combat Results
Results only affect the non-die rolling side.
They may not change roles during a naval combat
round (see 10.5.8).
An ‘X’ result destroys 1 enemy aircraft unit (and any unit
being air transported by it).
In air missions, aircraft allocation will have already split
aircraft and CVP units into bombers and FTRs. Once
allocated, these units may not change roles.
An ‘A’ result aborts 1 enemy aircraft unit. This returns an
aircraft unit to any friendly controlled hex within the limits
movement allowance (see 10.3.1) and returns a CVP unit
to an eligible CV in a section from which it could have
been launched or to a hex or land section within range, as
applicable. Aborted aircraft units (and any unit being air
transported by them) are turned face down.
Both players simultaneously arrange their FTRs and
bombers into a line from front to back within each group.
The front units in each group are the only units that can be
adversely affected by combat, until destroyed or aborted,
thus exposing the second unit to these results in the next
round. After both players have lined up their units, air-toair combat commences.
10.3.5.2
A ‘C’ result clears 1 enemy bomber through to the target.
It is removed from the line up and placed on the target hex.
If there are no enemy bombers, the result is ignored.
A ‘-’ result has no effect.
Air-to-Air Combat Procedure
13
If it’s flying as a fighter-bomber, it subtracts 1 because of
rule 10.3.4.6. There is no extra modification. If it is not
facing an enemy FTR, there is no modification.
A result prefixed by an ‘A’ means that the player rolling
the dice chooses whether his opponent’s front FTR or
front bomber is to satisfy an ‘X’ or ‘A’ result. He may
choose any enemy bomber to be cleared through to the
target, if that is the result.
Twin-engined FTRs (other than the front FTR) still add 1
(or 1/2 at night).
A result prefixed by a ‘D’ means that the non-phasing
player chooses whether his front FTR or front bomber
will satisfy the ‘X’ or ‘A’ result or which of his bombers is
cleared through.
10.3.5.4
The P-38 and Me-262 are not affected by this rule.
10.3.5.9
If any FTR has an air-to-air rating less than half that of the
front FTR, it adds nothing to that side’s air-to-air strength
in the air combat. This rule includes CVP flying as FTR.
Asterisked Factors
Bombers and ATRs with an asterisk instead of a factor for
a mission type may not fly that mission.
10.3.5.5
10.3.6
Defensive Air-to-Air Ratings
Tactical factors are halved (rounding fractions up) if being
used to Ground Strike or Ground Support units in forest,
jungle, or swamp terrain. Halve total factors for Ground
Support. Halve each unit in Ground Strikes.
Fighter-Bombers
Subtract 1 from the air to air rating of a FTR flying as a
bomber. This is done before halving for night missions.
10.3.5.7
Weather and terrain effects are cumulative. Factors are
halved as many times as necessary before being rounded
up.
Night Missions
Night missions are only possible for
Bombardment and Air Re-supply missions.
10.3.7
Strategic
CVP may be used in any role for which they have factors.
Thus, any CVP may fly as a FTR.
CVP based on a CV may never move out of the sea area or
port that their CV is in, except as allowed when re-basing
the CVP.
FTRs other than the front FTR add only 1/2 each instead of
1 and CVP add nothing. Exception: Night FTR’s air-toair ratings (shown by a black circle) are not halved in night
missions. In addition, night FTRs add a full +1 when
behind a front FTR during a night mission.
A CVP unit may fly Port Attack, Ground Strike, and
Ground Support missions as a bomber. As a FTR, it may
intercept or escort any mission.
When attacking at night, the FTRs use their modified
value against the bomber’s full value. The bombers use
their full value against the FTRs full value.
A face up CVP on a CV may fly a mission (except for
naval air) an escort, or an interception from that CV. The
CVP’s move begins from any hex dot in the sea area
(movement is not reduced for the sea box section its CV
occupies) and then fly to any hex within range or into an
adjacent land section.
Twin-Engined Fighters
Subtract 1 from the air to air rating of a twin-engined FTR
(circled “3” on back) if:

it is the front FTR in air to air combat; and

the front enemy FTR is a CVP or a singleengined FTR.
CVP Units as Aircraft
CVP are carrier-based planes. CVP may be based either in
a hex or on a CV.
When rolling to attack, halve the air-to-air rating of all
FTRs (CVP) (and FTRs flying as bombers) flying,
escorting, or intercepting a night mission. Do not halve
the air factors of bombers (except for FTR flying as
bombers).
10.3.5.8
Weather & Terrain Effects on Aircraft
The weather effects on aircraft are explained in the weather
rules (see 8.2.4).
If a front bomber or ATR has a defensive (bracketed) airto-air rating and no friendly FTR is taking part in the
combat, the owning player can’t roll dice in that combat.
10.3.5.6
Obsolete FTRs
A CVP is turned face down when it returns from flying a
mission except that it retains its original facing if it flew
into a naval combat from a CV.
You can re-base a CVP, up to double its range (or triple if
eligible), from its CV to a hex or vice versa. A CVP can
also re-base from a CV to another CV in the same sea box
14
section or port. Each of these counts as a re-base for
activities limits. If the re-base exceeds the limit in a
Combined Impulse, then it is turned face down.
10.3.9
CVP may not fly, intercept, or escort a mission if they are
in a port hex on a CV.
Pilots are separate from their machines and must be trained
separately. The number of pilots limits the number of
aircraft and CVP allowed on the map.
10.3.9.1
CVP may not interdict or react into section boxes
independently of their CVs. In this case, they always
remain attached to their CV.
Pilots
Pilot Training
Pilots cost 2 build point and take 3 turns to train. They are
subject to gearing limits as a separate class. “Pilots in
training” markers are not limited to the counter mix.
10.3.7.1 CVP Classes
In each Reinforcement Segment you add the number of its
arriving pilots to each Major Power’s Available Pilots
Track.
Most CVP will list 2 or 3 years inside colored boxes on the
back of their counter. The colored boxes determine the
plane’s class and correspond to particular CVP capacities.
10.3.9.2
Available Pilots Track
The 7 classes are:
1.
2.
3.
4.
5.
6.
7.
The Available Pilots Track records the number of
unallocated pilots on the map.
Light Blue
Orange
Green
Royal Blue
Red
Violet
Black
Add a pilot to the track:
The top box on the counter is the plane’s initial class. It is
the same as the class shown on the front of the counter. It
also specifies the year the plane enters the force pool. The
other boxes determine the plane’s later classes and the year
that it switches to them. When its class drops, a carrier
plane can fit onto a smaller CV.
Each CV can carry as many class points of CVP equal to
its capacity. However, no CV may ever carry more than 1
CVP. For example, if a US CV has a Black 7 capacity
rating, it could carry an orange CVP, a green CVP, or a
light blue CVP, but not one of each. A CV can act as a
TRS for any CVP regardless of it’s rating.
10.3.8

when a minor country with aircraft is conquered;

for each aircraft moved from the map into the
Reserve Pool;

for each ‘pilot in training’ who arrives as a
reinforcement; and

for each pilot who doesn’t die when his aircraft is
destroyed.
10.3.9.3
Pilot Death
If an aircraft unit is destroyed, the pilot can die with it.
This happens if the aircraft is destroyed:

in a sea area where that side has neither a naval
unit nor a port; or

by an air to air combat dice roll of ‘9’ or more in
any sea area or in an enemy controlled hex or
land section; or

by an air to air combat in a friendly controlled
hex or land section, if the dice roll was ‘9’ or
more and the result was ‘AX’; or

while flying a kamikaze mission (23.2); or

while a Vichy aircraft; or

while overrun on the ground (except for Vichy
aircraft, where the pilots may become CW).
Un-Intercepted Bombers
If a bomber (not a CVP) is not intercepted over its target;
its tactical, air-to-sea, and strategic factors are increased by
1 (unless it has an asterisk ‘*’ instead of factors, in which
case it still may not perform that mission).
If a bomber (not a CVP) is intercepted without any FTR
escort or friendly interceptors, that bomber has its tactical,
air to sea, and strategic factors reduced by 1.
Note: Un-intercepted and intercepted bombing modifications are applied to the aircraft’s factors before any
and all other modifications, including extended range,
weather, nighttime, terrain, et al.
The pilot is not destroyed when an aircraft is scrapped.
15
10.4
THE PASS ACTION
Port attacks on a neutral power may be conducted after
naval movement. (This is contrary to the usual sequence of
play)
A Major Power choosing a Pass Action may not perform
any activity in that impulse except for declaring war. If an
MP declares a Pass Option, it may not initiate naval
combat.
10.5.1.1
SCS (or CVs using their surface factors) and SUBs may
also port attack during the port attack phase.
In addition, if every Major Power on a side chooses a Pass
Action, the die roll modifier to end the segment is 2 less if
that side went first this turn, and only 1 less if it did not.
10.5
The owning player announces which SCS (or CV) and
SUBs will conduct the port attack.
THE NAVAL ACTION
Each of SUBs and non-SUBs needs to make an activation
roll, the roll being the same as that for CVP. These rolls
are made separately from the roll to activate CVP, and
surface port attacks occur after naval air port attacks. The
SUBs make their port attacks before the non-SUBs.
A Naval Action is conducted in the order shown in the
Sequence of Play (see separate chart)
10.5.1
Surface Port Attacks
Port Attacks
Port Attack missions allow aircraft to attack enemy naval
units in port.
A port attack by SCS or SUBs is fought as a surface
combat between the attacking units and every eligible unit
in the port. However, the combat lasts only 1 round. SUBs
are only eligible to attack non-SUB naval units in the port.
After bombers are allocated to the mission, one die is
rolled for each port attacked. CVP based on CVs are only
eligible to attack that port if the die roll is equal to or less
than twice the search number of the sea box section they
occupy (however, on a roll of 6, the attack is unsuccessful).
This roll is not affected by weather or CV search bonuses.
SCS (and CV) may attack both SUBs and non-SUBs in the
port.
First, however, the attacking units must endure a surface
attack by the inherent defenses of the port. These inherent
defenses are counted as 10 surface factors in a minor port
and 50 surface factors in a major port.
If unsuccessful, the CVP returns to the CV from which it
launched and stays face up.
Non-CVP Aircraft units are always eligible to attack, so
the die roll doesn’t affect them.
Units which are aborted or destroyed by the port defenses
may not attack the ships therein. Units which are damaged
or unharmed may attack the units in port.
Air-to-air combat, if any, is now conducted.
10.5.1.2 Bottomed Ships
Before resolving their missions, bombers are subjected to
anti-aircraft fire from the naval units in the port (see
10.5.8.2).
When applying results against units in a port, an ‘X’ result
(or 2 ‘D’ results) only destroys the target if you rolled less
than or equal to half its defense factor (the second roll if
the unit is destroyed by 2 ‘D’ results).
Air to sea factors which survive the anti-aircraft fire
resolve an attack against the naval units in the port using
the Naval CRT (identically to the Naval Air Combat
procedure - see 10.5.8). SUBs in a minor port are
automatically committed to combat. SUBs in major ports
are immune to port attacks (and may not be committed).
If your roll lies between half and the full defense factor,
put the unit in the Construction Pool instead of the force
pool. A carrier plane on a bottomed CV (and its pilot) is
still destroyed. Convoy points can never be bottomed they are always destroyed.
‘A’ (abort) results obtained in Port Attacks turn the
affected units face down.
Units bottomed in a port outside of a home country may
not be repaired and are considered sunk. Pearl Harbor is
considered a home country port for the purpose of this
rule.
There is only one combat round in a Port Attack.
After the Port Attack is resolved, all aircraft units rebase
and are turned face down. All CVP taking part are returned
to an eligible CV in the same sea box section from which
they launched or to a hex or land section and are turned
face down.
10.5.2
Naval Movement Phase
Naval movement allows aircraft and naval units to move
through and patrol sea areas and to enter and leave ports.
16
Naval units and SUBs move in exactly the same way and
can even move together in the same naval movement.
coastal hex only on the Red Sea, not the Eastern
Mediterranean.
For the purposes of the Activities Limits Table, one “naval
movement” is to:
Each naval unit must stop moving when it has spent its
entire movement allowance or it has reached the limit of its
range, whichever occurs first.

move any number of face-up naval units
(including any units they are transporting and
CVP they are carrying) originating in one port, to
any one destination (either to one other port or to
the same section of a sea box); or
It costs 1 point of a unit’s range for each sea area and port
it moves into.

fly any number of face up aircraft on a naval air
mission (see 10.3.3) from one stack into the
same section; or
It costs a naval unit 1 MP to enter a sea area from an
adjacent sea area and 1 MP to enter a port from its
surrounding sea area or vice verse (i.e. it costs 1 MP to
move from Gibraltar to the Barbary Coast sea area and
vice versa).

move any number of face-up naval units from one
section to a lower section of the same sea box
Naval units that commence the impulse in a port that is out
of supply subtract 1 MP and 1 range.

move any number of aircraft from one section to a
lower section in the same sea box; or

return to base any number of naval units to one
port from the same section of a same sea box; or
A naval unit which ends its movement in a sea area is
placed into that area’s sea box. It must choose a section of
the sea box, which has a search number less than or equal
to the unit’s unused movement allowance.
return to base any number or aircraft units to one
stack from the same section of the same sea box.
All naval units are turned face down when they move to a
port. They cannot move again unless forced to re-base by
occupation by enemy units or other changes of control as
specified in the rules.
If the moving units belong to a neutral MP, each unit
moved (not each group) counts as 1 naval movement.
Except as noted above, naval units may only move if they
are face up in a port.
Each naval and aircraft unit may only make 1 naval
movement in an impulse.
10.5.2.2
10.5.2.1
Naval units may not move into or out of any areas in
Scandinavia which are frozen during a given impulse.

Naval Movement
Naval units may move either individually or in a group
through a series of adjacent sea areas.
Naval Movement Restrictions
Naval units may only move between Kiel and the North
Sea if the 5 hexes adjacent to the Kiel Canal were
controlled by that side at all times previously during the
turn.
Units moving in a group must have started movement in
the same port (or sea box section). The group may drop off
units in any sea area or port through which it passes
(subject to naval movement limits in a Combined Action see Activities Limits Table). Any units dropped off may
not move any further.
Major Power naval units may not move between the Baltic
Sea and the North Sea unless that side controlled two or
more of Oslo, Copenhagen, and Kiel at all times previously
during the turn.
Units moving out of a port must first move into the
surrounding sea area (e.g. naval units in Gibraltar must
move directly into the Western Mediterranean, Barbary
Coast, or Bay of Biscay areas). Similarly, a naval unit can
only move into a port from the surrounding sea area.
Surface naval units may only move between the North Sea
and the Bay of Biscay if they are returning to base, or if
that side controlled London at all times previously during
the turn. SUBs are not restricted in this manner.
Surface naval units may only move between the Western
Mediterranean and the Barbary Coast sea areas, or between
the Western Mediterranean and the Bay of Biscay sea
areas if that side controlled Gibraltar at all times
previously during the turn. SUBs are not restricted in this
manner.
Naval units may move directly to Kiel from the North Sea
and vice verse. However, Kiel is a coastal hex only on the
Baltic Sea, not the North Sea.
Similarly, Naval units may move directly to Suez from the
Eastern Mediterranean and vice versa. However, Suez is a
17
Naval units may only move between the Eastern
Mediterranean and the Black Sea if Istanbul was controlled
by that side at all times previously during the turn.
10.5.2.4.1
Naval units may only move between the Eastern
Mediterranean and the Red Sea, or between Suez and the
Eastern Mediterranean if the 4 hexes adjacent to the Suez
Canal were controlled by that side at all times previously
during the turn. While neutral, however, Italian naval
units may move between the Eastern Mediterranean and
the Red Sea.
Beginning in 1942, any naval air unit (or CVP) with the
range to reach the 3 box may be placed on ASW patrol.
The unit is flipped to signify its status. The unit may not
search for surface ships nor participate in any other type of
combat. It may be intercepted by enemy aircraft. Any
enemy SUB attempting to transit this area is subject to
interception by the aircraft flying the ASW mission. In
1943, the ASW aircraft may add +1 to the search die-roll.
In 1944, add +2.
Units may move from the Panama Gulf sea area to the
Caribbean Sea area until the US has selected US entry
option 20. Thereafter, only Allied naval units may move
through.
10.5.2.3
10.5.2.4.2
Maximum Range- Naval Air
If on the non-European maps a Naval Aircraft (incl. FTRs)
moves into a sea box section but still has a movement point
remaining, it may move into the next higher sea box
section (up to section ‘3’). However, its air to sea factors
are halved if it is acting as a bomber and its air-to-air rating
is reduced by 1 if it is acting as a FTR.
Naval Escort
Escorting naval units provide protection against convoy
attacks.
To qualify as an escort, a naval unit (surface only, aircraft
may never escort) must enter a sea box such that it has
enough movement points to enter the 2 section of the sea
box. Assuming the unit qualifies in this manner, the
owning player declares it to be an escort and moves the
unit to the 0 section and places the unit on top of the
convoy point markers.
10.5.3
Naval Transport
Naval Transports (TRS, The Queens and AMPHs - and
SCS and CVs in some circumstances) may transport
aircraft or land units when they move. The transport
capacity of one TRS or AMPH is:




A unit currently in a sea box section of 2 or greater may, as
a naval movement, move into the zero section and be
placed atop the convoy markers as an escort.
In addition, a unit ending the turn in the 2 or 3 section and
eligible to remain at sea may place itself into the 0 section
as an escort.
10.5.2.4
ASW Missions
2 DIVs/ART, or
1 other land unit, or
1 aircraft unit (or two CVP)
1 SNU
AMPHs have further restrictions enumerated later.
The unit to be transported must be face up (or a face down
HQ).
Naval Air Missions
The transport capacity of each SCS or CV (without a CVP)
is one INF DIV, MAR DIV, PARA DIV, or MTN DIV.
Unlike all other air missions, a Naval Air mission is not
flown against an enemy target. It is flown into a sea area
whether or not it contains enemy units.
The Queens represent two converted passenger liners that
were famous for their speed. They go into a separate force
pool and have the same carrying capacity as a TRS but
have restrictions enumerated later.
Aircraft mission allocation is described in 10.3.3. (CVP
may not fly Naval Air missions).
An aircraft unit which flies into a sea area and stops there
must be placed into the sea box in that sea area. It must
choose a section or the sea box which has a search number
less than or equal to half of the unused movement
allowance of the aircraft unit (exception: see 10.5.2.4). An
aircraft unit has flown into a sea area once it has moved
onto any hexdot in that sea area.
Units can commence the impulse in the same port as the
Naval Transport unit. They then move when the Naval
Transport makes a naval movement.
Units can only be transported from a land section if they
are stacked with the Naval Transport at the start of the
Phase.
It costs an aircraft 2 MPs to enter each hex or hexdot
on the non-European maps. Thus, a FTR with a range of
6 or less cannot be placed into the ‘3’ section of a sea box
on the Pacific map.
Alternatively, a Naval Transport with unused transport
capacity can end its move in a sea area and immediately
embark a face up land or aircraft unit (or face down HQ)
18
up to its transport capacity from any coastal hex or land
section in that sea area. Embarkation occurs before
Interdiction or Interception.
The chance of successful interdiction is 1-3.
Units that successfully interdict must immediately move
into the sea area. They may move into any sea box section
in that sea area for which they have sufficient movement
points.
Transporting land or aircraft units in either of these ways
does not count against limits on the use of land or aircraft
units in an action.
Units that have failed interdiction may attempt later
interdictions against other moves through the adjacent sea
area, or if the port of origination of the interdicting units is
adjacent to several sea areas, then an interdiction attempt
may be made for each sea area entered during each move.
Units being embarked while out of supply are immediately
turned face down. They may neither invade nor land (see
10.7.4.5) but may return to base with their Naval Transport
(see 11.7.1).
Units debark from Naval Transports in a Land Movement
Phase (see 10.7.4), unless the Naval Transport moves into
a port (in which case they automatically debark at the end
of the Naval Movement Phase). Units debarking from an at
sea Naval Transport count as Land movements or aircraft
re-bases as appropriate.
Air units capable of flying Naval Air missions may also
interdict. They do so if they have the range to reach at least
the zero sea box section and can roll a 1-3 on a die.
However, aircraft you fly during naval interdiction halve
their movement allowance. Such interdiction rolls are
made on a per plane basis.
Land and aircraft units transported directly into a port
may move or fly in subsequent phases of that impulse.

AMPHs may transport all units except for ARM,
MECH, aircraft, SNU, or ART units.
After all interdiction of the moving stack is conducted, the
interdicting units must make an interception attempt (see
10.5.5) against them if the units intend to move through the
sea area or into a port in that sea area. Otherwise, the
interdicting units simply remain eligible for normal naval
search and combat.

TRS may transport all units (except SYNTH
Plants, Factories, and other such units).
Interdicting units do not activate interdiction by enemy
units.

SCS and CVs without CVP may transport an INF
DIV, PARA DIV, MAR DIV, or MTN DIV. (The
SCS or CV cannot perform any other actions in
that turn).
10.5.5
The types of Naval Transports and allowable cargo are:

As naval units move into a sea area, they may be
intercepted by enemy aircraft and naval units (other than
Naval Transports) which are already in the sea area or
which have successfully interdicted.
The Queens may only transport MAR, INF,
MTN, PARA, MIL and TERR.
A group of SUBs may only be intercepted by aircraft
flying an ASW Patrol Mission.
TRS can only pick up a corps or army sized unit from a
port hex or a hex that contains an HQ (including the unit
being picked up). A corps or army-sized unit may not land
from a TRS into a friendly coastal hex unless the unit is an
HQ or the hex is a port or contains an HQ. Marines and
divisions are not subject to this restriction. AMPHs may
embark or debark its units into any friendly coastal hex
regardless of whether it contains an HQ or a port.
10.5.4
Naval Interception
A unit or group which merely moves from one section
of a sea box into a lower numbered section of the same
sea box is subject to normal search procedures, not
interception procedures.
Aircraft units which are flying through a sea area are not
subject to interception, except for Strategic Bombardment
missions and Air Re-supply missions, which may be
intercepted under the normal air combat rules. Naval units
returning to base, whether at the end of a turn, or due to rebase requirements because the port they occupied has
become enemy controlled, or because of an abort in
combat (whether voluntary or due to an ‘A’ result), are
also subject to interception.
Naval Interdiction
Surface naval units entering a sea area can be interdicted if
they have to pass within 3 hexdots of an enemy major port.
The non-phasing player may interdict with any CV or SCS
or SUB units occupying ports in that sea area.
After the moving group enters the sea area, the phasing
player announces whether he will remain in the sea area or
attempt to continue moving. If he remains in the sea area,
On a surprise impulse, no surprised unit may interdict.
19
he must place his units into a sea box section or sections
(depending upon the number of naval moves he has
available), and the normal naval search procedure will take
place at the normal point in the turn.
The moving group is placed into the zero section of the sea
box, but in a separate stack from those units that are
remaining in the zero section for the impulse (e.g. convoy
points and escorts). The phasing player may now elect to
have some or all of his SUBs continue their movement,
effectively dropping off the surface naval units as per the
naval movement rules (i.e. it counts as two naval moves).
If he elects to continue moving, the non-phasing player
declares all interception attempts that will be made in that
sea area. If any non-SUB unit in a sea box attempts to
intercept enemy units, then all of that side’s non-SUB units
in the sea box must attempt to intercept with the exception
of units in the zero section of the sea box, which may never
intercept.
Then, roll a die and compare it to the search number of
each section of the sea box which contains units of the
intercepted side. This determines whether any units of the
moving side already in the sea area are included in the
combat (see 10.5.6.1). Since units in the same zero section
are not included, this is an exception to the rule requiring
all units in a section to be attacked. This die roll is subject
to Monsoon penalties and CVP in clear weather bonuses as
per rule 10.5.5).
Similarly, if one SUB attempts to intercept, then all SUBs
must attempt to intercept.
First, a die is rolled for SUB interception in each sea area
where interception by SUBs is taking place.
The same die roll is also compared to the surprise number
of the highest numbered section of the sea box occupied by
any units of the intercepted side. This determines whether
it has been ‘surprised’ (see 10.5.6.1).
The SUB interception attempt is successful if the roll is
equal to or less than the search number of the sea box
section the intercepting SUB(s) occupy. The rolls are
increased by 1 in a sea area experiencing Monsoon
weather. The die roll determines which of the SUBs in the
sea box are eligible to attack. Some, none, or all of the
intercepting SUBs may be eligible to attack depending on
the die roll.
Aircraft units may be added as in normal naval combats
(see 10.5.6.1).
After the first round of interception combat, the combat is
resolved like any other naval combat (see 10.5.6). This can
mean that the intercepted group is excluded while other
units are included in a future round of combat.
Then after SUB interception and combat is resolved, a die
is rolled for surface interception in those sea areas where
surface interception is taking place. The attempt is
successful if the roll is equal to or less than the search
number of the sea box section the intercepting unit(s)
occupy. The rolls are increased by 1 in a sea area
experiencing Monsoon weather. The die roll determines
which of the units in the sea box are eligible to attack.
Some, none, or all of the intercepting units may be eligible
to attack depending on the die roll.
Naval interception combat ends when one side is not
present in the sea area or if search die rolls indicate no
combat.
10.5.5.2
After naval interception has been completed, the moving
group may continue its movement.
If a CV intercepts in clear weather, that side treats the
search number for units in that sea box as if it were one
higher (e.g. it treats section 3 as if its search number were a
‘4’) if the CV carries a CVP with a range of 4-6, two
higher if the CVP has a range of 7+. If there is more than 1
CVP in that section, use the longest ranged one for that
side. However, units in the zero section may still never
intercept, even if a ‘1’ is rolled in clear weather with a
CVP present. The surprise number is not altered when
applying the CV bonus.
10.5.5.1
Post Interception Procedure
These units may be intercepted again in other sea areas.
After interception combat has taken place, any remaining
non-moving units will be eligible for search and combat in
the normal phase.
10.5.6
Naval Combat Phase
After all naval movements have been completed, naval
combats are resolved.
A naval combat can occur in each sea area in which both
sides have aircraft or surface naval units or SUBs,
provided however that both sides do not have forces
composed entirely of SUBs and or FTRs. Neutral units
cannot activate combat.
Interception Procedure
When a moving group is intercepted, the combat is fought
immediately.
20
The Naval Combat sequence may be initiated each impulse
except by an MP that Passes. The naval combat procedure
may be performed even on a Land Impulse.
If either side rolls less than or equal to the search number
occupied by a unit of that side, then a naval combat will
occur (subject to surprise).
10.5.6.1
If a combat does occur, those units in sections of the sea
box with (as modified by 10.5.5) search numbers equal to
or higher than their side’s search roll take part.
Naval Combat Sequence
1.
Choose next sea area and initiate combat there
2.
Fly aircraft to the area
3.
Commit units to this round of combat
4.
Search for the enemy (if neither side finds the
other, return to step 1)
5.
Determine type of combat (air or surface)
6.
Resolve combat
7.
You can abort the combat
8.
Your opponent can abort the combat
9.
If both sides remain, start again from step 2, if
not, return to step 1
If a side has units taking part in the combat but the
opposing side does not, then the side that has included
units must pick at least one section containing enemy units
to take part in the combat.
However, just because a player chooses to attack a given
section doesn’t mean that his own units in the chosen
section are included in the combat. They would have had
to been included by his own search die roll.
If combat does occur, each player may fly aircraft units
into the sea area at half movement allowance. Aircraft
units may only fly if they are capable of flying a Naval Air
mission and only if the player’s units in that sea section
were not surprised. They make the movement as if it
were such a mission (see 10.3.3), but these movements do
not count against activities limits. They may be placed
into any sea box section(s), even those not containing any
friendly units. Planes flown in after the search die roll do
not alter the surprise status of the combat.
This combat sequence is first initiated by the phasing
player. After the phasing player has completed all of his
desired combats, then the non-phasing player may initiate
combat in any other qualifying sea areas not already
chosen by the phasing player.
10.5.6.4
If a side’s die roll equals or exceeds the surprise number in
the highest numbered section any of its units occupy, that
side is surprised for that combat round.
In all cases, when a search die roll is called for by these
rules, rolls are increased by 1 in a sea area
experiencing Monsoon weather. If the weather is clear
and the side rolling has a CVP involved in that search
procedure, then the search number in each section for
that side is treated as per rule 10.5.5. The surprise
number is not altered when applying the CV bonus or
the Monsoon Adjustment.
10.5.6.2
If a side is surprised, the unsurprised player can
immediately choose to end combat in that sea area. Return
to step 1.
10.5.6.5
Combat Initiation Choice
Naval Combat Choice
The choice between surface and naval air combat is made
as follows, using this priority:
The initiating player chooses any sea area where naval
combat is eligible to occur (see 10.5.6). He may choose sea
areas in any order desired, or he may refuse to initiate any
combat in any sea areas. Once a sea area is chosen, then
steps 1-9 are resolved for that sea area before a new area is
chosen.
10.5.6.3
Naval Surprise
1.
If neither side has any air to sea factors taking
part, it is a surface combat
2.
If one side has no surface naval units taking part,
then it is a naval air combat
3.
If one side is surprised, the opposing side chooses
4.
If one side has air-to-sea factors and the other
does not, then the side with air-to-sea factors
chooses
If both sides have air-to-sea factors, then either
player may choose a naval air combat. If both
Naval Search
Each side rolls a search die roll (see 10.5.5). If both sides
roll above the highest search number of the sections
occupied by one of its units, there will be no naval combat
in the sea area this impulse. If this happens, return to step
1.
5.
21
players decline to choose a naval air combat, it
is a surface combat
10.5.6.6
If both sides remain with any non-SUB units, return to step
9 and run through the naval combat procedure again. This
continues until one side’s non-SUB units are destroyed,
aborted, or until the combat search rolls do not include any
unit in the combat.
Naval Combat Resolution
Work out the total attack factors of the units taking part in
the round. Resolve the combat using the Naval Combat
chart.
10.5.6.9
10.5.6.7
After the phasing player has initiated all of the combats he
desires, the non-phasing player may initiate combat in any
sea areas not chosen by the phasing player.
Multiple Naval Combat Rounds
After each round of naval combat, either or both sides can
abort the combat (the initiating player deciding first).
10.5.7
Opponent’s Naval Combat
Surface Naval Combat
10.5.7.1
If a side aborts any unit from the sea area, that side must
also abort all units from that sea area. SUBs may not be
aborted at this time.
Procedure
If a side elects to abort, the other side may choose to
pursue.
Each side totals its units’ surface combat factors (all
aircraft units are ignored) and locates that total in the
surface row of the Naval Combat Chart. If your opponent
is surprised triple your subs’ combat factor.
First, return all aircraft to base. Then split up all your
surface naval units (including CP) into groups.
Cross index the column with the total defense factors of
enemy units taking part in the round.
The pursuing player can pursue with surface naval and
aircraft units which just took part in the latest naval combat
round. Pursuit is never compulsory. A player cannot
pursue and abort at the same time. To pursue several
groups, the pursuing player splits up his chasing units. All
of the chasing units chasing a particular group must be at
least as fast as the units being chased. Aircraft may chase
any group. SUBS never have to run and can never chase.
The result on the Naval Combat Chart gives two numbers
in the form ‘X/Y’, where X is the number of dice that the
player will roll and Y is the Naval CRT on which he will
roll them. The number of dice rolled can be increased by 1
for each table numbered dropped, at the player’s option.
The table number used can never be increased.
After each side has determined the number of dice rolls it
will make and the table it will roll them on, both sides roll
and implement the results simultaneously.
A unit’s speed is equal to its movement allowance.
Damaged ships reduce their speed by 1.
10.5.7.1.1
Now, a separate combat for each group is fought. Combat
includes search rolls, combat type choice, etc. For this
purpose, assume that the pursuing groups are in the 3
section and the running groups are in the zero section.
There can be no surprise during pursuit combat.
If one side has surprised the other in surface combat, the
columns used on the naval combat chart can be shifted.
The player not surprised gains one column shift for each of
the following:
Each pursuit combat continues until:

a group is fully destroyed or aborted; or

the pursuer decides to stop the chase or cannot
keep up the chase due to speed; or


surprising an opponent (2 shifts on the impulse
that a neutral MP is surprised because someone
declared war on it)

for each point on the unsurprised side’s search
roll below the highest modified search number
occupied by friendly units.

for each point on the surprised side’s search die
roll above his highest surprise number.
the search rolls fail to produce a combat.
After all pursuits are over, the running ships return to base
as if they aborted. The pursuers remain at sea.
10.5.6.8
Surface Combat Surprise
After working out how many shifts are gained, the
unsurprised player may apply each shift to either increase
Continuing Naval Combat
22
the column he locates his X/Y number in, or to decrease
the column his opponent locates his X/Y number in.
Anti-aircraft fire is resolved during port attacks (except
during surprise) and naval air combats
However, no opponent can be decreased below the
leftmost column. Each column shift below the leftmost
instead reduces each die roll on the results chart by 1.
Treat a roll of less than 1 on the results chart as a 1.
Total the target units’ anti aircraft factors. Locate the total
on the anti-air row of the naval combat chart (making
adjustments for surprise). Cross index this column with the
number of enemy bombers that were cleared through.
10.5.8
The first step in a naval air combat is to divide your CVP
and your land based aircraft into FTRs and bombers.
The result gives the number of dice that the defending
player rolls and the combat results table they are rolled on.
As in surface combat, the number of dice rolled can be
increased by 1 for each table dropped.
Next, an air-to-air combat is resolved (see 10.3.4). If a
CVP plane which flew from a CV aborts, it must return to
an eligible CV or to a hex or land section within range.
Cross index the dice rolls with the AA column of the
appropriate combat results table. Add up the results. This
is the number of air to sea factors which attack.
Bombers which clear through resolve the air to sea combat.
This consists of anti-aircraft fire first and then an air to sea
attack.
In addition, an asterisk result (*) destroys 1 CVP or aborts
1 other bomber. The owning player chooses which. Treat
an aircraft which aborts as if it suffered an ‘A’ result in air
to air combat (10.3.4.3). A double asterisk result (**)
destroys 2 CVP or destroys 1 other bomber, or aborts 2
other bombers instead (owner’s choice). Treat two single
asterisk results (*) as one double asterisk result (**). If a
plane is killed by AA fire, its pilot is also killed.
Naval Air Combat
After anti aircraft fire is resolved, the remaining air to sea
factors press the attack using the air to sea row of the naval
combat chart. Otherwise, the combat results are worked
out just like a surface combat.
10.5.8.1
Naval Air Surprise
The aborted/destroyed units are in addition to any air to
sea factors which cannot press the attack and destroyed
units are chosen first, then * aborts are done, and then
remaining factors are subtracted due to AA fire.
Naval air surprise shifts are calculated exactly like those
for Surface Surprise. However, for each surprise point,
either the air-to-air values are affected or a column shift is
applied to both player’s air-to-sea attack.
10.5.8.3
In air-to-air combat, each shift can either increase the
player’s air-to-air value by 1 or decrease the surprised
player’s air-to-air value by 1. Such shifts are one-sided
only. That is, if the surprised player and the unsurprised
player’s air-to-air ratings are equal and there is a 4 surprise
shift, and the un-surprised player elects to reduce his
opponent’s air to air rating by 4, then the surprised player
would attack at -4 and the un-surprised player would attack
at 0.
Each CVP that flew from a CV must return to a CV or an
eligible land hex or section. This is done after all combat
results are implemented.
A CVP may return to a CV of the same MP with proper
capacity which is in the same sea box section from which it
was launched or to a CV in another sea section box from
which the CVP theoretically could have been launched.
A CVP may also land in a hex or land section if control,
stacking, and range permits.
In the air-to-sea attack, each shift can be used to either
decrease the surprised player’s anti-aircraft fire by one
column or to increase the other player’s air-to-sea attack by
one column.
10.5.8.4
Results on CVs
If a CV aborts, the owning player may immediately land a
CVP onto the carrier (flipping the CVP face down).
Additionally, in the surprised player’s air-to-sea attack,
each shift can either increase the other player’s anti-aircraft
by one column or decrease the surprised player’s air-to-sea
attack result by one column. As in surface surprise, no
column shift can occur past the leftmost column. Instead,
for each such shift past the leftmost column, a -1 is applied
to each die roll on the results table, with rolls of less than 1
being treated as a roll of 1.
10.5.8.2
CVP Landing
If a CV is damaged, the owning player may immediately
land a CVP onto the carrier (flipping the CVP face down).
CVP may not fly from a damaged CV.
If CVP do not have a CV to land on after naval air combat
and do not have the range to reach an eligible land hex or
section, they are destroyed, but the pilot survives unless
there are no friendly ships or ports in the sea area.
Naval Anti-Aircraft Fire
23
If a CV is aborted while a CVP is based on it, the CVP
aborts with it and both are turned face down.
A ‘D’ result on CP destroys 1 CP.
If a CV is damaged while a CVP is based on it, its CVP
can no longer fly or re-base. When the CV is placed into
the repair pool, the CVP is placed on the Production Spiral
to arrive next turn.
A
A unit with that defense factor is aborted
immediately. It must return to base to any port
within range.
If a CVP is based on a CV and the CV is destroyed, the
CVP are destroyed too. The pilot is eliminated as well
unless the CV is in a port.
If an empty CV is aborting, it can take with it a
CVP that flew, in the combat round, from any
CV in the same sea box section. Also, see
10.5.8.4.
10.5.8.5
Turn the aborted unit and any cargo face down.
Combat Results
The combat results tables are divided into columns based
on the target units’ defense factors. For example, an ‘A’
result in the 5-7 column means that a ship with a defense
factor of 5, 6, or 7 must be aborted.
An ‘A’ result on CP aborts 1 CP.
See rule 10.5.8.5.1 for more details on aborting.
Results such as ‘X/2’ and ‘D/2’ are half an ‘X’ and ‘D’
respectively. If an even number of ‘X/2’ results or ‘D/2’
results are obtained in a column, they become half as many
‘X’s or ‘D’s in that column. An odd ‘X/2’ becomes a ‘D’
in that column, and an odd ‘D/2’ becomes an ‘A’ in that
column.
The combat results are:
X
A unit with that defense factor (and any cargo on
it) is destroyed. Also, see 10.5.8.4. A ship in port
may be “bottomed” instead of sunk. (see 10.5.1.2)
An ‘X’ result on a convoy destroys 2 CP.
D
Having worked out what the results are, all ‘X’ results are
implemented first. Next, all ‘D’ results are implemented,
then all ‘A’ results are implemented.
A unit with that defense factor is damaged. A
damage marker is placed on the unit. If the unit
is already damaged, it is destroyed instead.
In a surface combat, the owning player chooses which of
his ships are affected. The owning player may always
choose to take the result on a ship with a lower defense
factor. For example, if an ‘X’ result is obtained on a ship in
the 5-7 column, where there may only be a CV to take the
loss, the player may instead choose a SCS with a defense
factor of 0-4.
A unit cannot suffer a second ‘D’ result in the
same combat round, unless there is no other naval
unit in its column.
A damaged unit reduces its attack factors to half
(round up) and increases its defense factor by 1.
The above option is not available in naval air combats.
It also reduces its movement allowance (not its
range) by 1.
A ship could suffer two ‘D’ results in the same combat
round (but only if there are no other ships available to take
the second ‘D’ result), but remember that its defense factor
increases by 1 immediately after the first ‘D’ result is
implemented. If the ships does take a second ‘D’ result, it
is destroyed instead. A ship can suffer both a ‘D’ and an
‘A’ result in the same round. It cannot suffer more than one
‘A’ result.
A carrier plane can land on a damaged CV but
cannot fly off of it. Also, see 10.5.8.4.
A naval transport that is damaged and returns to
base has its cargo placed onto the Production
Chart, to arrive as a reinforcement in the next
turn. Damaged ships cannot carry cargo, and even
if the damaged ship remains on the map, the
cargo is still placed onto the Production Chart.
10.5.8.5.1
Aborting Procedure
When a ship suffers an ‘A’ result, it is set aside in the sea
area. It takes no further part in the combat. Once the
combat ends, and after pursuit combat, all the aborted units
must be returned to a port, as if they were aborting the
entire combat.
A damaged ship may be repaired by entering a
major port in its home country or the home
country of a MP with which it may cooperate. In
addition, a minor country’s naval units may be
repaired in any minor port in its home country.
The election to place a damaged ship into the
repair pool may only be made in the Final
Reorganization Phase of the turn.
Aborting units may be intercepted in each sea area they
enter on the way, even by enemy units that have already
24
fought a combat in the impulse. If aborting units are
intercepted, the normal interception rules apply.
In any reinforcement phase, any TRS (except for the
Queens) in a port can be converted to 3 CP, which are
placed in the same port.
Units that abort from an ‘A’ result can combine with units
aborting from an entire combat.
10.5.10.2
Convoy counters move in much the same way as other
naval units. The only differences are that:
Units aborting because of an ‘A’ result can be pursued
from their original sea area. If they suffer a further ‘A’
result while being pursued, they get away from their
pursuers and continue their abort move. However, aborting
units may not be pursued if they are not in their original
sea area (i.e. they were intercepted while aborting).
10.5.9
Conversions
If a loss is called for in a particular column, and there is no
naval unit with a defense factor in that column, converts
the result into one against a surface naval unit with:


Moving Convoys

they can never end a move in any section of a sea
box except the ‘0’ section.

they do not have to return to base during the
return to base phase (see 11.7)
10.5.10.3
Convoys in Combat
Convoy counters are included in a combat if:
any lower defense factor in a surface combat
(including surface port attacks). If there are none
lower, then the owning player converts the result
to the unit with the next higher defense factor
until the loss is satisfied; and
the next lower defense factor in a port attack or
naval air combat. If there is no surface naval
unit with the next lower defense factor, convert
to the next higher defense factor, then to the next
lower and so on.

they are intercepted; or

the enemy has chosen to include the ‘0’ section in
the combat (which may occur when the enemy’s
search roll includes units on the combat and the
convoy player’s search roll does not); or

they are caught by a port attack against the port
they are in.
Unlike every other unit, a convoy counter does not have to
take a loss or all of a loss itself. Instead, the number of CP
affected can be spread amongst any CP from the same and
adjacent sea areas, but not ports. Only units of the same
MP as the target unit are eligible to absorb its losses.
Note that in a surface combat, the owner can always take a
loss on naval units with a lower defense factor.
You can never choose a SUB to be affected by conversion,
even in a port attack.
The option to spread losses is entirely at the option of the
owning player (even in a naval air combat).
A naval transport (including SCS or CV being used as a
transport) or CP may be chosen as a replacement casualty
for any 0-? result during a naval air combat or a SUB
combat at the attacking player’s discretion. However, the
owning player may attempt to prevent this.
Although a CP is treated as a defense factor of 10 for
conversion purposes, for determination of the Enemy
Naval Defense line of the naval combat chart, each CP has
a defense factor of 2.
[SEE SPECIAL TRANSPORT CONVERSION CHART]
10.6
10.5.10
A Combined Action is conducted in the order shown in the
Sequence of Play.
Convoy Points
Although convoy points (CP) are represented as units, they
can be split or joined during any naval movement phase.
This does not constitute an action for the purposes of naval
movement.
10.5.10.1
THE COMBINED ACTION
A Major Power conducting a Combined Impulse may only
perform a limited number of naval movements, followed
by an unlimited number of Strategic Bombardments and
Minor Port/Canal Attacks followed by a limited number of
land activities (see the Activities Limits Table).
Converting TRS to CP
10.6.1
25
Strategic Bombardment Phase
Strategic Bombardment missions allow aircraft to attack
enemy production and resources.
10.6.2
Carpet Bombing
Carpet Bombing involves aircraft flying a mission against
enemy land and aircraft units using the Strategic
Bombardment Table. These missions may only be flown
during the Strategic Bombardment Phase against enemy
units in a friendly ZOC. There is no limit to the number of
such missions.
After aircraft mission allocation (see 10.3.3) and air-to-air
combat (see 10.3.4), the bombers which are cleared
through will attack the target hex.
Total the factors of all bombers cleared through against a
particular hex. This value is located on the Strategic
Bombardment Table and a die is rolled. The roll is
increased by 1 if there was no interception by enemy FTRs
(CVP) and the weather is clear.
The cost to enter a Carpet Bombed hex that impulse is
equal to a Mountain hex.
Halve the number of strategic factors if the target hex
contains forest, marsh, or jungle.
In addition, the Strategic Factors involved are modified by
weather (but not terrain) and Un-intercepted Bomber
modifiers.
If an asterisk is rolled, 1 randomly chosen land or aircraft
unit (but not its pilot) in the target hex is destroyed. The
numerical results on the Strategic Bombardment Table are
ignored.
The result is the number of points lost by the target hex. If
the target is a resource hex, that number of resources is lost
from that hex for this turn. If the target is a factory, that
number of production points (see 11.6.2.1) is lost for this
turn. If the target is both a factory and a resource hex, the
bombing player may choose which is lost first (production
points or resources).
10.6.3 Bombing Of Minor Ports And Canals
Minor ports and canals may be bombed by aircraft using
their naval factors and attacking on the Strategic
Bombardment Table.
If an asterisk result is obtained upon a factory, it is
destroyed (see 23.1).
10.6.3.1 Minor Ports.
It takes 2 hits to damage a minor port. A 1 or “-“ has no
effect.
If an asterisk result is obtained against an oil resource, the
oil resource value is reduced by 1 oil resource point. Use
oil destruction markers to show the reduced number.
The AA factors of the naval units in the port can be used to
defend against this type of attack.
10.6.1.1 Anti-Aircraft Fire
A damaged minor port cannot provide supply for any naval
units based there and land units may not trace supply
through the hex.
AA can fire against Strategic Bombardment missions
against its hex.
Each factory and oil resource (including SYNTH Plants)
has an intrinsic anti-aircraft effectiveness of 1 and can fire
at enemy aircraft flying Strategic Bombardment missions
directed against it as if those aircraft were suffering naval
anti-aircraft fire (see 10.5.8.2).
The port is automatically repaired at the end of the Action
Segment.
10.6.3.2 Canals
AA effectiveness may be increased by the expenditure of
an Offensive Chit. For every Offensive Chit expended, a
Major Power’s AA effectiveness goes up 1 level.
The Panama, Suez and Kiel Canals can be damaged by
bombing.
The attacking aircraft must be able to reach any hex of the
canal in order to bomb. It takes 2 hits to damage a canal. A
1 or ‘-‘ has no effect. A damaged canal is considered
blocked and no naval units may traverse it until it is
repaired.
This affects all factories and oil resources controlled by
that Major Power.
Anti-aircraft effectiveness is reduced by one level against
night missions. But AA effectiveness may never be
reduced below 1.
An SNU may also damage a canal by spending a
movement point to enter from an adjacent area, and using
its strike factor.
The damaged canals are repaired to the beginning of the
following turn.
The owning player may decide exactly which factors are
lost, except that all such factors must come from a single
plane, with any remaining factors being allocated entirely
to the next chosen plane and so forth.
10.7
26
THE LAND ACTION
A Land Action is conducted in the order shown in the
Sequence of Play.
Any other naval units or aircraft units in the same sea box
may voluntarily move to the lower section with the
bombarding units.
10.7.1
10.7.2
Ground Strike Phase
Ground Strike missions allow bombers by themselves to
attack enemy aircraft (on the ground) and land units.
Only face up aircraft units may re-base. In a Land Action,
a Major Power may only re-base 2 aircraft units. In a
Combined Action, the number of re-bases varies (see the
Activities Limits Table).
After aircraft mission allocation (see 10.3.3) air-to-air
combat (see 10.3.4), and AA fire (see 10.6.1.1) the
bombers which are cleared through attack the target hex.
A re-basing aircraft unit normally flies twice its movement
allowance (including extended range) to a friendly
controlled hex but otherwise as an ordinary aircraft
movement (see 10.3.1). It may not be intercepted, but any
non-FTR aircraft unit which re-bases may not enter a hex
within interception range of a face up enemy FTR unless it
is also in interception range of a face up friendly FTR.
Each bomber attacks each face up enemy land or aircraft
unit in the hex. Roll 1 die for each attack.
If the result is less than or equal to half the aircraft’s
tactical factor (after rounding), the Ground Strike is
successful and the target unit is turned face down.
Any aircraft may re-base up to triple its movement
allowance (including extended range), provided the aircraft
flies solely over friendly territory or sea areas that are not
enemy-controlled. Enemy-controlled is defined as a sea
zone containing an enemy NAV without containing a
friendly FTR, SCS, or CV, or a sea zone containing an
enemy SCS or CV without containing a friendly SCS or
CV.
When the defending units are surprised (see 12.0) or the
attacking Major Power has played an offensive chit in a
Land Action (see 13.3), the tactical factors of ground
striking aircraft units are not halved.
In addition to Aircraft Ground Strikes, ART ground strikes
(see 24.13) and naval ground strikes (see 10.7.1.1) are
performed at this time.
10.7.1.1
Aircraft Re-Base Phase
It remains face up after it has re-based to a new hex but it
may not fly, intercept, or escort any mission during
that impulse. It may fly, intercept, or escort air missions in
a future impulse of that game turn.
Naval Ground Strike
Instead of a surface naval unit using its shore
bombardment factors in the normal way, it can launch a
ground strike during a friendly Ground Strike Phase
against a coastal hex adjacent to its sea area (see 10.7.1).
Face up aircraft units in a sea area (being naval
transported) may re-base into any friendly controlled (see
15.0) coastal hex or land section in that sea area and end
their re-base there. Such re-bases still counts as an
aircraft re-base.
Naval units may not ground strike units in a land section.
Ground strikes against units in a port must endure a surface
attack by the inherent defenses of that port (see 10.5.1.1).
CVP may re-base from a land hex or section to a CV
(either in a port or at sea). CVP may also re-base from a
CV in port to a CV at sea or in port or to a land hex or
section. Finally, CVP may re-base from one CV to another.
You roll one die for each face up enemy land and aircraft
unit in the hex for each SCS doing the strike. If you roll
less than or equal to half the naval unit’s shore
bombardment factors (modified thereafter by the sea box
section occupied by the naval unit - 10.7.6.3), you turn the
enemy unit face down.
In a Combined Action, in addition to the number of units
which re-base and remain face up, a Major Power may also
re-base any number of other face up aircraft units, which
are then turned face down.
The sea box modifier is subtracted last when calculating
naval ground strikes.
10.7.2.1
Naval ground strikes are modified for weather and terrain
as if it were an aircraft ground strike (10.7.1). Naval
ground strikes are not allowed from the ‘0’ section.
After taking part in naval ground striking (and escort), the
units involved are moved to the next lower sea box section.
Off-Map Box Re-Basing
Aircraft may be re-based (10.7.2) along blue
communication lines. The aircraft moves from any hex or
hexdot it has reached on the map edge of a sea area to
another sea area along a blue communications line that
connects them. This costs 10 movement points. Reverse
this procedure to enter a map edge hex or hexdot.
27
Moving from one off map sea area to another costs 20
movement points.
A face up HQ may move strategically from a port or
city or another HQ to another port or city or another
HQ even though the weather would otherwise prevent
it from moving.
It costs no movement points to take off from, or land in, a
hex or land section in an off map box sea area.
10.7.3
After completing a strategic move, the unit is turned
face down.
Strategic Movement Phase
Strategic Movement represents the movement of land and
aircraft units by rail or highways.
10.7.4
10.7.4.1
Major Powers choosing a Land Action may only make a
limited number of strategic moves (see Activities Limits
Table).
Land Movement Phase
Procedure
A land unit may move in each impulse, subject to the
action chosen.
Major Powers choosing a Combined Action may make
only 1 strategic move.
Major Powers choosing a Combined Action may make
only a limited number of land moves (see Activities Limits
Table).
Major Powers choosing a Naval Action or Pass Action
may not make any strategic moves.
Major Powers choosing a Naval Action or Pass Action
may not make any land moves. If taking a Naval Action,
they may only move their land units by naval transport (see
10.5.3).
One strategic move is the movement through any number
of hexes and land sections by 1 aircraft or 1 land unit.
Units may strategically move from one stack to another
within one land section.
One land move is the movement of one land unit in the
land Movement Phase. Each unit moving to a different
stack in a land section is also one land move.
Strategic movements do not count against the limits on
land moves or the re-basing of aircraft units.
Units may be moved individually or in stacks. Stacks may
drop units off in any hex they enter but may never pick up
other units.
Land and aircraft units may strategically move into,
through, and out of friendly controlled land sections.
A unit or stack of units moves from hex to contiguous hex.
Each hex entered (and some hexsides) will cost a specified
number of MPs (see Terrain Effects Chart)). The number
of MPs expended in an impulse cannot exceed the unit’s
movement allowance (exception: face up land units with
unused MPs may enter a non-prohibited hex costing more
than their unused MPs but must stop there and be turned
face down).
No units may strategically move along a dashed grey line.
A unit must be face up to strategically move. It must start
the impulse in supply in a port, city hex, or HQ and not in
an enemy ZOC. For an HQ to be used as a starting point
for a strategic move, it cannot have moved at all this
action. The strategically moving unit may then move
through any number of friendly controlled hexes (see
15.0) to a friendly controlled port, city hex, or HQ which
has not moved this action, regardless of the unit’s
movement allowance.
The only face-down land units which may move are HQs
which have not moved in the Strategic Movement Phase.
Face down HQs may not enter a hex that costs more
movement points than the HQ possesses.
A unit strategically moving may not enter enemy ZOC’s
(even if occupied by friendly units), hexdots, or cross allsea (except for straits), lake, or alpine hexsides. It is
otherwise unaffected by terrain.
Units starting in an enemy ZOC may move directly to
another but must then stop. A unit or stack may only
continue moving after entering an enemy ZOC if it
conducts an overrun in the next hex entered (see 10.7.4.2)
or is a Ski Unit during Winter.
Only one unit of a side may strategically move across each
straits hexside in a turn.
Only one unit may strategically move to or from a
reference town per impulse.
HQs may also strategically move to or from any clear or
forest hex (even one not containing a port, city, or HQ)
provided that they strategically move solely through hexes
contained in clear weather zones.
A unit which is out of supply at the start of the impulse
may move but is turned face down at the end of its
movement.
10.7.4.2
28
Overrun

An overrun allows land units to destroy enemy land units
during movement. If eligible, they do so by entering the
defending hex.
Non-MTN units may not cross an alpine hexside. MTN
units may cross an alpine hexside at the cost of one
additional MP, but may not trace supply lines across them.
All units taking part in an overrun must start the Phase in
the same hex or stack in a land section. They must be in
supply at the start of the impulse and in the hex before the
defending hex.
No unit may strategically move across alpine hexsides.
Terrain costs can be found on the Terrain Effects Chart.
At least one of the overrunning units must be an ARM or
MECH unit.
10.7.4.4
If the defending units include an ARM, you can only overrun them if you have more ARM units.
Face up land units which start the Phase in an adjacent hex
may move into a land section and cease movement. They
are then turned face down.
Odds of at least 7:1 (determined at the moment of overrun)
must be obtained after adjustments for weather, defending
unit’s supply, and terrain.
Land units may move from a land section to any adjacent
hex, treating it as the last hex of movement. They are then
turned face down.
Units overrunning across a river or straits hexside have
their factors halved. Units may not conduct an overrun into
a city (but may into a Reference Town) or across a fort
hexside.
When a unit moves into a land section, it can be placed
either into an existing stack (subject to stacking limits) or
into a new stack.
Aircraft units have no effects on the calculation for
overruns, either for the attacker or the defender (except
that they may have ground struck the defending units just
previously).
Units already in a land section may move into another
stack in the land section or create a new stack. They are
not turned face down.
10.7.4.5
The overrunning units pay double the terrain cost of the
hex to be entered (including the effects of weather) and are
turned face down if this causes them to exceed their
movement allowance.
Invasions and Landings
Face up land units (and face down HQs) in a sea area
(being naval transported) may land into any friendly
controlled (see 15.0) coastal hex, port or land section in
that sea area, subject to the restrictions of 10.5.3 regarding
which units may embark or debark from which types of
naval transports. Co-operating units may also land in a hex
occupied by a cooperating partisan unit.
Units may continue moving after overrunning but if in an
enemy ZOC, may only do so by further overrunning.
Terrain
Units must end their movement in the hex they land in.
Land units (except MARs and MAR DIVs) may only move
across an all-sea hexside if it is a straits hexside. MARs
and MAR DIVs treat all sea (not lake) hexsides as straits
hexsides. This permits them to move and attacks across
such hexsides (this is not considered to be an invasion).
Where a naval transport of the appropriate type (TRS for
certain units and AMPHs for certain units) occupies the 1,
2, or 3 section of the sea box, a face up land unit it is
transporting may invade any enemy controlled hex or land
section (see 15.0) in that sea area.
No unit may strategically move across a lake hexsides or
across all sea hexsides unless they are also straits hexsides.
ARM, MECH, MOT and ART units may not invade
(except for the CW Marine Armor Division). When a naval
transport is transporting 2 DIVs, they need not both invade
the same hex or land section, or even both invade.
No unit may cross a straits hexside (nor may MAR units
cross an all sea hexside) if:

Land Section Movement
Face up land units may move from a land section to any
adjacent land section. They are then turned face down
and cease movement.
If the defending units do not include an ARM, but do
include a MECH unit, you can only overrun them if you
have either an ARM or more MECH units
10.7.4.3
an enemy SCS or CV is present and a friendly
SCS or CV is not present.
HQ, MAR, INF DIVs, the CW 79th and US Mar ARM
DIVS can also invade from a TRS, but all MIL, CAV and
INF units can only invade from AMPHs.
an enemy NAV is in the sea area and a friendly
FTR, SCS, or CV is not present, or
29
stacked unit and do not lower stacking limits or affect them
in any way.
Each Japanese or German SCS can invade with a Japanese
or German INF DIV, MAR DIV, PARA DIV or MTN
DIV provided the SCS is in the 3 section of the sea box in
the sea area. The SCS is turned face down to indicate that
it may not perform any other actions this turn.
[SEE CHART FOR NOTIONAL MODIFICATIONS]
All modifications are cumulative. The modified notional
unit can never be worth less than 0 factors.
An invading unit is placed into the enemy controlled hex.
When a land section is invaded, the invading units must be
placed on one or more stacks of enemy land units, if any
are present. Only 2 land units plus a non-corps or army
sized third unit may invade each hex, each land section
with no enemy land units, or each stack of enemy land
units in a land section.
Add the notional unit’s factors to those of any land unit in
the hex or land section. The notional factors do not, in this
case, count as a separate unit.
Provided no land unit is in the hex or land section, notional
units may now be subject to ground strike as if they were a
real unit. The effect only applies in that impulse.
When a combined invasion and paradrop takes place, the
stacking limit for the invasion/paradrop is still limited, in
total, to 2 units plus a third non-corps/army sized unit.
If a unit invades against a modified total of 0 defensive
factors, the invasion is automatically successful, although
the invasion still counts against movements/attack limits.
Invasions are not permitted into a hex or land section in a
Weather Zone experiencing Winter, Severe Winter, or
Monsoon. HQs may not land or invade into a hex or land
section experiencing Mud or Severe Winter.
An invasion is successful if any invading units survive the
attacker’s losses and the defender lost all of its defending
units.
Each land unit which lands or invades counts as 1 land
move.
If an invasion is successful, the remaining invading units
are placed in the invaded hex or land section. Even if an
asterisk result was obtained in the combat, the invading
units are turned face down (unless the terrain is desert or
clear or the invasion was automatically successful [i.e.
against 0 defense factors]).
If a unit lands into a hex which requires it to spend more
MPs than it has (e.g. landing into a Swamp hex), then the
unit is immediately turned face down.
If a unit invades into such a hex, then the unit is turned
face down after combat. Face down HQs may not land or
invade into such a hex.
Invading units have no ZOC, even into the invaded hex or
land section, until it is empty of enemy (including
notional) units. For the rest of the impulse, the invading
units only have a ZOC into that hex or land section.
Thereafter, they have a normal ZOC.
Landing and invading units are always in supply in the
impulse they land.
If invading a hex eligible to contain a notional unit, and no
other units are present in the hex, the defender decides if a
notional unit is actually present immediately prior to
combat against that hex. If not present, invasions targeted
against such hexes are automatically successful but may
not be supported by land units in adjacent hexes.
Invading units must attack the defending units in their hex
or stack in the Land Combat Phase. They may attack in
conjunction with land units that are not invading.
Invading units divide their total combat factors by 2
(rounding fractions) in addition to any other modifiers.
Exception: MAR units and Mar DIVs and the CW Marine
Armor DIV do not divide their factors by 2 for invading.
10.7.4.6
Other Land Unit Restrictions
Each invading unit has the shore bombardment modifier
deducted from their combat strength (before any halving).
While neutral, land units may not enter any territory
controlled by a Major Power or minor country with which
they are at war (exception: see US entry option 3).
Invading units which don’t retreat or destroy all enemy
land units (including notional units) in that hex or stack are
destroyed. If all defending land units in a land section are
not destroyed, all units invading it are destroyed.
If not neutral, units may enter any territory controlled by a
Major Power or minor country with which they are at war
or controlled by a non-neutral Major Power on the same
side.
Most coastal hexes and land sections are considered to
contain a notional defending unit with 1 combat factor
whenever invaded. Notional units do not count as a
However, units may never enter territory:

30
in a home country of a non-cooperating Major
Power on the same side (exception: a limited
number of units may enter as per 19.2) unless
that territory is enemy controlled, or

Air Transport missions allow players to transport some
land units by air. Those land units may have moved in the
preceding Land Movement Phase.
not permitted to Axis minors (see 18.2) if the
units in question are Axis minor units.
Any number of Air Transport missions may be flown in
Land Actions. They may not be flown in Naval Actions or
Pass Actions.
Territorials may normally only enter territory in their
country and in all adjacent countries that are not the Home
Country of a friendly Major Power (not including the
Home Country of the controlling Major Power).
In a Combined Action, each attempted Air Transport
mission counts as one land move (see the Activities Limits
Table).
However, if a country has more than one territorial on the
map, it may move all but one of the Territorials for that
country normally. If the territorial remaining in the country
is eliminated, then either an on map territorial for that
country must be moved into the country by the end of the
run, or the eliminated territorial must be rebuilt in the same
turn as it was lost.
10.7.4.7
Only face up land units may be air transported. In an Air
Transport mission, one in supply ATR may carry either:




Enemy Units
Land units may only enter hexes occupied by enemy land
units by paradrop, invasion, or overrun.
Artillery may not be air transported.
After aircraft mission allocation (10.3.3) and air-to-air
combat (10.3.4), and AA fire (24.12.2) surviving ATRs fly
up to the limit of their movement allowance to any friendly
controlled hex or land section and may disembark their
transported units either before or after doing so. The hex of
debarkation must be one capable of containing the plane
were it to land there. For this purpose, stacking limits are
ignored. Thus, a unit may not be debarked into a mountain
hex without an HQ, port, or city unless the ATR is a float
plane and the hex is a coastal or lake hex.
Land units may only enter land sections occupied by
enemy land units by paradrop or invasion. Land units may
not be overrun in a land section.
When any land unit occupies a hex or land section
containing only enemy aircraft and/or naval units, all face
down aircraft units are destroyed and the pilot is killed.
Face up aircraft units must immediately re-base (see
10.7.2) and are then turned face down. Naval units
(including face down units) are rolled for when the port
they occupy becomes enemy controlled.
If an ATR returns to base with a land unit, it may be
intercepted at its destination before the unit disembarks.
Aircraft mission allocation and air-to-air combat are again
performed. ATRs that abort from this combat must do so
into that hex.
A die is rolled immediately upon enemy occupation of the
port for each naval unit in the port.
[SEE CHART FOR ENEMY OCCUPATION OF PORTS]
After Air Transport missions, ATRs are turned face down.
Land units remain face up unless the ATR was aborted or
the land unit commenced the impulse out of supply.
They may be intercepted by naval units as they re-base (see
10.5.5). After re-basing, they are turned face down. Naval
units unable to re-base are destroyed.
Units may be air transported into, out of, and through
enemy ZOCs and units but may only be disembarked in
a friendly controlled hex or land section (see 15.0).
10.7.5.1.1 Large ATR Transports
Damaged naval units in an occupied port subtract 1 from
the die roll when determining its disposition.
10.7.5 Air Transport & Paradrop Phase
Large ATRs were capable of transporting heavier
equipment. They are marked with a white INF corps
symbol. As well as the usual DIV, PARA, and MTN units,
these units can also transport an INF corps (or 2 DIV) but
double the costs of each hex of hexdot they enter while
carrying it (or them).
Some ATRs have numerical naval, tactical, or strategic
factors. They may fly those types of missions.
Any aircraft with an air transport capability (shown by a
white range circle) and in supply can fly a Paradrop, Air
Supply, or Air Transport mission, even if it is not an
ATR.
10.7.5.1
1 INF, MTN, MAR, PARA or ARM PARA DIV
1 MTN
1 PARA
1 SNU
Air Transport Missions
31
A large ATR may still only transport a single frogmen unit
and a frogmen unit may not be transported along with any
other unit on the same large transport.
units. For the rest of the impulse, the invading units only
have a ZOC into that hex or land section. Thereafter, they
have a normal ZOC.
10.7.5.2
10.7.5.2.1
Paradrops
PARAs and PARA DIVs are land units but have the
additional ability to make paradrops.
Limited ATR Capacity
Some ATRs cannot be used to fly Paradrop missions.
These are marked with a parachute symbol crossed with a
diagonal line.
The CW 51st air-landing and German 5th mountain
divisions can also paradrop if accompanying a PARA. If
the PARA is destroyed or aborted by air-to-air combat, but
the air landing division survives, it must return to base.
10.7.5.2.2
Armored PARA Division
The German Armored PARA Division may be air
transported, but not paradropped.
There is no specific limit on the number of paradrops
allowed in a Land or Combined Action, but each unit
which attempts a paradrop counts as a land move.
10.7.6
10.7.6.1
PARAs may paradrop into any land section or hex except
swamp or lake hexes. PARAs may not drop into a hex in a
weather zone experiencing Severe Winter or Monsoon.
Land Combat Phase
General
One land attack is an attack by any number of land units
on 1 stack of enemy land units. Overruns are not land
attacks.
A Paradrop mission is conducted as an Air Transport
mission (see 10.7.5.1) except that both the ATR and the
PARA must start the impulse in the same hex or land
section.
If several Major Power’s land units attack the same hex,
then each of those Major Powers has made 1 land attack.
Any number of land attacks may be made in a Land
Action. In a Combined Action, a Major Power may make a
limited number of land attacks (see Activities Limits
Table). No land attacks may be made in a Naval Action or
Pass Action.
After the ATR is cleared through by any air combat and
survives AA fire, the PARA may paradrop.
A PARA is in supply for the rest of the impulse in which it
drops.
Only face up land units (and face down HQs) may attack.
Units may only attack if they are adjacent to the defending
hex of land section.
If a PARA paradrops into an enemy controlled land
section, it must be placed onto a stack of enemy land units,
if any are present.
As many units may attack as desired. Units in the same hex
need not all attack and may attack different defending
hexes.
If a PARA paradrops into an enemy controlled hex or
stack, it must attack the defending units there in the Land
Combat Phase. It may attack in conjunction with land units
that are not paradropping.
Each attack may only be declared against 1 hex or stack
occupied by enemy land units. Aircraft and naval units
may not be attacked in land combat.
All city hexes are considered to contain one notional
strength point for defending against paradrops. Modify the
defense factor of the notional unit by adding +1 if it in a
ZOC of a non-Territorial unit
The defending stack defends with the combat factors of all
the friendly land units in that stack.
Notional units do not count as a unit and do not lower
stacking limits or affect them in any way.
10.7.6.2
Paradrops are made against other notional units using the
same modifiers as in invasions (see 10.7.4.5)
Procedure
At the start of the Phase, the phasing side declares all land
attacks it wishes to make against enemy land units in hexes
and land sections adjacent to friendly units (except where
prohibited by terrain). Combat is not compulsory (unless
paradropping onto enemy hexes/stacks or invading).
PARAs which fail to retreat or destroy all enemy land units
(including notional units) in their paradrop hex or land
section are destroyed.
A PARA has no ZOC, even into the target hex or land
section, until it is empty of enemy (including notional)
32
An attack is declared by indicating the defending hex and
the attacking units and allocating shore bombardment (if
any).
After aircraft mission allocation (see 10.3.3) and air-to-air
combat (see 10.3.4), the bombers which are cleared
through will add their tactical factors to their side in
combat.
At the moment the attack is declared, the odds must be at
least 1:2. The odds may be altered subsequently by the
allocation of defending aircraft, HQ support or by a change
in the defender’s supply status.
The maximum number of tactical factors added to one side
may not exceed the sum of its land units’ combat factors
(after modification for supply, terrain, and invasion).
After all attacks are declared, HQ support is announced.
(see 10.7.6.5).
Cleared through bombers return to base after combat
resolution but before advance after combat.
Ground support missions are then flown and air to air
combat resolved.
In addition, ART units may provide ground support (see
24.13). ART support counts against the same limit as airbased ground support.
All HQ support is then determined.
10.7.6.5
All declared attacks are then resolved one by one (in any
order the attacker chooses).
10.7.6.3
A face up HQ can provide offensive HQ support in 1 land
attack. When land attacks are declared, the phasing side
announces which HQs are supporting attacks. Only 1 HQ
can support each attack. An HQ may only provide HQ
support for an attack if it is one of the units attacking the
defending stack. HQ support cannot be used in overruns.
Shore Bombardment
Face up SCS in a sea area may add their shore
bombardment factors to a land attack against a coastal hex
adjacent to their sea area.
After the phasing side has announced all HQ support for
attacks, the non-phasing player announces all HQ support
in defense.
Naval units may not shore bombard stacks in a land
section.
The shore bombardment factor of each unit is modified by
the Shore Bombardment Modifier of its sea box section.
Shore bombardment is not allowed from the ‘0’ section.
A face up HQ can provide defensive HQ support in 1 land
attack if it occupies or is adjacent to the stack under attack.
It may not affect an adjacent stack if an attack has been
declared against its own stack. Units in a land section can
only receive HQ support in defense from HQs in the same
land section. Only 1 HQ can support each defense. HQ
support cannot be used in overruns.
This sea box modifier is calculated before all other
modifiers (except halving for defensive shore
bombardment) when determining shore bombardment
values.
After taking part in shore bombardment (and escort), the
units involved are moved to the next lower sea box section.
After Ground Support missions have been resolved, both
sides resolve their HQ support. Roll 1 die for each HQ
providing support. If the roll is less than or equal to the
HQ’s reorganization value, the side benefiting gets a +1 or
-1 odds (not column) shift on the CRT as appropriate.
Any other non SUB naval units or aircraft units in the
same sea box may voluntarily move to the lower section
with the bombarding units.
HQs that announce HQ support (even if not successful) are
turned face down.
The maximum number of modified shore bombardment
factors added to a land attack may not exceed the sum of
supported land units’ combat factors (after modification
for supply, terrain and invasions).
Shore bombardment is halved into forest or jungle or if the
weather is winter or mud (after modifying it by the sea
box’s Shore Bombardment Modifier). You may not shore
bombard in Severe Winter or Monsoon.
10.7.6.4
HQ Support
10.7.6.6
Terrain Effects
The terrain effects on combat are specified on the Terrain
Effects Chart.
‘DEFENDER DOUBLED’ means that all defending land
combat factors are doubled.
Ground Support
Ground Support permits players to support a land attack
with bombers.
‘ATTACKER HALVED’ means that the sum of the
combat factors of all land units attacking across such
33
hexsides is halved (rounding off). MAR and MAR DIV
units are not halved when attacking across an all-sea
(including straits) hexside. These units are still halved
when attacking across a river or canal hexside.

+1 if any face down land unit in the target
stack (not including HQs);

-1 if the attacker has less than 1:2 odds;
‘-1 ODDS SHIFT’ means a -1 shift on the CRT. Attacks by
Japanese do not suffer this odds shift.

+1 if all defending units are Territorials and no
attacking units are Territorials,
‘PROHIBITED’ means combat across that hexside or into
that hex is prohibited.

-1 for each additional Major Power or minor
country which has a unit attacking.
Land units that attack along dashed grey communication
lines are halved.

-1 if any Chinese units are attacking;
10.7.6.7
The result is expressed as ‘X/Y’. Where X is a number,
that number of attacking land units is destroyed. Where Y
is a number, that number of defending land units is
destroyed.
Combat Resolution
The attacker compares his combat factors (modified by
terrain, invasions, and other factors), including Ground
Support and shore bombardment, to the defending factors
(modified by terrain, supply, and other factors) including
Ground Support and shore bombardment.
10.7.6.8
Where the result against units in a hex includes an ‘R’, all
surviving defending land units (even if face down) are
retreated one hex. Units in a land section never retreat.
When dividing combat factors, fractions are retained until
the end of all divisions and then rounded off to the nearest
whole number (0.5 rounds up).
Retreats are conducted by the attacker if the Blitzkrieg
column has been used and by the defender if the Assault
column has been used.
A ratio is determined, rounding off in favor of the defender
to a whole number. For example, 19:5 rounds off to 3:1 not
4:1.
Units are retreated individually (and may be retreated into
different hexes). A unit may retreat into any adjacent hex
unless prohibited by terrain or ZOCs. A unit can’t retreat
into a neutral country. HQs can retreat into Mud or Severe
Winter hexes or land sections.
One of the 2 types of CRT is now chosen. The defender
always chooses whether the assault or blitzkrieg table is to
be used unless:

the attacker is attacking a forest, clear, or desert
hex that does not contain a city, and

the attacker is not attacking with any land units
across a fortified hexside, and

either the attacker has more ARM or MECH units
than the defender and the defender has no ARM
units. (Each ARM or MECH counts as half an
ARM)
Retreat after Combat
Retreat priorities are:
1) Hex not in enemy ZOC and not causing
overstacking
2) Hex not in enemy ZOC and causing overstacking
3) Friendly occupied hex in enemy ZOC and not
causing overstacking
4) Friendly occupied hex in enemy ZOC and causing
overstacking
In addition, until J/F 1941, only German, Russian, or
CW attacking units may declare an attack on the
blitzkrieg table (in accordance with the above criteria).
Other nation's units may only declare a blitzkrieg table
as the defender (if the above criteria allow). If
German/Russian/CW units before 1941 are making an
attack in concert with other Major Power units or
minor country units, then the German/Russian/CW
units must, by themselves, qualify the attacker for a
choice of blitzkrieg table.
5) Friendly controlled land section
If the unit cannot retreat at all by following the above
priorities, then it is destroyed.
If the retreat causes overstacking, or leaves the unit in a
hex or land section against which an attack has been
declared but not yet resolved, then the unit continues to
retreat according to the above priorities until stacking
limits are adhered to and the unit is not in a hex or land
section with a declared attack.
The attacker now rolls the die using the following die-roll
modifications:
34
Land units may only attack into a land section if they
occupy an adjacent land section or hex, or occupy the same
section (by invasion - see 10.7.4.5 or paradrop - see
10.7.5.2).
Units may not end their retreat in a hex containing friendly
units with which they do not cooperate. They must
continue retreating according to the above priorities.
10.7.6.9
The attacker must state which defending stacks containing
face down land units (other than HQs) he will attack. He
must also state how many other stacks will be attacked.
Shattered Defending Units
Where the result includes an ‘S’ or ‘B’, all surviving
defending land units which could have retreated (see
10.7.6.8) are removed from the map and placed on the
Production Chart, to arrive as reinforcements in the next
game turn. Those units which could not retreat are
destroyed.
The defending player chooses those. The attacker must
then allocate one or more units to each attack.
When the defending hex or land section is emptied by
combat, the attacking side may advance into it any land
units which attacked and survived the attack.
No more than 2 stacks of land units may attack each
defending stack, unless every stack in the land section is
attacked by 2 stacks. If all stacks in the land section are
attacked by 2 stacks, extra attacking units may be added
evenly to the combats, at the attacker’s choice of which
stacks to allocate to first. No defending units may ever be
attacked by more than 6 stacks.
A unit which advances into any land section or into a hex
that costs more movement points than its movement
allowance is turned face down after advancing.
As every stack in each land section is assumed to occupy a
city, the defender always chooses which column on which
to resolve combat. There are no other terrain effects.
HQs may not advance into a hex or land section which is
experiencing Mud, Monsoon, or Severe Winter. A face
down HQ may not advance if the hex or land section costs
more movement points than the HQ possesses.
All results are implemented normally. For the purposes of
suffering ‘S’ results. units in land sections are always
considered able to retreat. Attacking land units may only
advance after combat if the land section contains no enemy
land units. Only the units involved in the attack which
removed the last enemy unit may advance.
10.7.6.10
Advance after Combat
Where an attack produces a ‘B’ (Breakthrough) result,
the attacking units may sometimes advance 2 hexes. This
first hex of the advance must be the defending hex. If it
cost only 1 MP, each ARM or MECH unit may advance a
second hex. MOT and CAV units may also advance a
second hex provided they begin and end their advance
stacked with that ARM unit.
However, aircraft units and naval units stacked with land
units that retreat, are shattered, or destroyed suffer the
effects of having been occupied by enemy units assuming
the enemy units would have been eligible to advance after
combat had the combat taken place in a hex.
MOT and CAV units can’t advance a second hex if they
are only stacked with a MECH or ARM division
Land units may attack from a land section into an adjacent
land hex. Each hex may be attacked by no more than 4
units from all land sections included in the attack. Units
occupying hexes adjacent to the defender may also attack.
If the second hex costs more than 1 MP, advancing
units are turned face down.
Overruns are allowed in a breakthrough but the units are
then turned face down.
More than one attack may be launched from a land section
but each unit may only be included in one attack per
impulse.
When advancing after combat, all enemy ZOCs are
ignored.
10.7.6.11 Final Effects
10.7.7
After each combat (and advance), all participating
attacking units are turned face down unless the result was
asterisked.
HQs may re-organize land units (including artillery, but
not other HQs) and/or aircraft. Naval units and HQs cannot
be reorganized until the end of the turn (see 11.9), except
for HQs when an offensive chit is used to reorganize them.
Defending units are turned face down if they retreated or
took more losses than the attacker.
10.7.6.12
Re-organization Phase
Any number of HQs may reorganize units in a Land or
Combined Action. Units may not be reorganized in a
Naval or Pass Action.
Land Section Combats
35
An HQ reorganizes units stacked with or adjacent to it by
turning them face up. It may reorganize as many units as its
reorganization value. A large ATR requires 2
reorganization points to reorganize.
Roll a die. The Action Segment ends if the die roll
(reduced by 2 if all MP on the side that went first passes
and reduced by 1 if all MP on the side that went second
passes) is less than or equal to the number in the Impulse
Track box occupied by the Impulse Marker.
Units separated from the HQ by an alpine or all sea
hexside (other than a straits hexside) cannot be
reorganized. Supply and enemy ZOCs have no effect on
reorganization. An HQ may reorganize across a straits
hexside if and only if at the time of reorganization, the HQ
was eligible to draw supply across the straits hexside.
If the modified die roll is higher than the number, the
Impulse Marker is advanced 1 box on the Impulse Track if
the impulse was completed by the first side. It is advanced
1 or more boxes (depending on weather, see 8.2.8) if the
impulse was completed by the second side. The other side
then conducts an impulse.
An HQ in a land section may reorganize units in the same
land section. It may not reorganize units outside that land
section. Similarly, an HQ in an adjacent hex may not
reorganize units in a land section.
If the Impulse Marker is already in the last box, or is
required to move further, it remains there.
If the Action Segment ends and one side had both the first
and last impulses in the Segment, then the Initiative
Marker is shifted one column in the other side’s favor.
After reorganizing (even a single unit), the HQ is turned
face down. Face down HQs have ‘0’ reorganization
capacity.
11.
10.7.8
After the Action Segment ends, the following Phases are
conducted.
An Air Supply mission allows an ATR to reorganize one
land unit.
11.1
There is no limit to the number of such missions that may
be flown in a Combined or Land Action. Air Supply
missions cannot be flown in a Naval or Pass Action.
Partisan Phase
Roll a die and locate the result on the Partisan Table. This
will specify 8 countries which may be eligible for partisan
activity this game turn.
After aircraft mission allocation (see 10.3.3) and air-to-air
combat (see 10.3.4), each ATR which is cleared through
reorganizes any 1 land unit (including artillery but not
HQs) or aircraft unit with which it may cooperate. A large
ATR requires a large ATR or two regular ATRs to
reorganize.
A specified country is eligible if it is at war (even prior to
conquest). The Major Power declaring war is the
aggressor.
If a Vichy government is installed, only the non-Vichy
part of France is eligible.
During this phase, an unused TRS (or Supply SUB) in a
sea area can reorganize one (non-HQ) land unit or aircraft
unit anywhere on the coast adjacent to that sea area. Flip
the TRS (or Supply SUB) over after it does this to indicate
it has been used.
Roll another die for each resource in each eligible country.
If it exceeds the garrison value of the aggressor’s side’s
units there, the aggressor’s side may not utilize that
resource.
It requires 2 TRS to reorganize a large ATR.
Partisan activity only affects resources controlled by the
side that first declared war upon it (exception: French
Indo-China partisans affect both sides).
Neither AMPHs or the Queens may reorganize.
This type of supply may only be performed during a Land
Action or a Combined Action.
French Indo-China, Occupied China, Manchuria, and
Korea are conquered from the start of all scenarios.
Note that the Air/TRS Supply phase occurs just after
the HQ Reorganization phase. Thus, an HQ could
reorganize a face down ATR (which may have
paradropped or some other activity during the
impulse) and then the ATR could re-supply someone,
but an HQ could not reorganize an ATR after it has resupplied a unit)
10.8
END OF TURN SEGMENT
Air /TRS/SUB Supply Phase
Occupied China may be liberated if and when China
recaptures Peking, after which it becomes fully absorbed
into China. All of these minors (except Occupied China
when liberated by China) suffer partisan attacks regardless
of who controls them.
All other minor countries under the control of a Major
Power at the start of a scenario are not considered
END OF ACTION PHASE
36
conquered unless otherwise specified in the set up notes for
this scenario.
from the aggressor Major Power’s garrison value before
resolving normal partisan consequences in that country.
[SEE CHART FOR GARRISON VALUES]
The choice between trying to place a partisan unit or
rolling for partisan activity per 11.1 is made by the player
who controlled the country prior to enemy occupation and
adversely affects only the aggressor.
Unit in enemy ZOC have no garrison value.
11.2
Partisan Units
11.2.1
Russian Partisans
The Commonwealth player controls the French partisan
unit. It can enter hexes in Belgium and the Netherlands as
well as those in France, after those hexes become Axis
controlled.
Russia is subject to partisan activity in a special manner.
No Russian partisans are available until war with Germany
Roll a die and consult the chart:
The US player controls the Italian partisan unit. It is only
available after Italy is conquered by the Allies and treats
Axis units as aggressor units.
[SEE CHART FOR RUSSIAN PARTISAN TABLE]
11.3
If the required result is obtained, Russia is eligible to
receive partisans. Roll a second die. Half this number of
partisan units (round fractions) arrive.
A resource point is useful only when transported to a
factory. Each factory can only use as many points as that
Major Power’s production multiple.
After the first die roll and before the second, the Russian
player may return partisans to the force pool, so that they
are again available for placement.
11.3.1
Resource Phase
Overland Transport
Overland transportation of resources involves tracing a
path from the resource point, through friendly controlled
hexes (see 15.0) or neutral minor countries, to the factory.
Partisans must be placed, one per hex, in Axis controlled
hexes (see 15.0) in the USSR on the European map. They
may not be placed in a land section. They may not be
placed in enemy ZOCs. They may be placed in hexes
containing only enemy naval and/or aircraft units (if not in
enemy ZOCs).
Resources may be transported out of enemy ZOCs but not
into one unless it also contains a friendly land unit. They
may not be transported out of a hex containing a Partisan
unit.
Partisan units are always in supply and may not attack.
Overland transport may occur both before and after
transport of resources by transporting to and from port
hexes.
They may neither enter the other maps nor cross the 1939
Russian borders.
Only one resource point may be transported over each
straits hexside each turn. If two sides both wish to transport
over a neutral straits hexside, then the side with initiative is
allowed to. No resources may be transported along dashed
grey lines.
They do not convert Axis controlled hexes into friendly
controlled hexes (see 15.0).
They prevent resources being transported out of the hex
they occupy (see 9.1).
11.2.2 Other Partisan Units
Resources may only be transported overland along rail
lines. However, each resource may travel up to two hexes
(1 non-European Map hex) to a port or railroad.
When a minor country is selected on the Partisan Table
and is eligible for partisan activity, you can place a
partisan unit in that country, if one is available, instead of
rolling for partisan activity per 11.1, by rolling two dice
and determining if the sum is greater than the garrison
value of the aggressor’s side’s units in that country (see
11.1). If the sum is greater, these units are placed and
treated like Russian partisan units (see 11.5.2.1). They can
only move within their home country.
11.3.2
Overseas Transport
Each resource point can be shipped overseas via convoy
pipelines. Each convoy pipeline is composed of a series of
convoy points in adjacent sea areas. Each convoy point
may transport a single resource in any given turn. Thus, the
same point may be transported overland, overseas, and
then overland again, but not overseas a second time.
As well as the effects partisan units normally have, one
should subtract the number of partisan units in a country
37
Major Powers (even if neutral) may not trace resources
through each other’s pipelines unless they can cooperate at
the moment in question.
There is no need to transport the build points per se, but a
land and/or overseas supply path must be traceable
between the controlling major power's capital and Madrid.
Overseas transportation starts at a port to which resources
have been transported. That port must be in a sea area
through which a convoy pipeline with capacity to transport
that resource passes. Transportation continues through that
pipeline as long as convoy points not transporting other
resources are available in each sea area, to the destination
port. Up to 4 resources may be shipped into or out of a
minor port. Any number of resources may be shipped into
or out of a major port.
If no such path is traceable, or the major power simply
does not have enough build points, for two consecutive
turns, Spain will surrender if either the CW or USA has
any land units in the Spanish home country (to the major
power with units closest to Madrid).
If any 2 of the above are met, then Spain allows German
SUBs to use Spanish Iberian ports.
Germany may also use Spanish cities and ports as supply
sources as if they were German controlled.
Resources may not be transported between sea areas if
surface naval units of that side could not move between
those sea areas (see 10.5.2.2), and you can’t transport
resources into or out of an iced-in port.
11.3.3
If any 3 of the above are met (including Germany being at
war with the USSR), then Spain provides the Blue
Division, which is added to the German force pool (see
23.4).
Air Transport
You may use an ATR to deliver one lend leased resource
point. If the ATR is based in a city it may fly a mission
during the reorganization phase to a friendly factory
controlled by the major power to receive the resource
point. These missions may be intercepted normally. If the
ATR clears through, the resource point is delivered and
may be used by the recipient major power if it still controls
that factory hex during that turn's production phase.
11.4
Once activated, Spain is eligible for partisans under the
usual partisan rules.
If Spain is declared in the war, the effects of Vichy
Hostility (see 16.3.1) are cancelled.
An Allied major power which conquers Spain may opt to
liberate the Spanish Republican government, under the
usual rules for liberation.
ALIGNMENT PHASE
11.4.2
11.4.1 Spain
Germany can declare Turkey in the war at the start of any
Axis impulse when any 8 of the following conditions are
met:
Germany can declare Spain in the war at the start of any
Axis impulse when any 6 of the following conditions are
met:
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

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





Turkey








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
Gibraltar is Axis controlled
Morocco is Axis controlled (not Vichy)
France has been conquered or Vichy established
The US is not at war with Germany
Germany has 3 or more ground units in the UK
Axis controls Malta
Axis controls Suez
Axis is at war with Russia
Vichy France is not hostile to CW
Germany sends 2 build points per turn to Spain
Germany sends 2 additional build points per turn
Germany sends 2 additional build points per turn
Germany sends 2 additional build points per turn
Build points given to Spain are lost for all game purposes.
Gibraltar is Axis controlled
Axis are at war with or have conquered Greece
Axis control Syria
Axis control Transjordan and Palestine
Axis control Egypt
Axis control Iraq
Axis at war with USSR
Axis control Tiflis
Axis have conquered USSR
The US is not at war with Germany
Italy has not yet surrendered
Vichy France is not hostile to CW
Germany sends 2 build points per turn to Turkey
Germany sends 2 additional build points per turn
Germany sends 2 additional build points per turn
Build points given to Turkey are lost for all game
purposes.
Subtract the promised build points from the controlling
major power before any other build point expenditure.
38
Subtract the promised build points from the German total
before any other build point expenditure. There is no need
to transport the build points per se, but a land and/or
overseas supply path must be traceable between Berlin and
Ankara.
There are 16 boxes on the Track. The US Entry Status is
initially ‘0’ unless specified otherwise by a scenario. US
Entry Status is recorded on the Allied Builds Chart.
The US is free to make its declaration of war upon the
Axis, and on any minor countries when:
If no such path is traceable, or Germany simply does not
have enough build points, for two consecutive turns,
Turkey will surrender if either the CW or USA has any
land units in the Turkish home country (to the major power
with units closest to Ankara).
11.4.3


In addition, if Japan has declared war on the
Commonwealth, France, the Netherlands, or the NEI, then
the US may automatically declare war on the Axis at any
time.
Yugoslavia
Yugoslavia may be activated by the Germans if Italy
(including Albania), Hungary, Rumania and Bulgaria are
all Axis controlled and declared in the war. Yugoslavian
forces are set up by the Commonwealth player and may not
be moved. Axis units may not stack with Yugoslav forces
and Yugoslav forces may not leave Yugoslavia.
Upon declaration of war, all US Entry Options are
assumed to be chosen.
11.5.1
Otherwise, the CW player rolls a die. On a 2-6, there is a
counter-coup and Yugoslavia reverts to neutrality. (If this
occurs, there is no die roll for US entry). If there are CW
units in Greece, Albania or Bulgaria, the counter-coup is
automatically successful.
No more than 2 choices may be made in one turn. All
options selected must be recorded on the Allied Builds
Chart.
Note: US Declaration of war is an option and must be
announced in the US Entry Phase preceding the turn of
declaration.
If the counter-coup is successful, the Axis must declare war
on Yugoslavia in the next impulse.
An option may only be chosen if it is beside the current
Status or beside a lesser Status. Each option may only be
chosen once per game.
Iraq
Iraq may be activated by the Axis if they control Syria,
Palestine and Transjordan or anytime after the Mar/Apr
1941 turn. The Iraqi CAV unit may not leave Iraq.
Each option requires a die roll to be made. If the die roll is
less than or equal to the parenthesized number, the option
still takes effect but the US Entry Status is reduced by 1.
The CW may occupy the port of Basra at any time. This
does not constitute a declaration of war, but the German
player may activate Iraq any time after Basra is occupied.
11.4.5
The US Entry options are:
Iran
1
US lends FTR to Chinese - the US may lendlease a single FTR to the Chinese. If that FTR is
shot down or destroyed, then another FTR may
be lend-leased.
2
US seizes French CV - This US Entry option
may not be chosen before the Axis installs a
Vichy Government
Iran may be activated by the Axis on any turn after Iraq has
been activated or anytime after the Jul/Aug 1941 turn. The
Iranian CAV unit may not leave Iran.
11.5
US Entry Options
One or more political options appear beside each box on
the Entry Track. The US player may always choose one
per turn. If the die roll for that option does not cause a shift
in the US Entry Status, the US may choose a second
option.
On the impulse after Yugoslavia is activated, the Allies
may attempt a counter-coup. If Greece is conquered by the
Axis or if Vichy France is not hostile towards the CW,
there can be no counter-coup.
11.4.4
the Status is ‘16’ or greater, and
Option 22 has been chosen
US ENTRY PHASE
The US begins some games as a neutral Major Power. Its
progress towards war is governed by the US Entry Track.
Place the Bearn in the Repair Pool. It is now a US
unit for the rest of the game.
39
3
after the option has been played the US may lend
up to 2 resources per turn, on turn three up to 3
resources per turn, etc. No more than 5 resources
per turn may be lent until the US is in the war.
US may occupy Iceland - This option may only
be played if Denmark is in the war or has been
in the war at some point in the game. On any
subsequent turn, the US may declare control of
Iceland without having to declare war on it.
8
4
9
Lend-Lease - The US may lend lease the
specified unit type (see 11.6.2.6)
The US must still roll for US entry even if the
Commonwealth currently controls it.
10
US may lend 5 resources to Russia - The US
may transport up to 5 resources per turn to
Russian from the following turn. Resources may
not be transported to Russia until it is at war with
Germany. Russian convoy points must be used
while the US is neutral. Unlike option 7, this is
not phased in but is in full force from the
following turn.
Allied send resources to China - No
resources may be sent to China until this option
is chosen. Resources may be sent to a Chinese
factory via any Chinese controlled port or via the
Burma Road (if open at this time). The Burma
Road is open at the start of any 1939 scenario.
11
Embargo on strategic materials - The cost of
building all Japanese naval units and CVP is
increased by ½ . The cost of building ARM and
land-based aircraft units is increased by 1 BP
from now on until Japan is at war with the US.
½ of all resources transported along the Burma
Road are lost (round fractions up).
In order to send resources via the Burma Road,
they must be shipped via any ports in the Bay of
Bengal sea area, overland to Mandalay, and then
along the Burma Road to Kunming and then to
other Chinese factories.
The extra cost to naval units applies to both
cycles.
The US cannot play this option unless
Honolulu contains at least 1 CV (with a CVP on
board) and 6 battleships. In addition, Manila must
contain at least 1 cruiser.
One resource point may be flown in to any
Chinese factory within range (see 11.3.3)
5
Gift of destroyers to CW – The CW receives
the 3 destroyer counters from their force pool and
deploy them as reinforcements in the next
Reinforcement Segment.
The US can do this even if another Allied Major
Power already controls it. Any Allied units in
Iceland are moved to the nearest hex controlled
by that Major Power. This option may not be
chosen if the Axis controls Iceland.
US may escort in the American East
Coast - Up to 6 SCS units may sail into the 0
section of the American East Coast sea box if
there is at least 1 CW convoy point in that
section. These units may attack and be attacked
by any Axis naval units attacking the CW convoy
points.
6
Freeze Japanese assets - The US only
convoys 4 resources to Japan per turn instead of
5. This takes effect from the Production Phase of
this turn.
7
US may lend 5 resources to CW - The US may
transport up to 5 resources per turn to the CW.
These units may not be moved until at war with
Japan.
CW convoy points must be used while the US
is neutral.
This option is phased in over 5 turns. On the next
turn after this option is played, the US may
lend 1 resource to the CW.
Thereafter, in each succeeding turn, an additional
resource per turn may be lent, so that on turn 2
40
12
Re-open Burma Road - The Burma Road is
reopened but only if it is currently closed by
political pressure, not by military action.
Resources may be transported to China via the
Burma Road from the following turn.
13
US may repair CW ships - The US may repair
Commonwealth naval units that are placed into
the Repair Pool from the USA (or Western US).
14
Lend-Lease - The US may lend lease the
specified unit type (see 11.6.2.6)
15
Gear up US production - The US production
multiple increases from ½ to 1.
16
Start US Strategic Bomber Production - US
4-engined LND (those with a circled “4” on
17
their back) cannot be added to the force pool
until this option is chosen. US LND production
cannot be accelerated until this option is
chosen.
24
US reinforces Guam - This option may only
be chosen after Japan has militarized the
Marshalls (US Entry modification 3). Until this
option is chosen, no units may be sent to Guam.
US may escort in Denmark Straits - Up to 6
US SCS units may sail into the 0 section of the
Denmark Strait sea box if there is at least 1 CW
convoy point in that section. These units may
attack and be attacked by any Axis naval units
attacking the CW convoy points.
25
Netherlands Oil Embargo - This option may
only be chosen if Japan has demanded NEI oil on
a previous turn. It immediately prevents all NEI
resources going to Japan until Japanese land units
occupy the resource hexes or conquer the NEI.
26
US declares war on the Axis – This may be done
in any impulse provided Option 22 has already
been chosen.
11.5.2
US Entry Modifiers
This option cannot be picked unless option 5 was
chosen on a previous turn.
18
Lend-Lease - The US may lend lease the
specified unit type (see 11.6.2.6).
19
US Lend-Lease Russian aircraft and ARM The US may lend lease the specified unit type
(see 11.6.2.6)
20
US closes Panama Canal - Axis naval units
may no longer move from the Caribbean Sea
area to the Panama sea area.
21
Actions taken by both sides may hasten or delay US Entry.
Each action requires a US Entry die roll. Explanations of
those Actions which are not self-explanatory follow:
1
Japanese Oil Embargo - Japan no longer
receives resources from the US. The US need no
longer maintain a convoy pipeline to Japan. This
option takes effect immediately.
Japan occupies Indo-China - During any Axis
Declaration of War Phase after French IndoChina has become a Vichy territory (see 16.2),
Japan may assume control of it. Any Vichy units
there are removed from the map and placed in the
CW force pool. All hexes in French Indo-China
become Japanese controlled immediately.
2
The US cannot play this option unless Honolulu
contains at least 1 CV (with a CVP on board) and
6 battleships. In addition, Manila must contain at
least 1 cruiser.
Japan launches a major assault on China - A
Major Assault (see 8.2.7) on China occurs as
soon as Japan declares one in an Axis Declaration
of War Phase.
3
Japan militarizes the Marshalls - This
occurs as soon as Japan moves a unit into any
hex in ‘The Marshalls’ sea area.
5
Japan demands NEI Oil - In any Resource
Transportation Segment after the US has chosen
option 21, Japan may demand NEI oil, even if
Allied controlled. The Japanese may convoy the
7 resources in the NEI to Japan every turn prior
to the US choosing option 24 or Japan being at
war with the US or the CW.
Japan forces closure of the Burma Road During any Resource Transportation Segment,
The Japanese player may simply state that the
Burma Road is closed. Resources may no longer
be transported to China via the Burma
Road until US entry option 13 is chosen.
These units may not be moved until at war with
Japan.
22
War Appropriations Bill passed - The US
production multiple, from this turn, increases to
2. May not be chosen unless option 15 was
chosen on a previous turn.
The US cannot play this option unless Honolulu
contains at least 1 CV (with a CVP on board) and
6 battleships. In addition, Manila must contain at
least 1 cruiser.
6
These units may not be moved until at war with
Japan.
23
US reinforces the Philippines - The US may
send land units and aircraft units to the
Philippines. Until this option is chosen, only 1
aircraft unit may be sent to the Philippines. The
Philippines Territorial may be built by the US
player even before the Philippines are reinforced.
41
12
Axis invades the UK - as soon as an Axis land
unit has a ZOC in any hex in the UK, the Axis
have invaded the UK.
16
Minor declared in the war - This can occur
after the minor country has been aligned. A
declaration of war on a minor country by an
enemy Major Power does not require a die roll
under this modifier.
18
26
After the US is at war with Japan, the following
modifications may not be chosen and cease to have effect
if they have been chosen:
Allies support attacked minor - An
unconquered minor country that the Axis has
declared war on is considered to have been
supported if 3 or more Allied Major Power land
units are in the minor home country during any
Allied Minor Support Phase. This is rolled for
once per minor country.
5
Japan demands NEI oil
6
Japan forces closure of the Burma Road (by
political pressure; of course, this can still be
achieved by military action).
All other actions on the US Entry Modification Chart are
still permitted.
Minor declared in the war - This can occur after
the minor country has aligned with a side
11.6
A declaration of war on a minor country by an
enemy Major Power does not require a die roll
under this modifier.
29
30
Production allows each Major Power to repair its units in
the Repair Pool and to produce units from its force pools
or the Construction Pool, based on the factories and
resources controlled by it.
Japan occupies Madagascar - during any Axis
Declaration of War Phase, as long as Japan has
occupied Indo-China on a previous turn, Japan
may choose to occupy Madagascar if it is
presently a Vichy territory.
11.6.1
Breakdown and Reformation
All Major Powers have DIVs. Their corps and army-sized
units may now be broken down into two DIVs from the
force pool.
Japan occupies Chinese City - each time a
Japanese-controlled land unit occupies (or
re-occupies) a Chinese city , there is the possibility
of an atrocity that the USA public finds out about.
Each corps or army breaks down into one DIV of the same
type and one INF DIV. You can select any break down
divisions from the force pool, but the total of the 2 DIVs’
combat factors cannot exceed half (rounding up) those of
the corps or army you break down. SS corps break down
into one equivalent SS division and one normal INF DIV.
You do not roll for cities controlled by the Japanese as a
result of a Chinese surrender.
31
PRODUCTION PHASE
Japan occupies Siam – in any Axis Declaration
of War Phase, Japan can, if it has occupied
Indo-China on a previous turn (either by
conquering it or by political option) declare
occupation of Siam. The Siamese INF counter is
not set up and is removed from the game.
Japanese units now treat Siam as a controlled
minor country.
Otherwise, you can break down a corps or army if the
corps or army is not in an enemy ZOC and stacking limits
would not be exceeded. The corps or army is returned to
the force pool.
If there are insufficient DIVs in the force pool to
breakdown a corps or army, DIVs may be removed from
elsewhere on the maps.
US Entry shifts for all modifications are rolled for
immediately when that condition is satisfied. Unless
otherwise specified, each action is only rolled once per
game, regardless of the number of times that the action is
performed.
All DIVs may reform into a corps or army. To do so, 2
DIVs must be stacked together outside of enemy ZOCs at
the start of the Production Phase, 1 of which is an INF DIV
and the other is the same unit type as the corps or army that
is to be reformed. If there is no corps or army of that type
available, an INF corps or army may be reformed instead.
Cross index the condition with the year and roll a die. If
the result is less than or equal to the number shown on the
table, there is a shift in US Entry Status of one. There is 1
automatic shift per asterisk, in addition to a shift caused
by a successful die roll.
The corps or army to be reformed is chosen from the force
pool by the player and must have less than double the
combat factors of the combined factors if the 2 DIVs. The
DIVs are then returned to the force pool and substituted by
the chosen corps or army.
Each positive shift increases US Entry Status by one. Each
negative (‘-’) shift decreases it by one.
11.6.2
US Entry Status may be reduced below ‘0’.
Production
11.6.2.1 Factories and Resources
42
Resources and factories are shown on the map. There is no
difference between resources and oil resources except for
the fact that the production of certain units is limited by the
number of oil resources utilized per turn, the fact that
certain restrictions apply if no oil is available to a Major
Power, and the fact that oil resources have anti-aircraft
defenses.
Italy starts at 2. It goes to 3 as soon as it is at war with any
Allied Major Power.
Russia starts at ½ . It goes to 1 after Nov/Dec 1941 (if not
already at a higher level). It goes to 1.5 on the turn it goes
to war with Germany. It goes to 2 six turns after it declares
war on Germany or immediately from the turn Germany
declares war on it. However, if there is not at least one
Japanese, German, or Italian unit on either the Asian map
or the European map in the USSR, Latvia, Estonia,
Lithuania, or Poland or Rumania east of the Russo-German
partition line, then the Russian production multiple can
never be greater than 1.5. However, once the Russian
production multiple increases to 2, it will never drop to
a lower level no matter what the circumstances.
Each Major Power has a production limit equal to the
lower or its production points and its resources. This limit
is termed build points.
Each Major Power may spend any or all of its build points
in each game turn. Build points cannot be saved.
Minor countries do not spend build points. Their resources
and factories are used by their controlling Major Power (if
any).
The US starts at ½. It goes to 1 from the turn it chooses
entry option 16 (see 11.5.1). It goes to 2 after it chooses
entry option 22 or after an Axis Major Power declares war
on it. It goes to 3 six turns after it is at war with the Axis
Each Major Power has production points equal to the
number of its eligible factories multiplied by its production
multiple.
11.6.2.3
Each Major Power may repair and produce units up to its
build points (see Unit Cost Chart).
An eligible factory is any red factory, and any factory in a
Major Power’s home country(s), controlled by it at the
start of both the Resource Transportation Segment and the
Production Phase. Note: some factory hexes contain 2
factories, as indicated by a ‘2’ below the factory symbol.
A Major Power that has 3 or less build points may always
produce one free HQ, INF, MIL, or CAV unit so long as
that is the only unit it produces that turn and it did not lend
any resources this game turn; and
Each major Power can use the resources it controlled at the
start of both the Resource Transportation Segment and the
Production Phase, which have been transported to a factory
this turn. In addition, when Germany activates an Axis
Minor, or when any Major Power activates a controlled
minor, those resources and factories are available as if the
minor country had been in the war from the start of the
turn.
Naval units are built using the costs on the back of the
counter. The cost is shown as ‘A/B’, with ‘A’ representing
the first cycle cost and ‘B’ representing the second cycle
cost.
First, when the unit is built from the force pool. It is placed
on the Production Chart face down. When it is due as a
reinforcement, it is placed in the Construction Pool (see
6.2). When built from the Construction Pool, the secondary
cost is paid . It is placed face up on the Production Chart
and completes a second production cycle before arriving
on the map as a reinforcement.
Strategic bombardment may have reduced production
points and resources (see 10.6.1). Convoy attacks may
have prevented resources being transported to a factory.
11.6.2.2
Production Procedure
Production Multiples
Certain US and Chinese units may only be built after
particular US Entry options are chosen (see 11.5.2).
Germany, France, the CW, and Japan have a production
multiple of 3.
The selection of land and aircraft units is made randomly
within each type of unit. Players may not examine the units
selected.
China’s production multiple starts at 1. It increases to 2 the
moment that:

the Japanese launch a Major Assault, or
The selection of an SCS, SUB or CV unit is made
randomly from amongst those units which have entered the
force pool and which have the same first cycle BP cost.

2 or more Chinese factories are captured or
isolated. A factory is isolated if it is not possible
for the Chinese to transport a resource to it due to
the presence of Axis units or their ZOCs.
The selection of an SCS, SUB or CV from the
Construction Pool is made at the choice of the owning
player.
43
If all pools of a given type (CV, SUB or SCS) are empty,
then one of that type may be selected from the next year’s
additions.
Factory construction and repair is one class of unit for
gearing limits (see 11.6.2.5).
11.6.2.3.3
Building a unit from a future year costs 1 more BP than
usual on its first cycle. If that year has no units of that type,
one may be built from the next year for 2 extra BP, etc.
Japanese LND and NAV bombers are combined into one
force pool. The Japanese player can only specify that a
bomber is to be built or accelerated (and the cost to be
built, but not accelerated). The actual type (LND or NAV)
is chosen randomly.
When a unit is built on its second cycle, 2 extra BP for
each year ahead of its availability must be paid.
11.6.2.3.4
Players may choose any naval unit from the Transfer Pool
or Repair Pool.
The cost of repairing naval units is the same as the cost of
its first cycle. It takes 2 turns to repair a unit.
11.6.2.3.5
Convoy Points have only one cycle.
Chinese Restrictions
China may not build ARM, MECH, or ART. Instead, these
must be lend-leased.
Players may produce a number of a types of units even
though insufficient are available in the force pools. This
would be done to maintain a high gearing limit (see
11.6.2.5). Such units must still be paid for.
China may not build divisions. The only way a Chinese
division may be placed on the map is by breaking down a
corps.
Special Russian Production
11.6.2.3.6
From the Production Phase of the game turn that Russia
declares war on Germany or, beginning in 1943, it costs 3
build points to build Russian INF units.
11.6.2.3.2
Territorials
When a territorial is to be produced, the builder may
specify exactly which county the territorial to be built
comes from. He then picks randomly from those
Territorials from that country.
If a named naval unit is destroyed, it cannot be rebuilt.
11.6.2.3.1
Japanese Command Conflict
Oil Resources
The total number of Offensive Chits, naval, CVP, aircraft,
HQ, and ARM units (incl. Divisions) you can build in a
turn is limited by the number of oil resource points you
turn into build points in that turn. You can always build
one of these units even if you have no oil resources
available. Only 1 of these units may be built at each
factory, and only at factories which have not lost all their
build points due to strategic bombardment.
Factory Construction
Major Powers may build new factories. They are produced
like any other unit but each Major Power may produce no
more than one factory per turn. These factories do not
count as factories for conquest purposes (see 14.0).
Oil resources are not spent to produce CP or to build a
naval unit’s second cycle.
The factory markers are not a strict counter mix. If
insufficient are available, players may create more.
Naval movement may be restricted due to oil shortages
(see 23.9)
When factories are due as reinforcements, they are placed
on city hexes in the home country. The CW may only
receive new factories in the UK or Canada. No more than 2
factories may ever be in one city hex; this limit includes
the factories printed on the map
Players should keep track of any unused oil resources on
the Oil Resources Track.
Major powers can only save one oil per turn (in addition to
their previously saved oil).
Exception: If a Russian factory has been transported [see
21.0], then it is possible to have a printed factory, a
constructed factory, and a transported factory all in one
hex on the Asian map). Any number of factories may be in
a land section.
11.6.2.3.7 Commonwealth Units (Optional)
The Commonwealth may specify which home country units
he is building. The actual unit is still chosen randomly.
Destroyed factories (23.0) printed on the map can be
repaired, destroyed factory markers cannot. The cost is 4
build points and takes 2 turns. Record their turn of arrival
in the appropriate noted column of the Build Chart.
11.6.2.4
44
Placing Units On The Production Chart
When a new unit is produced it is placed a certain number
of turns ahead, according to the Unit Cost Chart (or the
back of the counter).
11.6.2.6
When a Major Power produces units of another Major
Power on the same side, it is termed Lend-Lease.
SUBs, TRS, AMPHs, and units built from the Construction
Pool and Repair Pool are placed face up on the Production
Chart. All other units are placed face down.
Lend-Lease is in addition to any gift of resource points
(see 9.1).
If declared (unlimited) war upon (and in addition to normal
builds), until conquered or until there are no enemy units
remaining in their country; Poland, Finland, Yugoslavia,
Rumania, Spain, Sweden, and Turkey may each turn place
(if available and at no cost) 1 INF, CAV, or HQ on the
Production Chart, to arrive as a reinforcement on the
following turn.
11.6.2.5
Lend-Lease
A Major Power may Lend-Lease no more than 1 unit to
each eligible Major Power each game turn.
To lend-lease a unit to a country, the producing Major
Power transports one of its units of that type to a friendly
Major Power recipient. Lend-lease can only be performed
between Major Powers at war with the same Major Powers
and at Peace with the same Major Powers. An exception is
the US, which may lend lease by playing certain US Entry
options, and Russia, which may lend-lease to China if both
are at war with Japan.
Gearing Limits
In each turn, a Major Power may build (and repair) no
more units of a particular class than it built (and repaired)
in the previous turn plus one extra unit of the class.
Only ARM, ART and aircraft units may be lend-leased.
The classes of units are:











Additionally, the US may lend-lease surface naval units to
the CW.
Aircraft (NAV, LND, FTR, CVP and ATR)
Ships (CV, SCS, TRS, AMPH, The Queens)
Submarine (SUB, SNU)
Infantry (INF, MTN, PARA, MOT, MAR, MIL,
GAR, TERR)
Cavalry (CAV)
Armor (ARM, MECH)
Factories and their repair
Artillery (ART)
Pilots
V-Weapons
CP
As the unit is dropped off in a port controlled by the
recipient Major Power, it is converted into a random unit
of the same type but from the recipient Major Power’s
force pool. The producing Major Power’s unit is then
returned to its force pool. If the unit being lend-leased is a
plane, then the foreign-sourced aircraft counter of the exact
same plane that is being lend-leased is used to replace the
unit transported, and the original counter is placed into the
Lend-Lease Pool.
You may lend-lease units and also receive lend-lease units
in the same turn.
If lend-leasing to Russia via Persia, the unit is placed in
Astrakhan provided Teheran and Astrakhan are Allied
controlled and the Persian port into which the units has
been transported is Allied controlled.
There is no gearing limit to the number of HQ units which
may be built in a turn. Only one offensive chit (see 13.0)
may be built per turn.
Naval units count as being built regardless of whether they
come from the force pools, the Repair Pool, or the
Construction Pool.
Lend-leased aircraft units are placed in the Reserve Pool if
no pilots are available for the recipient Major Power.
China may only receive lend-lease via its ports or through
the Burma Road (if open). Any unit lend-leased to China
via the Burma road must be placed into a port adjacent to
the Bay of Bengal. The unit is then placed in the transfer
pool and, after the next turn Reinforcement Phase, is
placed on the spiral to arrive on the following turn’s
Reinforcement Phase.
A Major Power is not subject to gearing limits restrictions
on the turn it declares national effort (see 22.0).
Russia is not subject to gearing limits on the turn that
Germany declares war on it. In all subsequent turns, it may
increase its INF and CAV builds by 2 per turn, rather than
1 per turn.
11.6.2.7
Units built by lend lease count towards the producer’s
gearing limit, not the recipient’s.
11.6.2.7.1
Certain scenarios may specify initial gearing limits for the
first turn of some scenarios.
45
Aircraft Production
Aircraft Cost and Production Time
All aircraft cost as many build points as indicated by the
green circled number on its back. It also takes as many
turns to build as that number. (exception: CVP builds.
See 11.6.2.3)
Scrapping an aircraft class does not affect identical or
similar aircraft being used by other Major Powers. It only
affects aircraft of other CW home nations or of Axis
Minors if the controlling Major Power so chooses.
When building a unit, you decide the cost of each aircraft
you want to build and randomly choose one of that subtype from the appropriate pool.
11.6.3
If a particular type of aircraft is not available in the force
pool, you can build one randomly chosen unit of that type
from the following year’s aircraft for 1 extra BP. If none of
that type are available in the next year’s units, you can
build one from the year after that for 2 extra points, the
next year again for 3 extra points, and so on.
Total the build points of all Axis Major Powers (including
neutrals) spent this turn. Total the Allied build points and
subtract it from the Axis total.
11.6.2.7.2
11.6.3.1
US Entry Effect Procedure
Find that result in a column on the US Entry Production
Table. Draw a US hidden entry marker and cross-index it
with that column. The result is the number of shifts in US
Entry Status. A positive number increases the US Entry
Status, while a negative number reduces it.
Adding Aircraft To The Force Pool
At the start of each year, add all aircraft which become
available that year to the force pool (as well as other datespecific units). An aircraft becomes available in the year
marked on the back of the unit.
There are 18 US hidden entry markers. When determining
the result on the US Entry Production Table, the US player
randomly draws 1 marker. He records the result on the
Builds Chart and places the marker face-down on the US
Entry Record Track on the Production Chart. While the US
is neutral, no other player may inspect the marker. If he
runs out of markers before the US enters the war, a die is
rolled and openly recorded.
At the start of the Production Phase, you can accelerate the
production of 1 aircraft unit not yet available for a given
Major Power. You declare the aircraft type being
accelerated, and add 1 unit of that type to your force pool.
You must choose the unit with the earliest date (choose
randomly if several exist).
11.7
RETURN TO BASE PHASE
All units in a sea box may now return to a base. The side
with the initiative returns to base first, but each type of
Return to Base (i.e. Surface, Sub, and Air) is done
separately. So, the initiating player returns to base all
surface naval units, then the non-initiating players does so,
then the initiating player returns any SUBs to base, then
the non-initiating player, and so on.
It costs you the normal cost of building the unit to
accelerate its production. This does not count against
gearing limits. Of course, the cost paid to accelerate a unit
only means the unit is placed into the force pool. The build
cost must be paid again when the unit is selected from the
force pool to be built.
When accelerating the production of aircraft, you can only
designate one of the four force pool types to accelerate
(not one of the specific sub-force pools).
11.6.2.7.3
US Entry
If Return to Base is performed during a turn as a naval
move, then aircraft and naval units (and any units being
transported by them) are turned face down.
Scrapping Aircraft Classes
Not all naval units have to return to base. Instead, a unit
must only return to base if it is:
If one of a MP’s aircraft (including CVP) is destroyed in
air-to-air combat or by anti-aircraft fire (but not by
overrun), that MP can scrap that specific plane counter. An
aircraft (or CVP) counter can also be scrapped when a unit
arrives as a reinforcement and its availability date is 5
years or more earlier than the current turn. These options
must be exercised immediately. Additionally, at the
owning player’s option, the entire class may be scrapped.
Such a decision must be made immediately.




an aircraft unit
a naval transport with cargo
a unit in the zero section (except for CPs)
it is damaged
Any other units may return to base at the owning player’s
option.
Remove all scrapped units from the map, the force pool,
the Lend-Lease Pool, and the Reserve Pool. Any other
units of that class are removed as they arrive in a
Reinforcement Segment. Add a pilot to the Available
Pilots Track for each aircraft removed from the map.
The player with initiative decides first which units will
remain at sea. If a unit will not re-base it must immediately
be moved into a lower section of the sea box. Ships in the
sea area may move into the 0 section.
46
11.7.1
A number of activities occasionally occur at this point in
the Sequence of Play. They are the:
Surface Naval Unit Re-basing
A surface naval unit returns to any port controlled by its
nationality or by a nationality with which it may cooperate.





If possible, the port must be within its movement
allowance (you do not need to move the units from the sea
box section to the sea area first).
Although Return to Base during the End of Turn Segment
occurs in initiative order, the actual movement is
considered to happen simultaneously. This means that if a
ship(s) intend to Return to Base through a sea area
occupied by enemy units or that was occupied by enemy
units before they Returned to Base, then naval search and
combat procedures must be performed.
11.9
Vichy Declaration Phase - see 16.0
Russo-Japanese Peace Phase - see 17.3
Conquest Phase - see 14.0
Allied Minor Support Phase - see 11.5.2
Victory Conditions Phase- see Scenario Rules
FINAL REORGANIZATION PHASE
As the last action of each turn, all face down units are
turned face up. Aircraft and land units (including HQs)
which cannot trace a supply path of any length to a supply
source during the Production Phase are left face down.
In addition, naval units remaining at sea which were face
down are now turned face up.
If a surface naval unit cannot Return to Base within range,
it is destroyed. A unit that does not have to return to base is
destroyed at the end of the return to base phase if it could
not have returned to base then.
Damaged naval units may now be moved from the map to
the Repair Pool.
Surface naval units which voluntarily return to base during
the Naval Movement Phase (see 10.5.2) are subject to
normal interception by enemy units in each sea area they
enter.
The Impulse Marker is returned to the first box on the
Impulse Track and the Game Turn Marker is advanced 1
game turn (altering the year marker if necessary).
12.
Similarly, when a naval unit aborts from combat, whether
voluntarily or because it receives an ‘A’ result, it is subject
to SUB and Surface naval interceptions in each sea area it
enters. This same rule applies to naval units which must rebase because the port at which they are based becomes
enemy controlled.
SURPRISE
On the impulse in which war is declared on a neutral
minor country or a neutral Major Power, it is surprised by
units of the Major Power(s) (and in all cases their
controlled minors) declaring war. The effects of surprise
are:
If a TRS returns to base in a land section, any cargo must
be placed into a stack (see 3.0).

aircraft units (and CVP) of the surprised Major
Power or minor country may not fly, escort, or
intercept any mission conducted by the Major
Power(s) declaring war. If its aircraft are forced to
re-base by land units of the Major Power(s)
declaring war, the aircraft units are destroyed
instead. Units of other Major Powers may not fly
fighters or bombers to support the surprised minor
country or Major Power units against attacks
conducted solely by units of the Major Power(s)
declaring war.
They move normally to reach their base, starting with any
coastal hex in that sea area, or the first hex dot in an
adjacent sea area. Unlike a Re-base mission, aircraft units
do not double or triple their movement allowances when
returning to base.

land units of the Major Power(s) which declared
war are not halved for attacks across rivers or
canals against the surprised units. They still suffer
the effects of invasions, fortresses, and attacks
across straits hexsides.
If they cannot reach a base at which they can stack, they
are destroyed (and the pilot is killed).

CVP of the Major Power(s) declaring war making
port attacks against the surprised minor country or
Major Power activate the attack automatically,
without a die roll, even from the ‘0’ section of the
sea box.
11.7.2
SUB Re-basing
SUBs return to base as ships, except that they cannot be
intercepted except by air units flying ASW missions.
11.7.3
Aircraft Unit Re-basing
Aircraft units returning to base do not have their range
reduced by the section number of the sea box.
11.8
SPECIAL ACTIVITIES
47
However, an activation die roll should still be
rolled for to determine the number of column
shifts gained for the port attack. In this case, the
column shifts are:

2 shifts for surprising a neutral opponent;

1 shift for each point on the activation
die roll below the highest search number
in a section the port striking CVs occupy.
If played at the start of a Combined Action, then, for that
impulse only, the Major Power which played it ignores the
limits which normally apply to naval movements, land
movements, and land attacks. It is still subject to the
Combined Action’s limits on aircraft re-basing and
strategic movement.
13.2
If you play an offensive chit at the start of a Combined
Action, you may declare an air offensive on one map. You
gain the following benefits for this impulse:
The surprised player being port attacked does
not roll.

all attacks (including port attacks) against naval
units of a surprised minor country or Major
Power by the Major Power(s) declaring war
obtain the benefits of combat surprise. In
addition, no anti-aircraft factors or CVP may be
used by the surprised Major Power during a port
attack.


13.
all aircraft units controlled by your major power
are not halved when making ground strikes.

all aircraft units controlled by your major power
double their strategic or tactical bombing factors
in any other air mission
LAND OFFENSIVE
If played at the start of a Land Action, the Major Power
which played it specifies any one of its HQs to receive
both of the following benefits for that impulse only:
bombers of the Major Power(s) which declared
war do not halve their tactical factors when
launching Ground Strikes against units of a
surprised minor country of Major Power
(although they may still be halved due to terrain
or weather, extended range or maximum range).
a surprised Major Power or minor country may
not provide HQ support, nor may its units receive
HQ support, against attacks conducted solely by
units of the Major Power(s) declaring war.

double the combat factors of the major power’s
land units within range of the HQ for overrun or
combat. You can do this for a number of units
equal to twice the HQ’s re-organisation value.

every land unit re-organised by the HQ only costs
half the usual re-organisation point cost.
the HQ may provide HQ support in the same
impulse

the defense value of a major port is reduced to 10
and a minor port is reduced to zero.
13.4
REORGANIZE HQs
If played at the start of a Land or Combined Action,
reorganize (turn face up) all HQs of that Major Power.
OFFENSIVE CHITS
Each Major Power may only build 1 offensive chit during
each Production Phase. (The chits are not a strict counter
mix limit).
13.5
AIR DEFENSE AUGMENTATION
A Major Power may upgrade his anti-aircraft effectiveness
by ‘1”.
Each Major Power may only play 1 offensive chit per
turn.
14.
Each offensive chit costs 15 BP for both sides to build.
However, if a Major Power has received no oil resources
in a turn, it costs 20 BP to build an offensive chit that turn.
CONQUEST
Minor countries are conquered if their capital city is enemy
controlled during the Conquest Phase. Capital cities are
denoted in red. Minor countries may also be forced to
surrender via atomic weapons (see 24.5.1) and Axis minor
countries may also surrender or defect according to special
conditions (see 18.3).
Each offensive chit may be used in one of several ways.
Once used, the chit is returned to its force pool.
13.1

13.3
Search die rolls should still be made to see how
many surprise column shifts are gained.

AIR OFFENSIVE
Islands are conquered when every hex on that island, or
every port and city on that island is enemy controlled
GENERAL OFFENSIVE
48
during the Conquest Phase. Islands can be conquered even
if the Major Power or minor country of which they are a
part is not conquered.
When a Major Power or a Commonwealth home country
is first conquered, all of its land and aircraft units in the
force pools or on the Production Chart are removed from
the game.
Alternatively, when a Major Power or minor country is
conquered, all islands controlled by it are also conquered
(exception: the Commonwealth).
All of its naval units in the force pools are removed from
the game.
A Major Power which controls all ports and cities in a sea
area during the Conquest Phase also conquers all islands
entirely within that sea area or any island which is entirely
within sea areas where the Major Power also meets this
criteria.
Roll a die for each naval unit on the Production Chart, in
the Construction Pool, or in the Repair Pool.
[SEE CHART FOR CONQUEST-NAVAL UNITS]
Roll a die for each of its on map land and aircraft units
(except for Territorials under control of a government in
exile who are in their country - see 14.2.1).
The Commonwealth is conquered, home country by home
country. Each is conquered when every factory hex there
(if any) and its capital city are enemy controlled during the
Conquest Phase.
[SEE CHART FOR CONQUEST-LAND & AIR UNITS]
Notes:
Italy is conquered when Rome, Tripoli and any Italian
factory hex are Allied controlled during the Conquest
Phase
If the unit is to be replaced , it is done so by picking by a
randomly chosen unit of the same type from the force pool
of any conquering Major Power the conqueror selects. This
unit is then placed on the Production Chart to arrive as a
reinforcement in the following turn
All other Major Powers are conquered when they control
no home nation factory hex during the Conquest Phase.
They are not conquered even if they only control a
destroyed factory. However, Axis MP may be forced to
surrender via Atomic weapons (see 24.5.1) or via Special
Surrender rules (see 14.4.1 and 14.4.2).
If the unit is placed in the Repair Pool (assuming that a
government in exile has been formed), the land and/or
aircraft unit(s) in the Repair Pool may not actually arrive
as reinforcements on the map until 1 BP is paid by the host
Major Power for each unit to “re-arm” them. When rearmed, these units are placed on the Production Chart to
arrive in the following turn.
If several Major Powers between them satisfy the
conditions for conquering a Major Power, home country,
island, or minor country, one of them is chosen as
conqueror by agreement of those players.
On map naval units are not rolled for when a country is
conquered but instead are rolled for as each port becomes
enemy controlled (see 10.7.4.8). Since when a country is
conquered many of its ports are likely to become enemy
controlled, this may necessitate further rolls as per
10.7.4.8).
Minor countries can never conquer territory. The territory
is instead conquered by that minor’s controlling Major
Power if the minor is in the war. Otherwise, if a neutral
minor country has been attacked by a Major Power and
ends up qualifying to conquer that Major Power or a minor
country or island or home country, those areas are not
conquered and fighting may continue.
When a minor country is first conquered it may attempt to
establish a government in exile (see 14.2). If successful, its
land, aircraft, and naval units are treated as for a conquered
Major Power.
When two major Powers simultaneously conquer each
other, neither is conquered. If one conquers a second
which simultaneously conquers a third, the first Major
Power conquers the second while the third remains
unconquered.
After a country is conquered, control of hexes and land
sections may change and re-basing may occur (see 15.0).
If one conquers a second while it simultaneously conquers
a minor country, the first Major Power conquers both
others.
14.1
EFFECTS OF CONQUEST
14.1.1
General
All of its home country cities remaining under the control
of its government in exile cease to be supply sources. In
addition, its factories cease to function as factories except
for red factories, which always function as factories.
14.1.2
49
Commonwealth Home Countries
When a CW home country is conquered, roll a die for each
of its naval units (except Convoy Points, SUBs, TRS,
AMPHs, and the Queens) on the Production Chart,
Construction Pool, or Repair Pool as if it were a conquered
Major Power. All its on map units remain in place.
territories. Any Territorials not in their own territory are
removed from the force pools.
14.3
LIBERATION
Damaged units are repaired normally. While conquered, its
land and aircraft units that are destroyed while out of
supply are removed from the game. If its units are
destroyed while in supply, roll a die. On a 1 or 2 the unit is
removed from the game. Otherwise, the unit is returned to
the force pool.
Conquered minor countries, Major Powers (and France
after a Vichy government is installed) and CW home
countries may be liberated while their capital is
controlled by the original controlling side (exception:
French Indo China - see 18.7, and Italy - see below). The
re-conquering Major Power may choose to liberate a
country during any Conquest Phase but need not do so.
Units of conquered CW home countries arrive as
reinforcements in any unconquered home country.
Italy may not be liberated until such time as there are no
Allied units anywhere in Italy (including Sicily).
14.2
Half of the liberated country’s units previously removed
from the game (by type) are returned. Liberated minor’s
units join the force pools of their re-conquering Major
Power. Liberated Major Powers reform their own force
pools and add those units in the force pools of their host
major Power (if any).
GOVERNMENTS-IN-EXILE
When a Major Power (or the last CW home country) is
conquered, it may establish a government-in-exile if it
wishes in any one non-neutral Major Power from the same
side whose capital is on the same map as its own. If none
exist on that map (or those that do refuse to act as host), no
government-in-exile is established and all of its units are
removed from the game.
All hexes that belonged to the liberated Major Power at the
start of the 1939 Campaign game and now under control of
the re-conquering Major Power may now be returned to
the control of the liberated Major Power. Other Major
Powers from the same side who also control territory
originally owned by the liberated Major Power may also
return control to it at this time only (an exception to 15.0).
The original controlling Major Power retains control of
government-in-exile units.
While conquered, its units that are destroyed while out of
supply are removed from the game. Of its units destroyed
while in supply, a maximum of one per turn (owner’s
choice) may be returned to the host Major Power’s force
pool, the remainder being removed from the game.
If any Major Power from the same side refuses to return
territory under their control, they may no longer cooperate
with the liberated Major Power. Major Powers who return
control of territory at the time may cooperate with each
other from now on provided both the liberated Major
Power and the Major Power returning territory agree to do
so.
Governments-in-exile do not produce units. Their units are
built from the host Major Power’s force pools as its own
units.
If the host Major Power is conquered, the government-inexile must choose another host.
Liberated minor countries are controlled by, and may
cooperate with (see 19.0) the liberating Major Power
(unless the Major Power refuses to return all captured
territory).
The host Major Power may upgrade a government-in-exile
INF to a MTN, PARA, MAR, or ARM (provided, of
course, that the government-in-exile has such a unit in its
original force pool) during any production Phase. To do
so, the host major Power must remove from the game a
government in exile INF from any friendly controlled city
hex in the host’s home country, paying the cost of the
special unit (chosen randomly from those units in the
government-in-exile’s original force pools), placing it on
the Production Chart as a purchase for this turn. The unit
counts towards gearing limits.
14.2.1
All on map units of the liberated Major Power are returned
to its control (e.g. if France were liberated, then Free
French and Vichy units would be controlled by the French
rather than the host country).
Roll a die for each liberated factory and for those
subsequently liberated.
[SEE CHART FOR FACTORY LIBERATION]
Territorials
Liberated red factories are always operational.
If a government-in-exile is established, all its Territorials
remain on the map under the control of the host Major
Power provided those Territorials are in their own
If the capital city of a liberated country is occupied by an
enemy unit during any Conquest Phase, its units are
permanently removed from the game.
50

When a Major Power or minor country is liberated, it no
longer has a government-in-exile.
14.4
SURRENDER
14.4.2
A Major Power may surrender a minor country that it
controls during any Conquest Phase. The minor is
conquered by any enemy Major Power with units in it (see
14.1).
If units of a Major Power on the same side as a
surrendering Major Power occupy the capital of a minor
country formerly controlled by the surrendering Major
Power, the minor does not revert control to the occupying
Major Power’s control until the Conquest Phase of the
following turn.
all their on map units as well as their land and
aircraft units on the Production Spiral,
Construction Pool and the Repair Pool are
removed from the game; and

all their naval units on the Production Chart,
Construction pool, and Repair Pool are rolled for
as for other conquered Major Powers (see 14.1.1).
14.4.1

there are more Allied units than Italian units in the
Italian Home Country.

at least one Allied unit occupies any hex on the
Italian mainland.
If the Salo Republic is declared, 1 FTR, 1 ARM DIV and 1
PARA DIV may remain on the map under German control.
These units may trace supply to any Italian city still
controlled by the Axis player. They may not leave Italy.
If the specific DIVS are not currently on the map, the
German player may break down existing Corps to obtain
them. The Germans may substitute MECH for ARM,
MTN/INF for PARA and LND/NAV for FTR if they do
not have the specific types available.
The Salo Republic is ended when all Italian cities are
controlled by the Allies.
15.
Japanese Surrender
CONTROL
At the start of each game, a Major Power controls all hexes
and land sections within its borders. All islands in each sea
area are controlled by the Major Power specified on the
maps or in the scenario. The scenario may also specify
other territory that a Major Power has gained or lost.
During any Conquest Phase, the Japanese will surrender
when any 6 of the following conditions are met:

there are no Italian land units in North Africa,
East Africa, or Sicily.
If Italy surrenders per 14.4.2, the Italians may set up the
Salo Republic.
If they surrender:


14.4.2.1 Salo Republic
Players may also surrender one or more Major Powers and
all its controlled minors and territories under their control
in the Conquest Phase in the same manner as surrendering
a minor country.
a government-in-exile is not formed;
Italian Surrender
During any Conquest Phase, Italy may surrender if the
following conditions are met:
If no enemy units are inside the minor, Germany conquers
it if the surrendering Major Power is Allied and the CW
conquers it if the surrendering Major Power is Axis.

for each of the following cities under Allied
control: Shanghai, Vladivostok, Manila, and
Taiheku
each original homeland factory captured

if Russia is currently at war with Japan

if an Allied Major Power controls Manchuria
Control changes when a land unit (other than a partisan)
enters a hex or land section not controlled by that side, or
when an island, Major Power, or minor country is
conquered (see 14.0).

per A Bomb dropped during the game on a
factory city in homeland Japan
Control does not change when a unit occupies a hex or
land section already controlled by that side.

if during the current turn Japan received no
resources from outside Japan
When a minor country joins a side, control of all hexes and
land sections in it passes to its controlling Major Power.
51
Installing a Vichy government transfers control of all nonAxis hexes in Mainland France, other than those in a Vichy
Territory, to the Major Power controlling Paris.
The French territories of French West Africa and French
Equatorial Africa are comprised as follows:
When a Major Power conquers (or liberates) an island,
minor country, or CW home country, it gains control of all
enemy controlled hexes and land sections in that island,
minor country, or home country.

French West Africa includes: Mauritania, French
Sudan, Senegal, French Guinea, Ivory Coast,
Upper Volta, Togo, Dahomey, and Niger Colony.

French Equatorial Africa includes: Camaroons,
Gabon, Middle Congo, Ubangi-Shari, and Chad.
When on Major Power conquers (or liberates) another, it
gains control of all that Major Power’s controlled hexes
and land sections in the conquered Major Power’s home
country. All other territory under the control of the
conquered Major Power is controlled by its government in
exile (see 14.2), if any. If there is none, this territory is
controlled by the conqueror.
Every non-French land unit and aircraft unit in the 12
French territories is moved to the nearest hex controlled by
that Major Power or minor country. Every non-French
naval unit in these territories is re-based (see 10.7.4.8).
In all cases, control of hexes and land sections occupied
by or in the ZOC (if not occupied by a friendly land
unit) of enemy land units is not transferred to the
conquering Major Power but to that enemy nationality
instead.
French aircraft units in the Lend-Lease and Reserve Pool
are destroyed.
French naval units in the Repair Pool are placed on the
map for dispersal (see 16.1.1)
16.1.1
Naval and aircraft units, whether face up or face down, in
territory which passes to enemy control, must re-base (see
10.7.4.8).
15.1
The German player then distributes all on-map French
naval units according to the following table:
 Marseilles- 4 SCS (cruisers), all CP
 Dakar- 1 SCS (battleship)
 Oran- 4 SCS (battleships)
 Alexandria- 4 SCS (2 battleships, 2 cruisers)*
 Casablanca- 1 SCS (battleship)
 Southhampton- 2 SCS (battleships)**
 Tunis- 1 SUB
 Beirut- 1 SUB
 Saigon- 1 SCS (cruiser)
 USA (East Coast)- CV* (may be seized by US
player via US Entry Option))
FORTIFICATIONS
Fortification hexsides printed on the map become nonexistent once all hexes on the non-fortified side become
enemy controlled. In the case of a single line of contiguous
fortification hexes (like the Maginot Line), all of the hexes
must be enemy controlled before any fortification hexside
ceases to exist.
16.
VICHY FRANCE
* These units are considered interned and may not move
until either Italy is conquered or France is liberated. While
interned they may be attacked, but they contribute no AA
in their defense. If forced to re-base due to the loss of their
base, they are considered scuttled instead.
The Axis player may be in a position to install a Vichy
government before France is conquered.
If a German land unit occupies Paris during any Vichy
Declaration Phase, Germany may choose to install a Vichy
government.
** These units are considered Free French in all respects.
If there are insufficient French ships left in play to
complete the aforementioned deployment, then the French
player must deploy whatever units still remain prioritizing
the ports in the order listed above.
After a Vichy government is installed, France is out of the
game until liberated by the Allies (see 14.3).
16.1
Dispersing The Fleet
UNIT PLACEMENT
If there are more ships than listed above, the French must
distribute the extra units prioritizing the ports, as above.
Installing a Vichy government affects the status of the 12
French territories not conquered by the Axis. All
conquered French minor countries are controlled by the
conquering Axis Major Power (and may be liberated by
the Allies). All French controlled minor countries
revert to neutrality.
French units still in mainland France (including Corsica)
are now moved into Metropolitan Vichy France. Every
other French unit not in the 12 territories is removed from
the game.
52
Randomly halve the number of French land units in each of
the territories. Do the same with aircraft units. The
remainder are removed from the game.
16.2
Vichy France can become hostile towards the CW in one
of two ways:
VICHY DETERMINATION
Roll one die only. Each of the 12 French territories
becomes Vichy according to the chart.

the CW launches the Mers-el-Kibr (see 23.14)
raid, or;

the CW invades Metropolitan Vichy France.
If Vichy France becomes hostile to the CW, the following
applies:
[SEE VICHY DETERMINATION CHART]
Any territory that does not become Vichy is instead Free
French. Free French territories are CW controlled.

there is no die roll for Vichy desertion per 16.3.4,
for attacks involving CW units.
A territory already conquered by the Axis remains
conquered and does not become either Vichy or Free
French (exception: Vichy France cannot be conquered
before a Vichy government is installed).

the Axis may overfly Vichy territories in Africa
and the Middle East.

one Axis aircraft per impulse may re-base into
Syria, but must leave on the very next impulse
Metropolitan Vichy France is that part of mainland France
south of the Vichy line plus Corsica. The capital is Vichy.
If Vichy France does not become hostile to the CW, the
following applies:
The rest of mainland France is now a German conquered
Major Power with Paris as the capital.
All units in Vichy territory are now Vichy units. All French
units in Free French territory are now Free French units.
The German player may now reposition all on map Vichy
land and aircraft units to any Vichy controlled hex, even
moving to another Vichy territory. If possible, at least 1
land and 1 aircraft unit must be placed in each territories
capital. For French West Africa or French Equatorial
Africa, treat any minor country capital as the capital for
this purpose only.

There can be no Yugoslav counter-coup (see
11.4.3)
Axis Control Of Vichy Territories
The German player may declare control of any Vichy
territory during any Axis Declaration of War Phase. That
territory joins the Axis side. Other Vichy territories are
unaffected. If the Germans take control of any territory, the
effects of Vichy Hostility (see 16.3.1) are cancelled
If control of Metropolitan Vichy France is declared,
control of all Vichy French territories must be declared and
a die roll is made as per US Entry Modification No. 8.
VICHY
Vichy France is a neutral Major Power.
When Metropolitan Vichy France joins the Axis side, all
Vichy land and aircraft units in it are removed from the
game.
Until France is liberated, mainland France and
Metropolitan Vichy France are separate countries. After
liberation, they become one country again, even if Allied
units have not occupied Vichy.
If another territory joins the Axis side, all Vichy land units
in it are removed from the map and added to the CW force
pools. They are now Free French units until France is
liberated (see 14.3). The CW may add the aircraft to its
force pool as Free French units or remove them from the
game. In addition, for each Vichy aircraft in these
territories, the CW may add a pilot to the CW Available
Pilots Track.
Partisans appearing in ‘France’ do not affect Metropolitan
Vichy France.
No Allied resources may be transported through Vichy
territory.
No Axis units may enter Vichy controlled hexes while
Vichy France is neutral (except to declare control of the
territory).
16.3.1
Spanish & Turkish neutrality may be affected (see
11.4)
16.3.2
The French HQ De Gaulle is now added to the CW force
pool.
16.3

Vichy naval units in the Construction Pool are
automatically captured by the Axis. (Italian, if Italy is still
in the war, otherwise German).
Vichy French Hostility
53
Roll a die for each on-map Vichy naval unit in a territory
which joins the Axis side.
cooperate with CW non-territorial units. When destroyed,
they return to the CW force pool and may be rebuilt as CW
units. They arrive as reinforcements in the UK or in a
French territory outside mainland France that is CW or US
controlled.
[SEE AXIS CONTROL OF VICHY UNITS CHART]
Free French units are re-based to the nearest CW port as
per 10.7.4.8.
17.
NEUTRAL MAJOR POWERS
A Major Power is neutral if it is currently not at war with
any other Major Power.
For each Vichy aircraft placed into the CW force pools as
Free French units, add a pilot to the CW Available Pilots
Track.
17.1
16.3.3
Allied Attacks On Vichy Territory
RESTRICTIONS
Neutral Major Powers may not keep its naval units out at
sea (except for CP). Each naval unit moving for a neutral
MP counts as a separate naval move for activities limits.
Neutral Major Powers may not take a naval impulse.
When an Allied Major Power declares war on a Vichy
territory it joins the Axis side as a German controlled
minor country. If the Allies declare war on Metropolitan
Vichy France, they must also declare war on all other
Vichy territories. An attack on Metropolitan Vichy France
causes Vichy to become hostile to the CW.
Neutral Major Powers may not cooperate with any other
nationality.
Neutral Major Powers may neither lend nor be lent any
resources (exception: 11.5.1 US entry options).
After the die roll(s) for US Entry, roll a die for each Vichy
French naval unit in the territory, with control determined
as per 16.1 unless the US was one of the Major Powers
declaring war. In that case, roll a die for each French
naval unit in the territory as per 16.3. Free French units are
now re-based to the nearest CW port as per 10.7.4.8. All
Vichy land and aircraft units in that territory are controlled
by the German player.
A neutral Major Power’s units may not enter any hex or
land section not controlled by it (exception: it may enter
territory of another minor country with which it is at war,
also, see US entry option 3).
17.2
When an Allied land unit attacks (but not overruns) a
Vichy land (or notional) unit, or vice versa, a die is rolled
for each Vichy unit attacked or attacking (before aircraft
mission allocation).
Russia may declare war on Japan (see 17.3) or any neutral
minor country during any Allied Declaration of War Phase.
Russia may only declare war on Germany or Italy if:
If a Vichy aircraft unit is occupied on the ground by an
Allied unit, make the same roll as for land units, but on a
modified 2 or greater the plane re-bases as normal,
otherwise, on a 1 or less, the plane is added to the CW
force pool as a Free French unit and a pilot is added to the
CW Available Pilots Track.
On a ‘1’ or less the unit is removed from the map and
added to the CW force pool as a Free French unit. The roll
is reduced by 3 if all the Allied units attacking or being
attacked by the unit in question are US and/or Free French
units.

a unit controlled by Germany or Italy is now in
Latvia, Lithuania, Estonia, Turkey, Persia, or
Afghanistan (not counting minor country units in
their own country);

the ratio between Russian and German (or
German minor allies or Italians if non neutral)
garrison units equals or exceeds that year’s
garrison ratio.
If all its white print land units have been added to its force
pools and there are currently no land units in the Russian
force pools, then the garrison value used advances to the
next year’s ratio.
If any Vichy land unit remains, the attack is resolved
normally. If no Vichy land units remain, the attacking
Allied units may advance into the vacated hex.
A garrison unit is any unit in a home country hex or land
section, or friendly minor country, that is adjacent to a
home country hex or land section controlled by the other
Major Power(s), or to a minor country which that other
Major Power(s) has conquered, liberated, or declared in
the war.
When a Vichy territory is conquered, all Vichy units there
are placed into the CW force pools as Free French units.
16.4
RUSSIAN WAR
FREE FRENCH RESTRICTIONS
Free French units are controlled by the CW. They are
treated in all ways as British controlled minors, and may
54
Each garrison unit has the same garrison value specified in
11.1. The Russian/German ratio is rounded down to the
next odds ratio.
Infamy campaign game Russia may not declare war on
Japan before 1945 - see 27.3.4).
17.3.1
Russo-Japanese Neutrality Pact
[SEE RUSSO-GERMAN GARRISON CHART]
If Russia and Japan have agreed to a neutrality pact during
any Russo-Japanese Peace Phase, then either may only
declare war on any turn after the calendar year following
its signing, provided you have at least a 2:1 garrison ratio
on your common border. Garrison units are defined in
17.2. Garrison values are found in 11.1.
If the garrison value of Russian units equals or exceeds the
applicable year’s garrison value (advanced by one year if
all Russian land units have been built), then Russia may
declare war on Germany and/or Italy.
17.2.1
Russian Limited War
17.3.2
Rather than a normal declaration of war, Russia may make
a declaration of limited war on neutral minor countries.
The Russian player may end a Russo-Japanese war during
any Russo-Japanese Peace Phase that Russia controls at
least 3 formerly Japanese-controlled resource hexes
outside of Russia. Japan must have controlled the resource
hexes immediately prior to Russia controlling them. The
Japanese player may end the war if it controls Vladivostok.
Use the Russian Limited War rows of the US Entry
Modifications Chart.
In a limited war, Russian units may go no further than 2
hexes or 1 off map land section into the minor. They may
not invade. On non-European maps, the number of hexes
of advance is limited to 1 hex.
If both satisfy these conditions, neither may end it.
If the Russian player ends the war, Manchuria becomes
Russian controlled. If the Japanese player ends it,
Vladivostok and all adjacent hexes become Japanese
controlled. Those hexes are treated as a minor country with
Vladivostok as the capital.
In any Conquest Phase that all of the minor country’s units
are further than 2 hexes (or 1 hex on the non European
maps) or 1 off map land section from the border with
Russia (which includes any friendly controlled or
conquered minor countries or territories), the minor
country submits and Russia gains control of all the minor
country’s hexes within 2 hexes (or 1 hex on the non
European maps) of the current Russian border (except the
hex containing that minor country’s capital). Russia does
not gain control of any off map land sections.
Alternatively, the Major Power which ended the war may,
instead of taking control of the territory mentioned above,
may take control of all hexes in the other side’s territory
that it has taken control of during the Russo-Japanese war.
If the option to retain all controlled hexes is not elected,
then control of all other hexes and land sections except for
Manchuria (in the case of Russia ending the war) or
Vladivostok and adjacent hexes (in the case of Japan
ending the war) reverts to the Major Power which
controlled them before the Russo-Japanese war unless they
are in a minor country which has been conquered by the
other Major Power and it is not yet liberated.
Exception: In a limited war with Finland, when
Finland submits, Russia also gains the city and port of
Petsamo and its resource.
The minor country reverts to neutrality but is not
conquered. Its units are removed from the map. The next
time the minor country is at war, it sets up as if at war for
the first time (although it may not set up in that portion of
the minor country now Russian controlled).
Each unit in territory now controlled by the other Major
Power is moved to the nearest hex controlled by its Major
Power.
Minor countries which have submitted to Russia in a
limited war may become Axis Minor Countries (see 18.3).
If a Russo-Japanese war ends, neither Russia not Japan
may declare war on the other in the subsequent turn.
Thereafter, a neutrality pact is in existence.
Russia may later declare war on a neutral minor country
that she has previously engaged in limited war. However,
she may not declare limited war again. The US Entry
modification used is that for a normal Russian declaration
of war on a minor country.
17.3
Ending the War
Once a Russo-Japanese war has been ended, neither
player may end or surrender any future such war.
If war is declared initially by either Russia or Japan, and
that same Major Power declares war a second time, subject
to the neutrality pact, there is no further US Entry die roll.
RUSSO-JAPANESE WAR
Russia and Japan may declare war on each other during
any Declaration of War Phase (exception: in the Day of
55
If by electing to retain controlled hexes, this results in one
of the Major Powers being conquered (most likely Japan),
then that Major Power is conquered.
17.3.3

the Axis declare control of a Vichy territory (see
16.3).
When a minor country joins the Allied side, it is controlled
by the CW. When a minor country joins the Axis side, it is
controlled by Germany.
Pacific Map Control
Additionally, if war ends after Japan controls all Russian
cities on the Pacific map, then all Russian controlled hexes
on the Pacific map become Japanese controlled. That part
of the USSR on the Pacific map becomes a Japanese
conquered minor country with Vladivostok as its capital. If
liberated by Russia, it rejoins the USSR.
17.4
Estonia, Latvia, and Lithuania (the Baltic States),
and those parts of Poland and Rumania east of the
Russo-German partition line become Russian
controlled in any Allied impulse (see 18.5);
Surrender
Either player may surrender in any Russo-Japanese Peace
Phase. Treat the other player as having ended the war.
17.3.4

Units may not move into, or fly over, any hex in a
neutral minor country, including a coastal hex.
A Major Power’s units may not enter or fly over a hex in a
minor country at war with another Major Power unless the
two major Powers are at war with each other or are on the
same side.
NEUTRAL MAJOR POWER RESTRICTIONS
17.4.1
18.1
ITALY
When a minor country joins a side, its forces are set up
immediately (exception: Denmark see 18.10).
Italy may declare war on any Allied Major Power or
neutral minor country, but may not declare war on any
Major Power after Nov/Dec 1942.
17.4.2
MINOR COUNTRY SET UP
They are set up anywhere within the borders of the
country, subject to stacking limits. Each minor country
with units has its own force pools.
USA
The US may not declare war on any Major Power or minor
country until permitted by US entry rules (see 11.5).
18.1.1
18.
If there is no date on the back of the unit, set them up
according to the Minor Set-Up Chart.
MINOR COUNTRIES
Minor countries are those nations which are not Major
Powers. Most minor countries are neutral at the start of the
game. Control of those which are not if specified.
If there is a date on the back, then set up those units that
have an earlier year printed on them. If it has the current
year, put it on the production circle to arrive as a
reinforcement in the next turn.
Minor countries cease to be neutral when they join a side.
This occurs when:

All of a minor country’s Territorials are set up in their
territory when the minor country first enters the war.
a Major Power declares war on them - they
immediately join the other side;

Bulgaria, Finland, Hungary, and Rumania join
the Axis side after the German player declares
them in the war (see 18.3);

Spain, Turkey or Iraq are activated by the German
player (see 11.4);

Yugoslavia is activated (see 11.4.3)
Land Units
18.1.2 Aircraft Units
Set up all its aircraft marked with the current or earlier year
onto the map. Each comes with its own pilot.
18.1.3
Naval Units
When a minor country’s naval units are set up, they may be
set up in any ports the minor controls. For its convoy
points, they are set up using the controlling MP’s CP in
ports the minor country controls.
56
The naval units to be set up for minor countries are those
which entered the force pool two or more years prior to the
declaration of war.
Minor countries which have submitted to the Russians (see
17.2.1) and Bulgaria, Finland, Rumania, and Hungary are
Axis minor countries. Until the German player declares
them in the war (or they are attacked) they are neutral.
If the year of entry is between 1 and less than 2 years
before the declaration of war, the unit is placed in the
Construction Pool instead.
18.2
While neutral, Germany may declare any Axis minor in the
war in any Axis Declaration of War Phase. It then joins the
Axis side (see 18.1) as a German controlled minor country.
USE OF MINOR COUNTRY UNITS
In addition to the regular surrender rules (see 14), certain
Axis minors may also defect or surrender under the
following conditions:
After set up, all the units in a minor country’s force pools
may be added to the force pools of its controlling Major
Power whenever the controlling player desires.
Thereafter, they may not be removed, except by
production, until the minor country is conquered.

Before they are added, they may not be built (although see
11.6.2.4). Once added, they are built randomly with that
Major Power’s units, although they arrive in their own
country. When destroyed, they are returned to their
controlling Major Power’s force pools.
Rumania – if there are no supplied Axis units in
Russia, and there are more Russian than Axis
units in Rumania, Rumania will defect to the
Russians.

Bulgaria – on the turn following a Rumanian
defection or surrender, Bulgaria will defect to the
Russians.
Reduce the controlling Major Power’s pilot total by 1 for
each minor aircraft reinforcement placed on the map.

Finland – if Petsamo and Vipurii are occupied by
Russia and there are more Russian than Axis units
in Finland, then Finland will surrender.
When a minor country is conquered, a die is rolled to
determine control of its units (see 14.1.3). Add a pilot to its
controlling Major Power’s Available Pilot Track for each
on map minor aircraft removed when a minor is conquered.
When a country defects, all of its units outside of the
defecting country are removed from the map. All of its
land units inside the country remain in place but may not
move or attack until the following impulse (they may
defend normally). All of its naval and air units are removed
from the map. Any defecting unit stacked with a German
unit is also removed from the map.
Minor country units can move and fight anywhere, with the
following exceptions:



18.3
Finnish land units may only enter Finland and
Russia.
Defecting countries are treated like Russian-controlled
minors from this point on.
Bulgarian land units may only enter Bulgaria,
Turkey, Yugoslavia, Albania, Greece, and may
also enter Rumania if not Axis controlled.
18.4
Unlike other minor countries, the Netherlands, Spain and
Portugal control territory on more than one map.
Rumanian land units may only enter Rumania,
Poland, and Russia. They may also enter
Hungary or Bulgaria if these are not Axis
controlled.

Hungarian land units may only enter Hungary,
Germany, Yugoslavia, Poland, and Russia. They
may also enter Rumania if Rumania is not Axis
controlled.

Vichy units may only enter Vichy territory.

a minor country land unit may not leave its home
country if half of its on map land units are
currently outside the home country.
NETHERLANDS, SPAIN & PORTUGAL
A declaration of war on one of these countries converts it
into several minors, a European country and a country for
each other country on the other maps (the Netherlands:
NEI, Spain: several African territories, and Portugal: East
Timor, Angola, Mozambique, and some other African
territories), for all purposes. When the home country is
conquered, these territories are rolled for government in
exile en masse, unless they too are conquered.
CW and French units may not enter the NEI nor transport
its resources unless they are at war with the Netherlands
(or NEI).
18.5
AXIS MINOR COUNTRIES
57
POLAND & THE BALTIC STATES
If war is declared on Saudi Arabia, the Saudi CAV unit is
set up anywhere within the country. If the unit is destroyed,
the country surrenders.
During any Russian Declaration of War Phase prior to the
conquest of Poland, Russia may declare control of those
parts of Poland and Rumania on the Russian side of the
Russo-German partition line and of the Baltic States
(Estonia, Latvia, and Lithuania). Each of these is treated as
conquered.
If using the Africa or Asia maps, this rule is not in effect.
If Russia does not occupy any hex of Poland before it is
conquered (as part of their share of the Nazi-Soviet Pact),
Russian units may never occupy any hexes in eastern
Poland until at war with Germany.
19.
COOPERATION
19.1
WHO CAN COOPERATE
Neutral Major Power’s units may not cooperate with any
other Major Power’s or minor country’s units.
Every non-Russian unit in these territories is placed face
down in the nearest hex controlled by its Major Power or
minor country.
When not neutral:
Axis units may not cross the Russo-German partition line
after Russia declares control of these territories unless
Germany and Russia are at war. If Russia has declared
control of these territories and Poland has been conquered
by the Axis, then a randomly chosen Polish INF and ARM
are added to the CW force pools immediately after Russia
and Germany are at war. These Polish units are in addition
to any gained by government-in-exile rules (see 14.1.3).
18.6
MONGOLIA
FRENCH INDO CHINA

French and the CW may cooperate after the US is
at war with Germany


German and Italian units may cooperate.
Free French and CW units may cooperate.
Chinese Nationalists and Communist units may not
cooperate, except that they may trace supply to city supply
sources occupied by the other’s units.
OCCUPIED CHINA
A minor country unit may cooperate with units of its
controlling Major Power. It may not cooperate with units
of another Major Power or minor country.
Vichy French units may not cooperate with any other
nation’s units.
When Peking is not controlled by the Chinese, Occupied
China is a conquered minor country with Peking as its
capital.
No other units may cooperate.
19.2
DENMARK
EFFECTS OF NOT COOPERATING
Units which may not co-operate cannot:
When war is declared on Denmark, its single unit is not set
up on the map but is placed on the Production Spiral to
arrive as a reinforcement in the following turn.
Iceland is a colony of Denmark.
18.10
US and French units may cooperate
The IN INF may cooperate with Japanese units.
Occupied China is always a part of the Chinese home
country. if does not include Hainan, Canton, or the port 2
hexes to the NE, which are nevertheless still part of the
Chinese home country.
18.9

A liberated Major Power’s units may cooperate with the
units of the Major Power which liberated it and with Major
Powers on the same side which ceded territory back to the
liberated Major Power.
Although it starts all games as a conquered minor country,
French Indo China can never be liberated. Instead, it is a
conquered minor controlled by the conquering Major
Power.
18.8
US and CW units may cooperate
Units of governments in exile and their host Major Power
may cooperate.
Mongolia commences the game as a Russian controlled
minor country. However, Russian units may not set up in
or enter any hex of Mongolia before Russia and Japan first
go to war. Thereafter, this restriction no longer applies.
18.7

SAUDI ARABIA
58

stack in the same hex or stack, at any time when
stacking limits apply;

transport each other;

take part in the same land combat (including by
way of Ground Support missions, Shore
Bombardment, or HQ support);

fly, escort, or intercept in the same air mission
(exception: Naval Air missions) nor take part in
the same Naval Ground Strike in the same hex.
19.3

intercept enemy aircraft units flying missions
against each other (exception: Strategic
Bombardment and Air Supply missions, which
can be intercepted if not intercepted over a hex
controlled by a non cooperative Major Power;
Units which may cooperate may fly Air Supply missions to
reorganize each other. They may also use Naval
Reorganization via TRS. A Major Power’s HQs can
reorganize minor country units it can cooperate with. A
minor country’s HQ can only ever reorganize its own units.

combine convoy points to form a pipeline.

reorganize each other
A Major Power HQ may never reorganize another
Major Power’s units, including government in exile
units.

draw supply from a source controlled by each
other’s nation;
Cooperating MPs may share convoy points to form
pipelines.

enter hexes and land sections in an uncooperative
Major Power’s home country unless the following
conditions are met:
The first unit must be an HQ unit. After that, any
unit may enter the country, provided that the
reorganization values of all HQs currently in
the country are equal to or greater than the
number of non-HQ units there;
20.
21.

escort each other’s convoys

lend resources to each other assuming they are
both at war and not at war with the same MP;
EFFECTS OF COOPERATING
CHINESE COMMUNISTS
RUSSIAN FACTORIES
Russia may transport its factories to the Urals, Siberia, or
Eastern Siberia box, or to a city on the Asian map. One
factory may be transported per turn (e.g. it takes two turns
to move both Moscow factories).
Units which may not cooperate are not otherwise limited.
In particular, they can:
take part in the same naval combat
enter a minor country controlled by a non
cooperating Major Power.
Chinese Communist units may not arrive as a
reinforcement in, nor move or advance into any hex further
than 5 hexes from Lan-Chow. When counting hexes, do
not include the Lan-Chow hex. If reinforcements cannot be
placed. they remain on the Production Chart until the
following turn.
However, only HQs may enter that country
until the above conditions have been met again.
.
CW units in France are restricted by this rule;


All Chinese units of the same type are placed in the same
force pools (e.g. Nationalist INF and Communist INF are
placed in the same force pool). Thereafter, the Allied
player has no choice whether the units he produces are
Nationalist or Communist.
If the HQ is destroyed or is retreated out of
the country, leaving more units than the
combined reorganization values of any HQs
remaining, the excess do not need to leave.
both occupy the same sea box section;
trace supply through territory controlled or
occupied by each other; and
Apart from naval movement from port (see 10.5.2.1),
reorganization (see 10.7.7), activities limits (see 10.2.2),
and some other minor exceptions (like offensive chits or
surprise impulses) units which may cooperate treat
themselves as the same nationality for all purposes.
An HQ may not leave the home nation of a noncooperating Major Power if that would leave
more units than the combined reorganization
values of the HQs remaining in the country.


All Russian controlled factories in the USSR may be
transported but not until Germany and Russia are at
war.
To be eligible for transport, the factory must be able to
trace a supply path to the Urals, Siberia or Eastern Siberia
box, or to a city on the Asian map.
No more than one factory may be transported to each city
on the Asian map.
59
When you record which factory is transported on the
Builds Chart provided, you will also have to record where
it is going.
Any black factory (including constructed factory markers)
may be destroyed in two ways:
Factory transport occurs in the Production Phase and
prevents that factory from being used in that, and the next,
Production Phase. From the start of the third Production
Phase, the factory is considered to be in the designated box
and resumes production.
The hex from which the factory was transported no longer
contains that factory (exception: the Stalingrad and
Vladivostok hexes still function after being transported,
but only while controlled by a non Russian Major Power).
22.
23.2
-1 to the die roll of all land combats, if any
attacking land units are controlled by a Major
Power that has declared national effort;
+1 to the die roll of all land combats, if all
defending land units in the hex under attack are
controlled by a Major Power that has declared
national effort.
-1 to the air to air ratings and the tactical, naval,
and strategic bombardment factors of all the
aircraft units (including CVP) of the Major Power
declaring national effort;
Japan has less than 9 useable resources, and

Truk has been captured or isolated or

Allies have a land or air unit based in the Sea of
Japan
The air-to-sea factors of all kamikaze units that survive
anti-aircraft fire have their air to sea factors doubled.
National effort ceases when a Major Power reverts to
neutrality.
FACTORY DESTRUCTION

After air-to-air combat has been completed but before
resolution of anti-aircraft fire, the Japanese player may
declare a kamikaze attack in any naval air combat. He
nominates which CVP and NAV units (LND and FTR
cannot launch kamikaze attacks even if they possess air to
sea factors) will launch kamikaze attacks.
On the turn that national effort is declared, the Major
Power is not restricted by gearing limits (see 11.6.2.5).
23.1
KAMIKAZES
The Japanese player may launch Kamikaze attacks during
any naval air combat after the following conditions are
met:
 Loss of 6 or more CVs
In addition, the Major Power suffers the following:
SPECIAL RULES
Oil Resource Destruction
Oil resources may be destroyed by strategic bombardment
and may be repaired in the same way and for the same cost
as factories (see 23.1).
The cost to build INF and MIL is reduced by one.
23.
by receiving an asterisked result on the Strategic
Bombardment Table (two or more factories in a
hex or land section would require two or more
asterisked results to destroy all factories).
23.1.1
Starting immediately, the Major Power may only build
INF, MIL, HQ and FTR units (but may still repair
factories).


Resource hexes cannot be destroyed by enemy
occupation or strategic bombardment.
At the commencement of any Production Phase in which
an enemy land unit occupies a hex or land section in its
home country or an adjacent country, a Major Power
may declare national effort (exception: China may only
declare national effort after Japan has launched a
major assault - see 11.5.2).
Japan may declare National Effort when the allies control a
major port or any island in the Sea Of Japan.

when occupied by an enemy land unit that can
trace a supply line to a supply source at the end of
the Final Reorganization Phase of any game turn
or;
Red factories can never be destroyed. Players may never
destroy factories they control.
NATIONAL EFFORT


After the attack is resolved, all kamikaze NAV & CVP
units are destroyed (and pilots killed). Units aborted by
anti-aircraft fire are not affected.
60
23.3
China conquers China by occupying Chung King. They are
both still at war with the Japanese until conquered.
SHIPYARDS/REPAIR POOL
Naval Units may be removed from the map at any major
port controlled by the owning player, or a major port of an
ally. If removed from an allied major port, that ally must
pay the repair costs. The unit is placed in the Repair Pool
and marked with a control marker of the country that is
paying the repair cost. When the unit is repaired, it must be
placed in a major port of that same country.
The Chinese Communists decides whether they will move
before or after China does.
There are no attacking limits on Chinese and Chinese
Communists attacking each other.
After conquest by the other Chinese faction, all conquered
units (except Chinese warlords) remain on the map or the
Production Chart, but under the control of the conquering
Chinese player. From now on, they fully cooperate with the
conquering units (they are considered unified). All Chinese
warlord units are removed from the game. The old capital
of the conquering faction becomes the new capital for the
unified China.
Naval units may be moved back onto the map from the
Repair Pool in order to move to a different country for
repair.
23.4
DOOLITTLE RAID
Any time after the US is at war with Japan, the Doolittle
Raid may be attempted. The raid may only be attempted
once. The US must have a CV based at Pearl Harbor or the
US West Coast. The CV is moved into the Sea of Japan to
attempt the raid. (It may be intercepted normally.)
If the Communists conquer the Nationalist Chinese,
remove the Chiang and Stilwell HQs from the game. All
future US Entry effects regarding China are halved (e.g. a
‘3*’ becomes a ‘5’).
Roll a die. If the die roll is ‘3’ or more, the mission is a
success. Subtract 1 from the die roll if the sea area is
experiencing any weather but clear. Also subtract 1 for
each FTR within interception range of Tokyo.
If the Nationalists conquer the Communists, remove the
Mao HQ from the game.
At any time after a Chinese Civil War has begun, Russia
may declare itself involved in the war. The US Entry effect
is as per Russia declaring war upon Germany.
After the raid, the CV is immediately returned to it’s port
of origin.
If the raid is successful, the Japanese player must always
have at least 2 FTR in mainland Japan. One of these must
always be in interception range of Tokyo. If FTR are
destroyed and the requirements are not being met, then
Japan must, as soon as possible, base its next purchased
FTR(s) in Japan, so as to fulfill these requirements.
Once chosen, this allows Russian units to enter China and
attack the Nationalists.
23.6 NATIONALIST CHINESE COLLAPSE
Once the USA is at war with Japan, each turn that Japan
controls Peking, Shanghai, and Canton and China did not
receive at least one resource point via lend lease, the
Japanese players rolls a die at the start of the Conquest
Phase to determine Chinese collapse status.
FTRs based in Japan because of the Doolittle Raid may
only be used against air attacks targeted against a hex of
the Japanese mainland. They may not be used for bombing
missions or naval missions of any sort.
23.5
Add the die result together with the prior status total. If the
new total equals or exceeds 15, China sues for peace with
the Japanese that step. Each lend lease resource point
received by China reduces the cumulative status total by 5.
CHINESE CIVIL WAR
At the start of any Allied Declaration of War Phase, China
may declare war on the Chinese Communists. If she does
so, take all Chinese Communists out of the Chinese force
pools and place them in their own force pools. They may
exceed the normal limits regarding movement of Chinese
Communist units.
If China sues for Peace, the Nationalist Chinese and
Japanese border is formed by whatever hexes they control
at the time. A non-aggression pact is then in place between
Japan and the Nationalist Chinese. This pact can be broken
any turn after the calendar year following its signing,
provided you have at least a 2:1 garrison ratio on your
common border.
Specifically, they may enter any hex in China, enter any
hex outside of China normally allowable to Nationalist
Chinese units, and may enter the Russian home country at
will.
Communist Chinese forces and territory are not affected by
the peace agreement and are free to attack and be attacked
by the Japanese forces at any time. Likewise, partisan
activity in China is unaffected by the peace agreement.
After they are at war with each other, China conquers
Communist China by occupying Si-An, while Communist
61
Also, beginning in Nov/Dec 42, a CVP may be taken from
the reserve pool and placed directly onto a CV in any
major port which is in supply. This represents the use of
CVEs as transports for carrier aircraft.
23.7 DISBANDING
As the last action in the Reinforcement Phase, any insupply unit on map (land, aircraft, naval, etc.) can be
removed from the map by the player controlling the unit
and returned to the appropriate force pool.
Likewise, any CVP can be taken from a CV in any major
port which is in supply and returned to the reserve pool.
If a naval unit is disbanded in a home country port, add 1
oil point to your oil reserve.
23.11
The CW player is required to designate the British FTR
with the highest air-to-air factor as Fighter Command. This
unit must be deployed within interception range of London.
You may "mothball" a naval unit instead. If you choose to
do this, return the naval unit to the construction pool, and
receive an extra build point during the next production
phase.
23.8
FIGHTER COMMAND
Fighter Command may only be used against air attacks
targeted against a hex of the UK. They may not be used for
bombing missions or naval missions of any sort.
INTERNMENT
A minor country aircraft unit can re-base into a neutral
minor country. An aircraft unit that does that is destroyed
but the pilot survives. Increase the controlling MPs’ total
on the available pilots track by 1.
If a British FTR with a higher air-to-air factor becomes
available, it must assume the duties of Fighter Command
and the original FTR may be moved.
This rule is in effect until the US enters the war.
23.12
23.9 NAVAL FUEL RESERVES
The CW player has the benefit of early war radar coverage
over England. This allows the CW to intercept any air
mission over the UK at full range.
A Major Power must have produced (or received) at least
one oil point in the last Production Phase in order to move
any naval units from port. The oil point is not actually
expended for this purpose, however.
This rule is in effect until Jan/Feb 1941, when advances in
technology on both sides cancels out this advantage.
If they did not produce any oil or had any oil lent to them,
one oil point must be expended from the nation’s oil
reserve to move naval units out to sea.
23.13
KG-200
Once per year, beginning in Jan/Feb 1941, the German
may declare a KG-200 operation. For the expenditure of
one saved oil point, one German bomber unit with a
strategic bombing value may conduct this mission.
One oil point expended in this manner allows unrestricted
naval activity for the turn.
This rule does not affect naval units already at sea.
23.10
RADAR
The unit may fly twice its printed range or attack at twice
its printed Strategic Bombing value.
ESCORT CARRIERS (CVEs)
23.14 MERS-EL-KIBR
CVEs are available to the US and CW beginning in
Nov/Dec 1942. CVEs may be assigned to AMPHS, TRS
and CP.
At any time following the establishment of Vichy France,
the CW may launch a Port Attack against Oran. It is
considered a surprise attack on a Neutral Major Power, but
does not trigger a declaration of war or a die roll on the US
Entry Chart.
{SEE ESCORT CARRIER CHART]
The effect of assigning a CVE to a CP group is that the
group is considered to have a plane with an air-to-air
strength of 3 and an air-to-sea strength of 2 based with
them.
If the CW launches the raid, Vichy becomes hostile to the
CW.
23.15
The effect of assigning a CVE to an AMPH or a TRS is
that the unit is considered to have a plane with an air-to-air
strength of 3, an air-to-sea strength of 2 and a tactical value
of 2 assigned to it.
FREE FRENCH CONVERSION
De Gaulle may attempt to induce certain Vichy French
colonies to support his cause.
62
To do this, the De Gaulle counter must be transported to a
sea area closest to the capital of any Vichy French colony.
The Chinese warlord units represent forces loyal to one
particular warlord in China rather than the central
government. Each warlord unit has a city stated on the
front of the counter. This is the warlord’s home city.
In the invasion phase, De Gaulle may attempt to convert
the colony. Roll a die. If the die roll is successful, the
territory becomes Free and all land, aircraft and naval units
in the colony are placed in the Free French force pool.
All warlord units set up in every game on their home city if
the city is controlled by the Chinese player.
[SEE FREE FRENCH CONVERSION CHART]
Warlord units whose home city is controlled by the
communist player are considered Communist units. If their
city is Nationalist controlled, they are Nationalist units.
De Gaulle may attempt to gain control of any and all
colonies on any impulse when he fulfills the condition of
being at sea in the proper area, but each colony uses a
separate DR. He may attempt to gain support each colony
only once.
Warlord units are treated like any other unit for all
purposes except that they must remain within their
movement allowance of their home city.
If the territory does NOT declare itself free, or de Gaulle
doesn't wish to make an attempt to win the colony over, the
CW/FF may wage war on it as normal.
If forced to retreat from combat, the attacker must attempt
to retreat them in such a way that they remain within 2
hexes of their city. However, if this is not possible, the unit
is destroyed instead.
Destroyed warlord units return to the owner’s force like
any other unit and may be rebuilt as usual. When they
arrive as reinforcements, warlord units arrive in their home
city.
23.16 PEARL HARBOR
If a neutral US has any CVs in Honolulu and the Japanese
launch a port strike against that hex, there is a chance the
CVs will not be caught in the harbor during the attack.
When a warlord’s home city is conquered (or captured by
the other Chinese faction), the warlord unit is immediately
removed from the game, even before other combats are
resolved (and ones that would have included their units).
On a die roll of 1-3, the CV is considered to be at sea and
may not be targeted.
On a 4-6, the CV is considered to be in port and suffers the
attack normally.
Warlord units not currently in the game may be added to
the force pools of the Chinese player, if he controls their
home city during any production step and may be built
from this turn onwards.
Roll for each CV individually.
Pearl Harbor has a repair capacity like the Western US and
USA and is considered a home country port for the effects
of bottoming (see 10.5.1.2).
23.17
24.2
TERRITORIALS
Some of the controlled minor countries have one or more
territorial units. Territorial units form a new force pool but
count against infantry gearing limits.
GIBRALTAR
Gibraltar has a stacking limit of two units, but only one
may be a corps. Also, a maximum of 1 aircraft may base
there. It may only be attacked overland from the hex
directly to the northeast of it.
Territorials can only be built by the Major Power that
controlled their home country in 1939, and only if it still
controls it. They can only arrive on a friendly controlled
city in their country.
23.18
For all purposes, Territorials are treated as minor country
units controlled by a Major Power or minor country
(exception: the AOI may cooperate with all other Italian
Territorials).
ADEN
Aden is a CW-controlled Major Port located off the map
on the Arabian Peninsula. It cannot be attacked overland,
but may be invaded normally.
The AOI can be built provided any of Ethiopia, Eritrea or
Italian Somaliland are Italian controlled. When built, it is
placed on the map in a city in any of these countries. The
Italian East African Territorials are only available while
Ethiopia is an Italian controlled country and must set up
there when they are scheduled to arrive as reinforcements.
If using the Africa or Asia maps, this rule is not in effect.
24.
SPECIAL UNITS
24.1
CHINESE WARLORDS
63
For movement purposes only, territorial units treat
mountain, desert mountain, forest and jungle terrain as
clear in their home country. They pay normal movement
costs outside their home country.
Russian worker units form a new force pool but count
against infantry gearing limits.
They are placed in the force pool whenever any enemy
Major Power unit is occupying any hexes or land section
on the European or Asian maps (exception: the
Vladivostok worker unit may only be placed on the
map if Russia is at war with Japan). If destroyed while
no enemy MP units are on the maps, the unit is removed
from the game rather than returned to the force pool. Units
in the force pool when the conditions for building Worker
units are not present, are removed from the game as well.
Territorials may receive supply from any non-reference
city in its country.
24.3
V-WEAPONS AND ATOM BOMBS
V-weapons represent sites that allow them to be used each
turn. Once built, they are placed on the map on any hex
which can trace a land supply path to a German home city
and that contains a German corps. Once placed, they may
not be moved again.
If the conditions for building Worker units are then reestablished, the Worker units are again returned to the
force pool.
A face-up V-weapon may fire and is flipped face down.
V-weapons may perform strategic bombardment or
ground strike missions.
V-weapon sites can be attacked via ground strikes or
strategic bombing. Ground Strikes merely flip the V
weapon counter face down.
You can only place a reinforcing Worker unit on its city if
that city is Russian controlled (stacking limits may not be
violated). If a Worker city isn’t Russian controlled during
the production phase, its Worker unit is removed from the
game (but can be reintroduced into the force pool if the
city later becomes Russian controlled).
Each * obtained on the Strategic Bombing Table destroys
one V-weapon site in the hex; remove the counter from the
map.
Worker units may move, but must remain within their
movement allowance of their home city. They may not
attack, but may defend normally.
A-Bombs are put to one side when built. They may be
placed with any bomber with 9 or more strategic
bombardment factors at the start of a Strategic
Bombardment mission. Its strategic bombardment factors
replace those of the bomber. An A-Bomb’s factors are
never halved.
24.5
V-Weapons and A-Bombs are destroyed in their Strategic
Bombardment attacks. If its carrying bomber is destroyed,
an A-Bomb is destroyed with it.
The Vlasov unit is removed from the game if Kiev again
becomes Russian controlled during any future production
phase. Once removed, the Vlasov unit can never be
regained.
24.3.1
The Vlasov unit is added to the German force pool as soon
as Kiev is Axis controlled. It may be built like a normal
cavalry unit but can only arrive as a reinforcement in Kiev
and may only cooperate with German units.
Atomic Bomb Surrender
24.6
Any Axis Major Power or minor country may surrender
because of Atomic bombs. In order to qualify, the Major
Power must be at war with the US, Russia, and CW. In
addition, it must have control of no more than 4 victory
cities.
SIBERIANS
The Siberian units can be substituted for Soviet INF units
from the start of a scenario. In scenarios starting in 1939 or
1941, they must start on the Asian or Pacific map. In other
games, they can start anywhere.
24.7 UKRAINIANS (Optional)
If the above criteria are met, then any atomic bomb
dropped on a home nation city, factory city, or capital have
a chance of causing surrender. Such cities must be
controlled by that MP. Refer to the following table:
The Ukrainian army represents the forces that could have
been raised if a more tolerant attitude had been displayed
towards the Ukrainians.
[SEE ATOMIC BOMB SURRENDER CHART]
The Ukrainians are treated as a German minor ally and
cooperate only with Germany. They may only operate
within Russia.
Any MP surrendering will do so in the Conquest Phase at
the end of the turn.
24.4
VLASOV UNIT
If Kiev is taken by the Axis, one Ukrainian INF is placed
on the production circle to arrive as a reinforcement in the
RUSSIAN WORKER UNITS
64
following turn. The remaining available Ukrainian units are
added to the German force pool. All Ukrainian units arrive
at Kiev.
Ski Troops treat Arctic zone and Arctic Circle zone swamp
and forest hexes as clear for movement purposes during
Winter and Severe Winter.
Russian partisans may not be placed within 2 hexes of
Kiev, Rostov or Odessa and any already there are removed
from the map.
24.13
An ART unit has its combat factors circled in grey. Instead
of using them in the normal way, an ART unit can use
them to bombard. An artillery unit bombards if:
If this rule is used, the Vlasov unit (see 24.5) does not
appear.
24.8
SPANISH BLUE DIVISION

it launches a ground strike against an adjacent hex
during a friendly Ground Strike Phase (see 10.7.1)
by rolling a die less than or equal to half of its
combat factors; or

adds its factors into a combat against an adjacent
hex as defensive or offensive ground support (see
10.7.6.4)
While neutral, Spain may send its INF division to fight in
Russia after Germany is at war with Russia (see 11.4.1).
The unit arrives at Warsaw on the turn after Germany and
Russia are at war. It may be rebuilt if destroyed.
Should Spain enter the war, then the division immediately
reverts to Spanish control. While in German control, it is
treated like a German unit for all purposes except that it
may only operate in Russia, the Baltic States or Poland.
An ART unit can’t use its combat factors in bombardment
if its own stack is under attack.
The German railway ART unit has a range of 2 hexes.
The unit is removed from the map if the US is in the war
and has 3 or more land units in Italy or France.
24.9
If you use an ART unit’s combat factors in bombardment:
SYNTH PLANTS
Oil Synth Plants represent the creation of artificial oil
plants. They may be placed on any friendly controlled hex
and they generate 1 oil resource point per turn.
24.10
DIVISIONS

you don’t modify them because of who the unit is
stacked with or because of weather;

it must turn face down after the combat;

it cannot advance after combat.
Artillery may bombard across straits hexsides (but not all
sea hexsides), but their factors are halved if they do. They
may not bombard across alpine hexsides.
In addition to breaking them down from corps and army
sized units, divisions may be built in the normal manner.
24.11
ARTILLERY
MILITIA
Artillery is not halved when bombarding across rivers.
Commonwealth HG units may only be built in the UK.
They are halved if they actually participate in the land
combat (see 10.7.6.1) against the target hex.
They may not attack and may never move outside of the
UK. They may be disbanded and half of the build points
recovered by the CW player.
When an ART unit is the sole land unit in a hex or stacked
only with ART, or AA units, its combat factor (before
modification) is ‘1’.
German VS units may only be built if Germany declares
National Effort. They may not attack and may never move
outside of Germany.
Face down ART units out of supply always have 1 combat
factor (before modification).
Italian IM units may never leave Italy, but have no other
restrictions.
23.14
24.12
The US has two naval supply units available in the force
pool. These may be built from the start of the game.
SKI TROOPS
Ski Troops only have a ZOC in their own hex. They don’t
have to stop moving if they enter an enemy ZOC in Winter
and Severe Winter. They may trace supply through enemy
ZOCs but not through hexes occupied by enemy land units.
US NAVAL SUPPLY UNITS
When used with their TRS side face up, they have all the
characteristics and functions of a TRS.
65
During the Final Reorganization Phase, they may be turned
over to their naval supply side, or turned back to their TRS
side, but only if in a minor port.
Supply SUB units are treated as SUBs in all respects
except that when face-up they may provide one
reorganization point, exactly like a face-up TRS.
When their naval supply side is face up, they increase the
number of naval units that can base at that minor port by
the ‘+’ number printed on the counter. They do not
themselves count against the limit, although they do count
as a US unit for cooperation purposes.
24.16.2
Schnorkel SUBS
Schnorkel SUBs are treated as SUBs in all respects except
that they may not be intercepted by ASW aircraft.
24.16.3
Only one naval supply unit can be used to increase a port’s
capacity.
Aircraft-carrying SUBS
Aircraft-carrying SUBS are treated as SUBS in all respects
except they increase their search number by 1.
If the port is out of supply, stacking is limited in the same
as out of supply major ports (see 4.1).
24.16.4
Naval supply units may be sunk in port due to a port
attack.
Milchcow SUBs are treated as SUBs in all respects except
that they must always end their move in the 0 sea box
section when at sea, need not return to base at the end of
the turn, and have the special capability to act as a floating
port.
All naval units overstacked as a result of the loss or
flipping of a naval supply unit are moved to the nearest
port and are then turned face down.
24.15
Milchcow SUBs
SPECIAL NAVAL UNITS
When a Milchcow is face-up at sea, you may turn it facedown any time you wish. While face-down, a Milchcow
may act as a port to any one German SUB or SCS unit
provided it is not transporting any unit. The unit basing on
the Milchcow SUB is always considered in supply and may
be reorganised during the Final reorganisation step.
Italian frogmen, Japanese mini-subs and CW x-craft units
are the same unit type for all purposes. They are
considered Special Naval Units (SNU)
SNU can be moved strategically like a land unit. They can
instead make a naval move so long as it is into an enemy
port. If they are moved in either of these ways, they must
be turned face down after the move. They can also be
transported by a TRS or an ATR, provided the SNU is the
sole unit being transported by TRS or ATR.
When the unit based on the Milchcow moves, immediately
turn the Milchcow face-up again. While face-down, the
Milchcow and the unit based on it (if any) is considered an
SCS (not a SUB) and thus is automatically committed to
combat (even if other SUBs on that side are not). Any
result suffered by the Milchcow while face-down is also
applied to the unit based with it.
SNU can be intercepted when they enter a sea area but do
not permit interdiction (see 10.5.4). They must abort along
with other friendly surface naval units if the player decides
to abort. If they are in port, they can be affected by a port
attack. They must re-base if the port becomes enemy
controlled (but are not subject to any die rolls when their
port is occupied).
24.16.5 Walther SUBS
Walther SUBS are treated as SUBS in all respects except
they may not be intercepted by ASW aircraft and they may
voluntarily abort back to port at the beginning of any naval
round, immediately after the search dice have been rolled.
SNU’s special ability is to attack enemy naval units in a
port they have entered. Roll a die. If it is greater than the
SNU’s attack factors (in the blue circle), the SNU is
destroyed. If the roll is less than or equal to their attack
factors, you roll one die on the surface naval combat table
equal to the unit’s attack factors (e.g. an SNU with 4 attack
factors rolls one die on the 4 combat results table).
24.17 GERMAN AUXILIARY CRUISERS (CX)
The German auxiliary cruisers are treated as SCS in all
respects except that you add 2 to all interception rolls when
intercepting a force solely containing auxiliary cruisers.
After it completes its attack, the SNU must return to base
to a friendly controlled port and is left face down.
A force containing only auxiliary cruisers may not be
interdicted.
24.16 SUBMARINES
They may not transport any units and they are always in
supply.
24.16.1 Supply SUBs
66
They may also sail from and return to base to a neutral
minor country port. While any face-up auxiliary cruisers
are in such ports, each German naval move must be used to
move them to sea, before any other German naval moves
are allowed. If they are ever in a neutral port when the port
is enemy controlled, they are immediately destroyed.

if the Allies have not won before the end of the
game.
The Allied side wins if it reduces the non-neutral Axis
Major Powers to control of less than 5 of the 40 objective
hexes during any Victory Conditions Phase before the end
of the game.
24.18 BASES FOR DESTROYERS
The Commonwealth may receive the three destroyer units
as a result of US Entry Option 8. These units appear as
reinforcements in any port in the UK. They may only use
their surface combat value (in red circle) to attack
submarines. They may not be rebuilt if sunk.
25. SCENARIOS
26. DAY OF INFAMY: 1941-1945 (SINGLE MAP)
Players setup the units as specified in 1.4. Each nationality
sets up in the order listed.
In all campaigns, Germany has conquered Czechoslovakia
and Austria. Italy has conquered Albania.
26.1 BACKGROUND
The Day of Infamy Campaign Game uses only the Pacific
map. It commences after the Reinforcement Segment of the
Nov/Dec 1941 game turn. The Initiative Marker is placed
on the Axis 0 box on the Initiative Track.
When setting up Territorials, place all but one of each
territory’s units on the map. If there is only one Territorial
available for a specific area, it is not set up initially.
Control of territory is as specified on the map with the
following exceptions:
25.1 SINGLE MAP CAMPAIGNS
Japan has conquered French lndo-China and controls
China (east of the 1941 start line). The Commonwealth
controls New Caledonia.
In single map games, production and resource points on the
map not in use are not counted for production purposes
unless specified.
Japan is at war with China. The Commonwealth is not
neutral but is not at war with Japan. France has had a
Vichy Government installed. New Caledonia is Free
French. A Russo-Japanese neutrality pact is in effect. The
USA is neutral.
Activity limits for the USA and CW are halved (round up)
after they are at war with Japan.
The Axis side wins if:


US Entry is modified:
it reduces the Allied (including neutral) Major
Powers to control of less than 2 of the 20 Objective hexes during any Victory Conditions Phase,
or;
US entry status is 12, plus a number of shifts
provided by the 41+ column of the US Entry
Production Effect Table. The number of those
shifts is determined by cross-referencing with a
US hidden entry marker (which is chosen
randomly and placed face-down on the Sep/Oct
1941 space on the US Entry Record Track);

These US entry options have been chosen: 2-9,
11-16, and 21;

These actions on the US Entry Modifications
Chart have been rolled for: 1, 3, 6-8, 10, 16 and
22-23;

The net effect of European Map production is to
add 3 build points per turn to the Axis total for the
purpose of calculating the production effect on
US entry (see 11.6.3
if the Allies do not win before the end of the
game.
The Allied side wins if it reduces the non-neutral Axis
Major Powers to control of less than 2 of the 20 objective
hexes during any Victory Conditions Phase before the end
of the game.
25.2

TWO MAP CAMPAIGNS
The Axis side wins if:

it reduces the Allied (including neutral) Major
Powers to control of less than 5 of the 40
objective hexes during any Victory Conditions
Phase, or
67
However, if the result is greater than the build point value
of all Commonwealth naval units in the Transfer Pool, he
must move at least half that number of build points worth
of naval units to the Transfer Pool. The units may he
chosen from anywhere on the map.
26.2 PRODUCTION & REINFORCEMENT
In its first Production Phase, for gearing limit purposes
(see 11.6.2.5) each Major Power may only build one of
each type of unit (apart from HQs) unless otherwise noted
under Gearing Limits.
26.4 RUSSIAN WAR ENTRY
British reinforcements arriving on the map appear in
Bombay. If Bombay is Japanese controlled, these units
arrive in any port in Australia. If all these are Axis
controlled, the units remain on the Production Chart until
Bombay or an Australian port is again Allied controlled.
Russia enters the war when Japan declares war on it. It may
declare war on Japan after Mar/Apr 1945 provided it has a
garrison ratio against Japan of at least 3:1 (see 17.3.1).
In the Reinforcement Segment of Mar/Apr 1945, Russia
receives: 9 INF, 2 CAV, 4 ARM, 1 PARA, 1 ART, 1 ARM
DIV, 1 MECH DIV, 1 HQ (Zhukov), 3 FTR, 3 LND, 1
ATR
Other reinforcements arrive in the usual fashion,
Commonwealth production is augmented by 1 build point
for each resource point which is transported to the Central
Indian Ocean or to the Arabian Sea, up to a maximum of 9.
Additionally, if Japan declares war on Russia, Russia
receives the following units as reinforcements in the
Reinforcement Segment following the declaration of war
(depending on the year of the declaration of war):
This amount can be reduced by convoy attack. Resources
transported this way are not also available for use on the
Pacific map.



Russia has no production until it joins the war against
Japan. At that time it has the production available on the
map plus 4 build points off-map.
1941: 2 INF, 1 CAV, 1 FTR
1942: 3 INF, 1 CAV, 1 ARM, 1 FTR, 1 LND
1943+: 5 INF, 1 CAV, 1 ARM, 1 FTR, 1 LND
26.5 SET UP
The US starts with a production multiple of 1.
CHINA
No Major Power has declared National Effort (see 22.0).
REMOVE FROM FORCE POOLS:
o all white print INF except 8 Rte CO INF
o Ying Swei
26.3 THE TRANSFER POOL
In this campaign game, units in the Transfer Pool are
Commonwealth naval units on the other map, which are
available for transfer to the map in play.
GEARING LIMITS:
o 3 INF
British naval units arriving as reinforcements from the
production spiral appear in the Transfer Pool.
CARRIER PLANES/PILOTS: 0/0
PLACE ON PRODUCTION CHART:
o Jan/Feb -2 INF
Naval units may be withdrawn from the map and placed
into the Transfer Pool. A unit maybe withdrawn by moving
it to an off-map box sea area that has a blue
communication line off the map. After all interception
combats in that sea area, the unit may be withdrawn if it
has one or more MPs remaining.
PLACE ON MAP:
o 4 CO INF, l2 NA INF, 2 NA GAR, 1 NA INF
DIV, 1 ART, 1 CAV DIV, 1 CO HQ (Mao), 1
NA HQ (Chiang), 1 FTR
At the start of the first Reinforcement Segment of each
year, the Commonwealth player totals the build points for
all Commonwealth naval units on the map and in the
Transfer Pool. The point value equals the sum of the costs
on the backs of the counters (including pilot costs).
FORCE POOL ADDITIONS
o add 1 white print INF for each factory in China
when it is first Axis controlled
He then multiplies that total by the appropriate year value,
rounding fractions up. If the result is less than the build
point value of all Commonwealth naval units in the
Transfer Pool, he may move up to half that number of
build points worth of naval units from the Transfer Pool to
the map as reinforcements.
OIL RESERVES: 1
OFFENSIVE CHITS: none
RUSSIA
REMOVE FROM FORCE POOLS:
68
o
all units except for 10 INF, 1 CAV, 1 ARM,
1 HQ (Yeremenko), 2 FTR, 2 LND, 1 SUB
o
GEARING LIMITS:
o 2 INF (turn of war with Japan)
o
o
o
CARRIER PLANES/PILOTS: 0/0
Ceylon – Cornwall, Dorsetshire, Exeter,
Glasgow, Hawkins, Hermes, R Sovereign, 1 TRS,
30 CP
Singapore - 1 INF, Prince of Wales, Repulse
Australia – Australia, Canberra
Dutch East Indies – De Ruyter (NE), Java (NE),
Sumatra (NE)
PLACE ON PRODUCTION CHART:
o Nov/Dec - Kalinin (fu)
o Mar/Apr - Kagonovich (fu)
FORCE POOL ADDITIONS:
o Jan/Feb 1942- add the AUS ARM
PLACE ON MAP:
o 3 INF, 1 GAR, 1 CAV DIV, 1 HQ (Yeremenko),
2 SUB
OFFENSIVE CHITS: none
FORCE POOL ADDITIONS:
o Mar/Apr 1945 - add reinforcements per 26.4
* Those planes and pilots not set up on Hermes are a
available in the Transfer Pool
OIL RESERVES: 2
OFFENSIVE CHITS: none
USA
REMOVE FROM FORCE POOLS:
o all 4 cost LND, 3 HQ (Patton, Bradley,
Eisenhower)
OIL RESERVES: 2
COMMONWEALTH
REMOVE FROM FORCE POOLS:
o the AU ARM, all CA and SA units, all UK land
and aircraft units except for 1 ARM, 2 INF, 3
DIV, 2 HQs (Wavell, Gort), 2 FTR, 3 LND, 1
NAV
o Courageous, Effingham, Fiji,Glorious,
Gloucester, Hood, Iron Duke, Royal Oak,
Southampton, York
GEARING LIMITS:
o 5 ships, 2 SUB, 4 CP
CARRIER PLANES/PILOTS: 10/6
PLACE ON PRODUCTION CHART:
o Construction Pool – Wyoming, 1 AMPH
o Reserve Pool – 1 FTR, 1 LND, 1 NAV
o Jan/Feb – Colorado (fu), Essex, Iowa (fd), 2 CP
o Mar/Apr – Indiana, South Dakota, 1 SUB (fu),
Lexington II, 1 TRS (fd), 3 CP
o May/Jun – Massachusetts (fu), Baltimore,
Independence, New Jersey, Princeton, Yorktown
II (fd), 4 CP
o Jul/Aug- Alabama (fu), Boston, Bunker Hill (fd)
GEARING LIMITS:
o 2 INF, 4 ships, 2 SUB, 2 CP, 2 aircraft, 2 pilots
CARRIER PLANES/PILOTS: 8/5*
PLACE ON PRODUCTION CHART:
o Construction Pool – Newfoundland, Uganda,
Unicorn, 1 SUB
o Transfer Pool – Birmingham, Devonshire, Duke
of York, Illustrious, Indomitable, Kent, Kenya,
King George V, London, Malaya, Mauritius,
Nigeria, Q Elizabeth, Ramilles, Revenge,
Shropshire, Suffolk, Valiant, Victorious, 3 SUB,
2 TRS, 5 CP
o Repair Pool – Belfast, Berwick, Formidable,
Frobisher, Liverpool, Manchester, Nelson,
Resolution, Rodney, Sussex, Warspite
o Jan/Feb - 1 IN INF, Gambia, Newcastle,
1 AMPH (fu), 2 CP
o Mar/Apr – 1 SUB (fd), 3 CP
o May/Jun – Anson, Jamaica (fu), 1 CP
o Jul/Aug – Bermuda, Howe (fu), Ceylon (fd)
PLACE ON MAP:
o Philippines – 1 4 factor INF, 1 HQ (MacArthur)
o Manila- Houston
o Honolulu - 1 INF, 1 MAR DIV, 1 FTR, 1 NAV,
Arizona, California, Maryland, Nevada, New
Orleans, Oklahoma, Pennsylvania, San
Francisco, West Virginia
o US East Coast* - Mississippi, New Mexico, North
Carolina, Quincy, Vincennes, Washington, Wasp,
Yorktown
o US West Coast - 1 INF, 1 FTR, 1 ATR, Astoria,
Chester, Chicago, Enterprise, Hornet,
Indianapolis, Lexington, Louisville, Minneapolis,
Northampton, Pensacola, Portland, Salt Lake
City, Saratoga, 3 SUB, 2 TRS, 15 CP
PLACE ON MAP:
o India/Ceylon - 1 IND INF, I HQ (Wavell), 1 FTR
FORCE POOL ADDITIONS:
o Jan/Feb 1942 - add all remaining LND
69
OIL RESERVES: 10
OFFENSIVE CHITS: none
OIL RESERVES: 4
*These units may be transferred onto the map on the
impulse after the US is at war with Japan.
JAPAN
REMOVE FROM FORCE POOLS:
o the IN INF unit
27 FASCIST TIDE: 1939 - 1945 (SINGLE MAP)
GEARING LIMITS:
o 2 INF, 2 ships, 2 CP, 4 aircraft
27.1 BACKGROUND
The Fascist Tide scenario uses only the European map. It
commences at the Resource Transportation Segment of the
Sep/Oct 1939 game turn.
CARRIER PLANES/PILOTS: 15/10
PLACE ON PRODUCTION CHART:
o Construction Pool - Chitose, Chiyoda, Chuyo,
Kaiyo, Ryuho, 1 AMPH
o Reserve Pool – 2 FTR, 3 LND
o Repair Pool - Asama.
o Jan/Feb - 1 INF, Shoho (fu), 1 CVP, 1P
o May/Jun – 1 ARM, Junyo, Unyo (fu), 2 CVP, 2P,
1 CP
o Jul/Aug – Hiyo, Musashi (fu)
o Sep/Oct - Shinyo (fd)
The Initiative Marker is placed on the Axis +1 box on the
Initiative Track. The Axis player has chosen to go first.
The weather is clear in all weather zones (equivalent to
rolling a 6 on the Weather Chart).
All countries are neutral. In the first impulse, Germany
must declare war on Poland and may make no other
declarations of war.
In the first Allied Impulse, France and the Commonwealth
must declare war on Germany.
PLACE ON MAP:
o Manchuria/Korea - 2 INF, 1 GAR, 1 INF DIV
o Japan - 2 INF
o French lndo-China - 2 INF
o anywhere on the map- 8 INF, 3 GAR, 1 MAR, 1
MOT, 2 ART, 2 INF DIV, 1 CAV DIV, 1 MAR
DIV, 4 HQ (Hata, Ushijima, Yamamoto,
Yamashita), 2 MIL, 4 FTR, 3 LND, 4 NAV, 1
ATR, Akagi, Aoba, Ashigara, Atago, Chikuma,
Chokai, Furutaka, Fuso, Haguro, Haruna, Hiei,
Hiryu, Hosho, Hyuga, Idzumo, Ise, Kaga, Kako,
Kinugasa, Kirishima, Kongo, Kumano, LamottePicquet (VF), Maya, Mikuma, Mogami, Mutsu,
Myoko, Nachi, Nagato, Ning Hai (CH), Ryujo,
Shokaku, Soryu, Suzuya, Taiyo, Takao, Tone,
Yamashiro, Yamato, Zuiho, Zuikaku, 3 SUB, 3
TRS, 1 AMPH, 21 CP
US Entry is modified:

the net effect of Pacific Map production is to add
3 build points per turn to the Allied total for the
purpose of calculating the production effect on
US entry (see 11.6.3);

the US Entry options and modifications occurring
on the Pacific map happen on the historical dates:
Mar/Apr ’40 - Opt. 4.
Jul/Aug ’40 - Mod. 6.
Sep/Oct ’40 - Opt. 13.
Jul/Aug ‘41 - Mod. 1 & Opt. 21.
Sep/Oct ’41 - Mod. 3.
FORCE POOL ADDITIONS:
o add the IN INF unit if Japan controls Calcutta
during any Final Reorganisation Phase.
These US entry effects are rolled for on the appropriate
dates. If the US is not currently at the status required to
choose an option, it must be chosen as soon as possible
after that status is reached.
UNIT REMOVALS:
o if the Allies control Calcutta during any Final
Reorganisation Phase - remove the IN INF unit
from the game.
27.2
PRODUCTION & REINFORCEMENT
In the first Production Phase, for gearing limit purposes
(see 11.6.2.5) all Major Powers may only build one of each
OFFENSIVE CHITS: 1
70
type of unit (apart from HQs) unless otherwise noted under
Gearing Limits
PLACE ON PRODUCTION CHART:
o Construction Pool – Maxim Gorkiy, Molotov,
1 SUB
o Reserve Pool – 1 FTR, 1 LND
o Jan/Feb - 1 SUB (fd)
o Mar/Apr - Zhelezniakov (fd)
o May/Jun - Voroshilov (fu), Chapayev (fd)
In the Production Phase of the first turn that Germany and
Russia are at war, Russia is not restricted by gearing limits
and may build any number of any types of units up to its
production limit.
Australian, Indian and New Zealand units arrive as
reinforcements in either Suez or South Africa. If both are
Axis controlled, the units remain on the Production Chart
until one of those places is again Allied controlled.
Russia receives build points in each turn equal to its
current production multiple, as well as any on-map
production.
PLACE ON MAP:
o anywhere on map -9 INF, 2 GAR, 1 PARA, 1
CAV, 1 MECH, 1 ART, 1 INF DIV, 2 HQ
(Timoshenko, Zhukov), 4 FTR, 3 LND, 1 ATR, 2
SUB, 1 TRS, 1 CP
o any Russian Baltic Sea port - Kirov, Marat,
Oct Revolution
o any Russian Black Sea port - K. Kavkaz, P
Commune.
The Commonwealth receives 1 resource point for every
full 3 CW CPs in the Transfer Pool during the Production
Phase, up to a maximum of 7, so long as those resources
are then transported to Britain from either the Southern
Ocean, the Red Sea, or the Horn of Africa sea areas.
FORCE POOL ADDITIONS:
o If there are no land units in the force pools at the
start of any Production Phase, add the non-guard
INF and the 4th-9th GD ARM units.
o If there are no land units in the force pools at the
start of any later Production Phase, or when
Russia and Germany go to war, add remaining
white print units.
France receives 1 resource point for every full 4 French
CPs in the Transfer Pool during the Production Phase, up
to a maximum of 3 so long as those resources are then
transported to France from either the Southern Ocean, the
Red Sea, or the Horn of Africa sea areas.
SPECIAL REINFORCEMENTS:
o turn of war with Germany – add 4 non-white
print units and all non-white print ARM to
arrive as reinforcements on the next turn
27.3 TRANSFER POOL
Use the special Transfer Pool. Naval units may move into
it like any other sea area. At the start of the game, the Axis
player buys 65 build points worth of Japanese naval units,
carrier planes and pilots. These must be units with an
availability years of 1941 or earlier. Set them up in the
transfer pool. Japan does not receive any reinforcements,
but can repair 1 damaged naval unit per turn.
OFFENSIVE CHITS: none
OIL RESERVES: 3
ITALY
From the turn the US enters the war, the Axis player may
make 1 Japanese naval move per impulse. This move can
only be in the special Transfer Pool.
REMOVE FROM FORCE POOLS: Pisa
Aircraft may not fly naval air missions into the special
Transfer Pool, but CVP may port attack
CARRIER PLANES/PILOTS: 0/0
27.4
GEARING LIMITS: n/a
PLACE ON PRODUCTION CHART:
o Construction Pool - 1 SUB.
o Reserve Pool – 2 FTR, 1 LND
o Repair Pool - Andrea Doria, Caio Duilio
o Nov/Dec - Impero (fd)
o Mar/Apr - Vittorio Veneto (fu)
o May/Jun - Littorio (fu), Roma (fd)
SET UP
RUSSIA
REMOVE FROM FORCE POOLS:
o 4 non-white print INF and 1 non-white print
ARM unit
o all white print INF and ARM units
PLACE ON MAP:
o Albania - 1 INF
o Libya -1 INF, 1 GAR, 1 ART
o Italian East Africa - 1 INF
o Italy/Sicily – 1 MOT, 4 INF, 1 GAR, 1 MTN, 1
ART, 1 INF DIV
GEARING LIMITS:
o 3 ships, 2 SUB
CARRIER PLANES/PILOTS: 0/0
71
o
anywhere on map - 2 HQ (Badoglio, Graziani), 2
FTR, 2 LND, 1 NAV, Abruzzi, Bolzano, C. di
Cavour, Duca D’Aosta, E. Di Savoia, Fiume,
Garibaldi, Guilio Cesare, Gorizia, Pola, San
Giorgio, Trento, Trieste, Zara, 2 TRS, 7 CP,
3 SUB, 1 frogman
PLACE ON PRODUCTION CHART:
o Construction Pool - Formidable, Iron Duke,
Kenya, King George V, Mauritius, Nigeria, P of
Wales, Victorious.
o Reserve Pool – 1 FTR, 6 LND, 1 NAV, 1 ATR
(C- 47)
o Transfer Pool - Australia, Birmingham,
Canberra, Cornwall, Dorsetshire, Eagle,
Glorious, Gloucester, Kent, Liverpool,
Manchester, 21 CP
o Repair Pool - Frobisher, London, Suffolk, Q
Elizabeth
o Nov/Dec – 1 NAV, 1P, Valiant (fu), 1 CP
o Jan/Feb – 1 NAV, 1P, Anson, Duke of York,
1 SUB (fd)
o Mar/Apr - Howe, Indomitable, Trinidad (fd), 1
CP
o May/Jun – Fiji, Illustrious (fu)
FORCE POOL ADDITIONS: none
OFFENSIVE CHITS: none
OIL RESERVES: 1
USA
REMOVE FROM FORCE POOLS:
o all MAR, 1 HQ (MacArthur)
o all 4 cost LND
o Arizona, Astoria, California, Chester, Chicago,
Enterprise, Indianapolis, Lexington,
Louisville, Minneapolis, Mississippi, New
Mexico, New Orleans, Northampton, Oklahoma,
Pennsylvania, Pensacola, Portland, Salt Lake
City, San Francisco, Tennessee, West Virginia,
Yorktown.
PLACE ON MAP:
o United Kingdom - 1 ARM, 2 MOT, 2 INF,
1 ART, 1 INF DIV, 1 FTR
o Egypt - 1 ARM
o Gibraltar - 1 DIV
o South Africa - 1 SA INF
o anywhere on map - 2 HQ (Alexander, Gort), 2
FTR, 1 LND, Argus, Ark Royal, Barham,
Belfast, Berwick, Courageous, Cumberland,
Devonshire, Edinburgh, Effingham, Exeter,
Furious, Glasgow, Hawkins, Hermes, Hood,
Malaya, Nelson, Newcastle, Norfolk, Ramillies,
Renown, Repulse, Resolution, Revenge, Rodney,
Royal Oak, R Sovereign, Sheffield, Shropshire,
Southampton, Sussex, Warspite, York, 3 TRS,
The Queens TRS, 60 CP, 2 SUB.
GEARING LIMITS:
o 2 aircraft, 2 CP
CARRIER PLANES/PILOTS: 7/ 4
PLACE ON PRODUCTION CHART:
o Construction Pool - Wyoming
o Reserve Pool – 1 FTR, 1 LND
o Lend-Lease Pool – C-47
PLACE ON MAP:
o USA – 1 INF, 1 HQ (Bradley), 1 FTR, 1 LND
o on European map - Arkansas, Augusta, Idaho,
New York, Quincy, Ranger, Texas, Tuscaloosa,
Vincennes, Wichita, 1 SUB, 2 TRS, 10 CP
FORCE POOL ADDITIONS:
o Jan/Feb 1942 – add the 7 factor INF
o Jan/Feb 1943 – add the remaining INF and ARM
OFFENSIVE CHITS: none
FORCE POOL ADDITIONS: none
OIL RESERVES: 3
OFFENSIVE CHITS: none
FRANCE
OIL RESERVES: 0
REMOVE FROM FORCE POOLS: none
COMMONWEALTH
GEARING LIMITS:
o 2 INF, 2 ships, 2 CP,
REMOVE FROM FORCE POOLS:
o 1 HQ (WaveIl), one 7 factor and two 8 factor
INF, one 9 factor ARM, all IN units except
for one lNF, all AU units except for one INF.
CARRIER PLANES/PILOTS: 2/1
PLACE ON PRODUCTION CHART
o Construction Pool - 1 SUB.
o Reserve Pool - 2 FTR, 1 NAV
o Transfer Pool - Lamotte-Picquet, 4 CP
o Repair Pool - Courbet, Paris.
GEARING LIMITS:
o 3 ships, 2 SUB, 2 pilots, 2 CP
CARRIER PLANES/PILOTS: 8/5
72
o
o
o
o
Nov/Dec- 1 INF
Jan/Feb – 1 ARM
Mar/Apr - Jean Bart II (fd), 1 CP
Jul/Aug - Richelieu (fu)
o
o
o
o
PLACE ON MAP:
o Syria –1 INF
o Morocco/Tunisia/Algeria -2 INF
o France - 8 INF, 2 GAR, 1 ARM, 1 MOT, 1 MTN,
2 ART, 1 INF DIV, 2 HQ (Georges, Petain), 2
FTR, 1 LND
o anywhere on map - Algerie, Bearn, Bretagne,
Colbert , Duguay Trouin, Dunkerque, Dupleix,
Duqesne, Foch, Jean Bart, Lorraine, Primaguet,
Provence, Strasbourg, Suffren, Tourville, 1 TRS,
6 CP, 2 SUB.
German minor country units (see - 18.3)
impulse of war with Russia - place S INF
on Bratislava
when Kiev is controlled – add Vlasov unit
turn following war with Russia- place SN
INF DIV on Warsaw
OFFENSIVE CHITS: 1
OIL RESERVES: 3
*may start at sea ignoring movement restrictions
28. LEBENSRAUM: 1941 – 1945
28.1
BACKGROUND
The Lebensraum Campaign game commences after the
Reinforcement Segment of the May/June 1941 game turn.
FORCE POOL ADDITIONS: none
OFFENSIVE CHITS: none
The Initiative Marker is placed on the Allied 0 box on the
Initiative Track.
OIL RESERVES: 1
Germany and Italy are at war with the Commonwealth.
Japan is at war with China. Russia and the USA are
neutral.
GERMANY
REMOVE FROM FORCE POOLS:
o 1 HQ (Kesselring), all 3 and 4 factor INF, all SS,
the Vlasov and S units
A Russo-Japanese neutrality pact is in effect. They have
not yet been to war with each other.
GEARING LIMITS:
o 3 INF, 2 ARM, 2 ships, 2 aircraft, 2 pilots
Bulgaria, Finland, Hungary and Rumania have been
declared in the war (see 18.3).
CARRIER PLANES/PILOTS: 0/0
Germany has installed a Vichy Government in France.
Metropolitan Vichy France, Morocco/Algeria/Tunisia and
Senegal are Vichy territories. New Caledonia is Free
French.
PLACE ON PRODUCTION CHART:
o Construction Pool - Graf Zeppelin, Seydlitz,
Lutzow, Prinz Eugen, Tirpitz,
o Reserve Pool – 1 FTR, 1 LND
o Repair Pool - Adm. Scheer, all CX
o Nov/Dec – 2 INF, 1 ARM DIV, 1 LND, 1P
o Jan/Feb - 1 PARA, 1 ART, 1 FTR, 1P
o Mar/Apr - 1 ARM
o Jul/Aug - Bismarck (fu
Control of territory is as specified on the map with the
following exceptions:

The Commonwealth controls Crete, Tobruk and
New Caledonia.
PLACE ON MAP:
o anywhere on map - 16 INF, 3 GAR, 1 MTN, 3
ARM, 1 MECH, 2 MOT, 2 ART, 1 SS INF DIV,
I INF DIV, 3 HQ (Guderian, Manstein,
Rundstedt), 5 FTR, 5 LND, 1 NAV. I ATR, Adm.
Hipper, Blucher, Deutschland*, Gneisenau, Graf
Spee*, Scharnhorst, Schlesien, Schl.-Holstein, 2
TRS, 11 CP, 2 SUB.

Russia controls Latvia, Lithuania, Estonia, those
parts of Poland and Rumania on its side of the
Russo-German partition line and those hexes in
Finland which are one or two hexes from the
USSR border.

Japan has conquered French Indo-China and
controls China (east of the 1941 start line).
FORCE POOL ADDITIONS:
o Jan/Feb each year - add 1 SS unit (chosen
randomly)
o Jan/Feb 1942 - add 1 HQ (Kesselring)
o Jan/Feb 1943 -add all 4 factor INF
o Jan/Feb 1944 - add remaining (non-SS) INF

Germany has conquered Denmark, France,
Belgium, Netherlands, Norway, Poland (west of
the Russo-German Partition line), Greece (except
Crete), Yugoslavia, Hungary, Iraq, Rumania
(west of the Russo-German Partition line) and
73
Bulgaria.
OIL RESERVES: 1
US Entry is modified:
RUSSIA

US entry status is 9, plus a number of shifts
provided by the 41+ column of the US Entry
Production Effect Table. The number of those
shifts is determined by cross-referencing with
a US hidden entry marker (which is chosen
randomly and placed face-down on the Sep/
Oct 1941 place on the US Entry Record Track);

These US entry options have been chosen: 2-5, 79, and 13-16.

These actions on the US Entry Modifications
Chart have been rolled for: 6-8, 16 and 22-23.
REMOVE FROM FORCE POOLS:
o all white print INF and ARM
GEARING LIMITS:
o 3 INF, 2 aircraft, 2 pilots
CARRIER PLANES/PILOTS: 0/0
PLACE ON PRODUCTION CHART:
o Construction Pool -Chapayev, Frunze,
Kuibyshev, Zhelezniakov, 1 SUB.
o Reserve Pool – 5 FTR, 2 LND
o Jul/Aug - 2 INF, 1 ARM, 1 FTR, 1P
o Sep/Oct - 1 LND, 1P
28.2 PRODUCTION
PLACE ON MAP:
o within 2 hexes of the German border - 10 INF, 2
ARM, 3 MECH, 3 MOT, 2 CAV
o on Pacific Map - 3 INF, 1 GAR, 1 ARM, 1
CAV DIV, 1 SUB, 1 FTR, 1 LND, 2 SUB
o on European map - 5 INF, 4 GAR, 1 MTN, 1
PARA, 4 CAV, 1 ARM, 2 ART, 2 INF DIV, 1
SKI DIV, 4 HQ (Konev, Rokossovsky,
Timoshenko , Zhukov), 4 FTR, 3 LND, 1 ATR,
2 SUB
o any Russian Baltic Sea port - Kirov, Marat,
Maxim Gorkiy, Oct Revolution
o any Russian Black Sea port - K. Kavkaz,
Molotov, P Commune, Voroshilov
o on either map – 1 MECH DIV, 1 SUB, 1 TRS, 2
CP
In the first Production Phase, for gearing limit purposes
(see 11.6.2.5) all Major Powers may only build one of each
type of unit (apart from HQs) unless otherwise noted under
Gearing Limits.
In the Production Phase of the first turn that Germany and
Russia are at war, Russia is not restricted by gearing limits
(i.e. Russia may build any number of any types of units up
to its production limit).
No Major Power has declared National Effort (see 22.0).
28.3
SET UP
CHINA
REMOVE FROM FORCE POOLS:
o all white print INF except 8 Rte CO INF
o Ying Swei
FORCE POOL ADDITIONS:
o If, at the start of any Production Phase, there are
no land units in the force pools to be built, add
the non-guard INF and the 4th - 9th GD ARM
units.
o If, at the start of any Production Phase, none of
the above units remain to be built or when
Russia and Germany go to war, add remaining
white print units.
GEARING LIMITS:
o 3 INF
CARRIER PLANES/PILOTS: 0/0
PLACE ON PRODUCTION CHART:
o Jul/Aug -2 INF
OFFENSIVE CHITS: none
PLACE ON MAP:
o 3 CO INF, 12 NA INF, 1 CO GAR, 2 NA GAR,
1 NA INF DIV, 1 CAV DIV, 1 CO HQ (Mao), 1
NA HQ (Chiang), 1 FTR
OIL RESERVES: 4
ITALY
REMOVE FROM FORCE POOLS:
o Fiume, Pisa, Pola, San Giorgio Zara.
FORCE POOL ADDITIONS:
o add 1 white print INF for each factory in China
when it is first Axis controlled
GEARING LIMITS:
o 2 INF, 2 ARM, 2 ships, 2 SUB
OFFENSIVE CHITS: none
74
CARRIER PLANES/PILOTS: 0/0
PLACE ON PRODUCTION CHART:
o Construction Pool - Aquila, Impero, Roma.
o Repair Pool - C. di Cavour.
o Reserve Pool – 2 FTR, 1 LND
o Jul/Aug - 1 INF, 1 NAV, 1P, Littorio, Vittorio
Veneto (fu)
o Sep/Oct – 1 SUB (fd)
o Nov/Dec - 1 ARM
o
o
o
PLACE ON MAP:
o in Albania/Yugoslavia - 2 INF, 1 MTN DIV,1
GAR
o in Greece - 1 INF, 1 MTN, 1 LND
o in Libya (except Tobruk) -2 INF, 1 GAR, 1
ARM, 1 ART,1 HQ (Graziani), 1 FTR, 1 LND
o in Italian East Africa - I INF
o in ltaly/Sicily/Sardinia - 4 INF, 1 MIL, 1 ARM,
1 INF DIV, 1 HQ (Cavallero), 2 FTR, 2 NAV
o in Poland - 1 MOT
o on European map - Abruzzi, Andrea Doria,
Bolzano, Caio Duilio, Dalmacija (Yu), Duca
D’Aosta, E. Di Savoia, Garibaldi, Guilio
Cesare, Gorizia, Trento, Trieste, 2 SUB, 1 SUB
(Fr), 2 TRS, 8 CP,1 frogman
o
o
Minneapolis, Nevada, New Mexico, New
Orleans, Northampton, Oklahoma, Pennsylvania,
Pensacola, Portland, San Francisco, Tennessee,
West Virginia, Yorktown.
US West Coast – 1 MAR DIV, 1 ATR
USA – 1 MECH, 1 MOT, 1 ART, 1 MOT DIV, 1
HQ (Patton), 1 FTR, 1 LND
on European map - Arkansas, Augusta, Idaho,
New York,North Carolina, Quincy, Ranger,
Texas, Tuscaloosa, Vincennes, Washington,
Wasp, Wichita
on Pacific map – Lexington, Mississippi,
Salt Lake City, Saratoga
on either map – 4 SUB, 4 TRS, 34 CP
FORCE POOL ADDITIONS: none
OFFENSIVE CHITS: none
OIL RESERVES: 2
JAPAN
REMOVE FROM FORCE POOLS:
o the IN INF unit
FORCE POOL ADDITIONS: none
GEARING LIMITS:
o 2 INF, 2 aircraft, 4 pilots, 2 CP
OFFENSIVE CHITS: none
CARRIER PLANES/PILOTS: 11/7
OIL RESERVES: 2
PLACE ON PRODUCTION CHART:
o Construction Pool - Chitose, Chiyoda, Chuyo,
Hiyo, Junyo, Kaiyo, Musashi, Ryuho, Unyo,
1 SUB, 1 AMPH.
o Repair Pool - Asama.
o Reserve Pool – 2 FTR, 1 LND, 1 NAV
o Jul/Aug – 1 INF, 1 MAR, 2 NAV, 1 CVP, 3P,
Shokaku (fu)
o Sep/Oct- 1 LND, Taiyo, Zuikaku (fu), 2 CVP,
3P
o Nov/Dec – Yamato (fu), 1 CP
o Jan/Feb – Shoho (fu)
USA
REMOVE FROM FORCE POOLS:
o all 4 cost LND.
GEARING LIMITS
o 4 ships, 2 SUB, 2 CP, 2 pilots
CARRIER PLANES/PILOTS: 9/5
PLACE ON PRODUCTION CHART:
o Construction Pool - Massachusetts, Wyoming
o Repair Pool - Bearn (Fr), Colorado
o Lend-lease Pool – C-47
o Reserve Pool – 2 FTR, 1 LND, 2 NAV
o Jul/Aug - Alabama (fd), 2 CP
o Sep/Oct - Hornet (fu), 1 SUB (fd), 1 CVP, 1P
o Nov/Dec – 1 AMPH (fd), 1 CP
o Mar/Apr - Indiana, South Dakota (fu)
PLACE ON MAP:
o Manchuria and/or Korea - 2 INF, 1 GAR, 1 INF
DIV
o Japan - 2 INF
o Indo-China - 1 INF
o anywhere on the Pacific map - 7 INF, 3 GAR, 1
MOT, 2 ART, 1 MAR DIV, 2 INF DIV, 1 CAV
DIV, 2 MIL, 3 HQ (Ushijima, Yamamoto,
Yamashita), 3 FTR, 2 LND, 2 NAV, 1 ATR,
Akagi, Aoba, Ashigara, Atago, Chikuma, Chokai,
Furutaka, Fuso, Haguro, Haruna, Hiei, Hiryu,
Hosho, Hyuga, Idzumo, Ise, Kaga, Kako,
Kinugasa, Kirishima, Kongo, Kumano, Maya,
Mikuma, Mogami, Mutsu, Myoko, Nachi, Nagato,
Ning Hai (CH), Ryujo, Soryu, Suzuya, Takao,
PLACE ON MAP:
o Philippines - 1 4 factor INF, 1 HQ (MacArthur)
o Manila - Houston
o Honolulu - 1 INF, 1 INF DIV, 1 FTR, 1 NAV,
Arizona, Astoria, California, Chester, Chicago,
Enterprise, Indianapolis, Louisville, Maryland,
75
Tone, Yamashiro, Zuiho, 2 SUB, 3 TRS, 1
AMPH, 20 CP
o
o
FORCE POOL ADDITIONS:
o add the IN lNF unit if Japan controls Calcutta
during any Final Reorganisation Phase.
UNIT REMOVALS:
o if the Allies control Calcutta during any Final
Reorganisation Phase - remove the IN INF unit
from the game.
OFFENSIVE CHITS: none
o
OIL RESERVES: 8
o
COMMONWEALTH
REMOVE FROM FORCE POOLS:
o 7-factor and two 8-factor INF, 1 9-factor ARM
and the AU ARM
o Courageous, Effingham, Glorious, Iron Duke,
Royal Oak, Southampton
Australia - 1 AU INF
on European map –Argus, Ark Royal, Barham,
Birmingham, Cornwall, Courbet (FR),
Cumberland,, Devonshire, Dorsetshire, Duke Of
York, Eagle, Edinburgh, Exeter, Fij, Formidable,
Furious, Girg. Averoff (GR), Gloucheste, Hood,
Kenya, King George V, London, Malaya,
Manchester, Maurtius, Newcastle, Norfolk, P of
Wales, Primaguet (FR), Q Elizabeth, Ramillies,
Renown, Repulse, Revenge, Rodney, R Sovereign,
Sheffield, Suffolk, Valiant Victorious, Warspite,
York
on Pacific map – Australia, Canberra, De Ruyter
(NE), Hawkins, Hermes, Java (NE), Shropshire,
Sumatra (NE)
on either map – 3 TRS, 1 NO TRS, The Queens
TRS, 2 SUB, 82 CP
ALLIED MINOR UNITS:
o 1 FF HQ (De Gaulle) in the force pool
FORCE POOL ADDITIONS:
o Jan/Feb l942- add the 7-factor INF and AU
ARM
o Jan/Feb 1943- add remaining INF and ARM
o when Germany and Russia go to war, add 1 PO
ARM and 1 PO INF
GEARING LIMITS:
o 2 INF, 2 ships, 3 CP, 3 pilots
CARRIER PLANES/PILOTS: 12/8
OFFENSIVE CHITS: none
PLACE ON PRODUCTION CHART:
o Construction Pool – Anson, Howe, Jamaica,
Jean-Bart II (FR), 1 SUB
o Repair Pool – Belfast, Berwick, Duguay-Trouin
(FR), Duquesne (FR), Frobisher, Glasgow,
Illustrious, Kent, Liverpool, Lorraine (FR),
Nigeria, Resolution, Suffren (FR), Sussex,
Tourville (FR)
o Reserve Pool – 3 FTR, 2 LND, 1 NAV,
o Jul/Aug - 1 CAN INF, 1 FTR, 1P, Uganda (fd), 1
CP
o Sep/Oct – 1 LND, 1 CVP, 2P, Indomitable,
Trinidad (fu), Bermuda (fd), 2 CP, 1 AMPH (fu)
o Nov/Dec – Newfoundland, Unicorn (fd), 2 CP
o Jan/Feb – Gambia (fu)
OIL RESERVES: 4
GERMANY
REMOVE FROM FORCE POOLS:
o 1 HQ (Kesselring), all 3 and 4 factor INF, all SS
INF, 1 SS MTN, 2 SS ARM, the SL INF, Vlasov
CAV
o Blucher, Graf Spee, Lutzow
GEARING LIMITS:
o 4 INF, 2 ARM, 2 aircraft, 2 pilots, 3 SUB
CARRIER PLANES/PILOTS: 0/0
PLACE ON PRODUCTION CHART:
o Construction Poo1 - Clemenceau (FR),
Gascoigne (FR), Graf Zeppelin, Seydlitz, 1 SUB
o Repair Pool - Dunkerque (VF), H Haarfagre
(NO), Hansa, Michel, Niels Iuel (DE), Peder
Skram (DE), Provence (VF), Richelieu (VF),
Stieir, Tordenskjold (NO), Widder
o Reserve Pool – 6 FTR, 4 LND, 1 NAV
o Jul/Aug - 3 INF, 1 LND, 1P, 1 SUB (fu), 1 SUB
(fd)
o Sep/Oct - 1 FTR, 1P, 1 SUB (fu), 1 SUB (fd)
o Nov/Dec - 1 ARM
PLACE ON MAP:
o United Kingdom, Gibraltar and/or Malta 1 ARM, 2 MECH, 3 MOT, 1 CA MOT, 1 INF, 2
GAR, 1 ART, 1 INF DIV, 1 HQ (Alexander), 3
FTR, 2 LND, 2 NAV, 1 ATR
o Egypt/Palestine - 1 SA INF, 1 IN INF, 1 ARM, 1
ART, 1 MOT DIV, 1 FF INF DIV, 1 HQ
(WavelI), 1 FTR, 1 LND
o Tobruk - 1 AU INF
o Crete - 1 INF DIV
o Anglo-Egyptian Sudan - 1 IN INF, 1 HQ (Gort)
o British East Africa - 1 SA INF
o Singapore - 1 INF DIV
o India - 1 IN INF
PLACE ON MAP:
76
in East Prussia and Poland -15 INF, 1 MTN, 3
ARM, 5 MECH, 1 SS MECH, 2 MOT, 2 ART, 2
INF DIV, 1 ARM DIV, 1 MECH DIV, 3 HQ
(Guderian, Manstein, Rundstedt), 4 FTR, 7 LND
o in Rumania- 1 RU HQ (Antonescu), 2 INF, 1
ART, 4 RU INF, 1 MTN DIV, 1 RU FTR
o in Finland (excluding Russian-occupied
Finland)-1 FN HQ (Mannerheim),1 INF, 4 FN
INF, 1 FN FTR
o in Hungary -2 HU INF
o in Bulgaria - 1 BU INF
o in Denmark – 1 GAR
o in Norway – 1 GAR
o in Yugoslavia - 1 MOT, 1 BU INF
o in Greece - 1 PARA, 1 LND, 1 ATR
o in Narvik - 2 INF, 1 MTN, 1 NAV
o in Libya (excluding Tobruk) - 1 ARM, 1 HQ
(Rommel), 1 FTR, 1 LND
o in Germany – synth plant
o in France/Netherlands/Belgium -7 INF, 4 GAR, 1
ARM, 1 HQ (von Kleist), 2 FTR, 3 LND
o in Metropolitan Vichy France - 2 VF INF
o in Morocco/Algeria/Tunisia - 1 VF INF, 1 VF
MTN
o Syria - 1 VF ARM
o lndo-China - 1 VF INF
o in Germany/Denmark - 2 INF, 1 FTR
o Black Sea - RU DD, 1 CP
o Baltic Sea - Adm. Hipper, Adm. Scheer,
Bismarck, Deutschland, Gneisenau, Prinz
Eugen, Scharnhorst, Schlesien, Schl.-Holstein,
Tirpitz, 5 SUB, 1 TRS, 10CP
o Hanoi - Lamotte-Picquet (VF)
o Toulon - (VF), Algérie, Colbert, Dupleix, Foch,
Jean-Bart, Strasbourg, 2 SUB, 1 TRS, 9 CP
o any northern or western European port – Atlantis,
Komet, Komoran, Orion, Pinguin, Thor
o
29. WAKING GIANT: 1941-1945
29.1
BACKGROUND
The game commences after the Reinforcement Segment of
the Nov/Dec 1941 game turn.
The Initiative Marker is placed on the Axis 0 box on the
Initiative Track.
Germany and Italy are at war with the Commonwealth and
Russia. Japan is at war with China. Bulgaria. Finland.
Hungary and Rumania have been declared in the war (see
18.3).
All other countries are neutral.
A Russo-Japanese neutrality pact is in effect. They have
not yet been to war with each other.
Germany has installed a Vichy Government in France.
Metropolitan Vichy France, Morocco/Algeria/Tunisia and
Senegal are Vichy territories. New Caledonia is Free
French.
FORCE POOL ADDITIONS:
o at start – De Zeven Prov (NE), Eeendracht (NE)
o Jan/Feb each year- add 1 SS unit (chosen
randomly)
o Jan/Feb 1942- add 1 HQ (Kesselring)
o Jan/Feb 1943- add all 4 factor INF
o Jan/Feb 1944- add remaining INF
o Impulse of war with Russia - place SL INF on
Bratislava
o when Kiev is controlled – add Vlasov unit to
force pool
o turn following war with Russia- place SN
INF DIV on Warsaw
Japan has not launched a major assault on China.
Control of territory is as specified on the map with the
following exceptions:

The Commonwealth has conquered Italian East
Africa and Iraq. It also controls Syria, Tobruk
and New Caledonia.

Russia has conquered Persia.
OFFENSIVE CHITS: 1

The USA controls Iceland.
OIL RESERVES: 4

Japan has conquered French lndo-China and
controls China (east of the 1941 start line).

Germany has conquered France, Belgium,
77
Netherlands, Denmark,Norway, Karelia, Russia
(west of the 1941 start line) Estonia, Latvia,
Lithuania, Poland, Greece (including Crete),
Yugoslavia, Finland, Hungary, Rumania and
Bulgaria.
OFFENSIVE CHITS: none
OIL RESERVES: 1
ITALY
US Entry is modified:



29.2
REMOVE FROM FORCE POOLS
o Fiume, Pisa, Pola, San Giorgio, Zara.
US entry status is 12, plus a number of shifts
provided by the ‘41+’ column of the US Entry
Production Effect Table. The number of those
shifts is determined by cross-referencing with a
US hidden entry marker (which is chosen
randomly and placed face-down on the Sep/Oct
1941 place on the US Entry Record Track);
These US entry options have been chosen: 2-9,
11-16, 18 & 21;
GEARING LIMITS:
o 3 INF, 2 aircraft, 2 CP, 2 pilots
CARRIER PLANES/PILOTS: 0/0
PLACE ON PRODUCTION CHART:
o Construction Pool - Aquila, Impero.
o Repair Pool - C. di Cavour, Vittorio Veneto
o Reserve Pool – 2 FTR, 2 LND
o Jan/Feb -2 INF, 1 ARM
o Mar/Apr – 1 LND, 1P
o May/Jun – Roma (fu), 1 CP
These actions on the US Entry Modifications
Chart have been rolled for: 1,3,6-8,10,16, 22-23.
PRODUCTION
PLACE ON MAP:
o Albania/Yugoslavia - 2 INF, 1 GAR
o Greece - 1 INF, 1 MTN
o Libya – 2 INF, 1 GAR, 1 MECH, 1 HQ
(Graziani), 1 FTR, 1 LND
o Russia - 1 MOT
o ltaly/Sicily/Sardinia - 4 INF, 1 MIL, 1 ARM, 1
ART, 1 INF DIV, 1 HQ (Cavallero), 2 NAV, 2
FTR
o on European map- Abruzzi, Andrea Doria,
Bolzano, Caio Duilio, Dalmacija (YU), Duca
D’Aosta, E. Di Savoia, Garibaldi, Guilio
Cesare, Gorizia, Littorio, Trento, Trieste, 3
SUB, 2 TRS, 7 CP, frogman
In the first Production Phase, for gearing limit purposes
(see 11.6.2.5) all Major Powers may only build one of each
type of unit (unless otherwise noted under Gearing Limits).
The Dnepropetrovsk, Stalino, and one Leningrad factory
have been transported to Siberia in May/Jun, Jul/Aug and
Sep/Oct respectively. The Kharkov, Kiev and Minsk
factories are Axis controlled.
No Major Power has declared National Effort (see 22.0).
29.3
SET UP
CHINA
REMOVE FROM FORCE POOLS:
o all white print INF except for the 8 Rte CO INF
o Ying Swei
FORCE POOL ADDITIONS: none
GEARING LIMITS:
o 3 INF
OIL RESERVES: 2
OFFENSIVE CHITS: none
GERMANY
CARRIER PLANES/PILOTS: 0/0
PLACE ON PRODUCTION CHART:
o Jan/Feb -2 INF
REMOVE FROM FORCE POOLS:
o 1 HQ (Kesselring), all 3 and 4 factor INF, all SS
INF, the SS MTN, 2 SS ARM
o Bismarck, Blucher, Graf Spee, Lutzow.
PLACE ON MAP:
o 4 CO INF, 12 NA INF, 1 CO GAR, 2 NA GAR, 1
NA INF DIV, 1 CAV DIV, 1 ART, 1 CO HQ
(Mao), 1 NA HQ (Chiang), 1 FTR
GEARING LIMITS:
o 5 INF, 2 ARM, 3 aircraft, 3 SUB, 3 pilots
CARRIER PLANES/PILOTS: 0/0
FORCE POOL ADDITIONS:
o add 1 white print INF for each factory in China
that becomes Axis controlled for the first time.
PLACE ON PRODUCTION CHART:
o Construction Pool - Clemenceau (FR), Gascoigne
(FR), Graf Zeppelin, Seydlitz, 1 SUB.
78
o
o
o
o
o
Repair Pool – Dunkerque (VF), Haarfagre (NO),
Hansa,Niels Iuel (DE), Michel, Orion, Peder
Skram (DE), Provence (VF), Richelieu (VF),
Stier, Tordenskjold (NO), Widder
Reserve Pool – 5 FTR, 4 LND
Jan/Feb -3 INF, 1 FTR, I LND, 2P, 1 SUB (fu), 1
SUB (fd)
Mar/Apr - 1 MTN, 1 FTR, I LND, 2P, 1 ARM, 1
SUB (fu), 1 SUB (fd)
May/Jun - 1 ARM, 1 SUB
OFFENSIVE CHITS: none
OIL RESERVES: 4
RUSSIA
REMOVE FROM FORCE POOLS: Marat
GEARING LIMITS:
o 8 INF, 4 CAV, 2 ARM, 2 aircraft, 2 pilots,
2 ships
PLACE ON MAP:
o in Latvia, Lithuania, Estonia and/or Russia
outside Karelia and west of the 1941 start line
(each German controlled hex which might be in a
Russian ZOC after its set up, most contain either
an Axis land unit or ZOC) - 17 INF, 1 HU INF, 1
RU INF, 1 SN INF DIV, 1 MTN, 5 ARM, 4
MECH, 2 SS MECH, 5 MOT, 3 ART, 2 INF
DIV, 1 MTN DIV, 1 MECH DIV,3 HQ
(Guderian, Manstein, Rundstedt), 1 RU HQ
(Antonescu), 3 FTR, 6 LND
o in Rumania - 2 RU INF, 1 RU MOT, 1 RU FTR
o in Hungary - 1 HU INF
o in Bulgaria - 1 BU INF
o in Yugoslavia/Greece -1 INF, 1 GAR, 1 MOT,1
BU INF
o in Libya - 1 ARM, 1 HQ (Rommel), 1 FTR, 1
LND
o in Finland/Karelia- 1 HQ (Mannerheim), 1 INF, 3
FN INF, 1 FN MOT, 1 FN MECH, 1 FN FTR
o in Norway - 1 INF, 1 GAR, 1 MTN, 1 NAV
o in France/Netherlands/Belgium - 2 INF, 4 GAR, 1
MOT, 1 PARA, 1 HQ (von Kleist), 2 FTR, 1
NAV, 1 LND, 1 ATR
o in Denmark – 1 GAR
o in Metropolitan Vichy France -2 VF INF
o in Morocco/Algeria/Tunisia - 1 VF INF, 1 VF
MTN
o in Germany – 1 S INF, 1 ARM DIV, 1 FTR, 1
synth
o Black Sea – RU DD, 1 CP
o Baltic Sea - Adm. Hipper, Adm. Scheer,
Deutschland, Gneisenau, Prinz Eugen,
Scharnhorst, Schlesien, Schl.-Holstein, Tirpitz,
8 SUB, 1 TRS, 9 CP
o Hanoi – Lamotte-Picquet (VF)
o Toulon - Algérie, Colbert, Dupleix, Foch, JeanBart, Strasbourg, 2 SUB, 1 TRS, 9 CP (VF)
o any western or northern European port – Atlantis,
Komet, Kormoran, Thor
CARRIER PLANES/PILOTS: 0/0
PLACE ON PRODUCTION CHART:
o Construction Pool -Chapayev,Frunze,Kuibyshev,
Zhelezniakov.
o Repair Pool - Oct Revolution
o Reserve Pool – 4 FTR, 1 LND
o Jan/Feb - 6 INF, 1 ARM, Voroshilov (fu)
o Mar/Apr - 2 ARM, 1 FTR, 1P
o May/Jun - 2 ARM (1 is CW lend-lease)
PLACE ON MAP:
o any Russian Baltic Sea port - Kirov, Maxim
Gorkiy.
o any Russian Black Sea port - K. Kavkaz,
Molotov, P Commune
o on Pacific map - 4 INF, 1 CAV DIV, 1 HQ
(Yeremenko) 2 SUB
o on European map east of the 1941 start line (each
Russian controlled hex in an enemy ZOC must
contain either a Russian land unit or ZOC) -24
INF, 4 GAR, 1 MTN, 2 PARA, 5 CAV, 2
MECH, 2 MOT, 2 ART, 2 INF DIV, 1 SKI DIV,
4 HQ (Konev, Rokossovsky,Timoshenko, Zhukov),
3 FTR, 3 LND, 1 ATR, 2 SUB
o on either map – 1 MECH DIV, 1 SUB, 1 TRS, 2
CP
FORCE POOL ADDITIONS: none
OFFENSIVE CHITS: none
OIL RESERVES: 3
COMMONWEALTH
REMOVE FROM FORCE POOLS:
o one 7 factor and two 8 factor INF, one 9 factor
ARM and the AU ARM
o Courageous, Effingham, Fiji, Glorious,
Gloucester, Hood, Iron Duke, Royal Oak,
Southampton, York
FORCE POOL ADDITIONS:
o Jan/Feb each year - add 1 SS unit (chosen
randomly)
o Jan/Feb 1942- add 1 HQ (Kesselring)
o Jan/Feb 1943- add all 4 factor INF
o Jan/Feb 1944- add remaining INF
GEARING LIMITS:
o 2 INF, 2 ARM, 4 ships, 2 SUB, 2 aircraft, 2
pilots, 2 CP
CARRIER PLANES/PILOTS: 12/8
79
USA
PLACE ON PRODUCTION CHART:
o Construction Pool - Jean-Bart II (FR.),
Newfoundland,Uganda, Unicorn, 1 SUB.
o Repair Pool - Belfast, Berwick, Duguay-Trouin
(FR), Duquesne (FR), Formidable, Frobisher,
Liverpool, Lorraine (FR), Manchester, Nelson,
Resolution, Rodney, Suffren (FR), Sussex,
Tourville (FR), Warspite
o Reserve Pool – 3 FTR, 2 LND, 1 NAV
o Jan/Feb - 1 IND INF, 1P, 1 TRS, Gambia,
Newcastle (fu), 2 CP
o Mar/Apr - 1 LND, 1P, 1 SUB (fd), 3 CP
o May/Jun – Anson, Jamaica (fu), 1 CP
Bermuda, Howe (fu), Ceylon (fd)
REMOVE FROM FORCE POOLS:
o all 4 cost LND
GEARING LIMITS:
o 6 ships, 2 SUBS, 5 CP
CARRIER PLANES/PILOTS: 10/6
PLACE ON PRODUCTION CHART:
o Construction Pool – Wyoming, 1 AMPH
o Repair Pool – Bearn (FR)
o Reserve Pool – 2 FTR, 1 LND, 1 NAV
o Lend-Lease Pool – C-47
o Jan/Feb – Colorado (fu), Essex, Iowa (fd), 2 CP
o Mar/Apr – Indiana, South Dakota, 1 SUB (fu),
Lexington II, 1 TRS (fd), 3 CP
o May/Jun – Massachusetts (fu), Baltimore,
Independence, New Jersey, Princeton, Yorktown
II (fd), 4 CP
o Jul/Aug – Alabama (fu), Boston, Bunker Hill (fd)
PLACE ON MAP:
o United Kingdom, Gibraltar and/or Malta – 2
GAR, 1 CA MOT, 1 ARM, 3 MECH, 4 MOT, 1
ART, 1 INF DIV, 2 HQ (Gort, Montgomery), 2
FTR, 3 LND, 2 NAV, 1 ATR (C-47)
o Egypt - 1 ARM, 1 AU INF, 1 SA INF, 1 IN INF,
1 ART, 1 HQ (Alexander), 1 FTR, 1 LND
o India/Ceylon - 1 IN INF, 1 HQ (WavelI), 1 FTR
o Singapore- 1 INF
o Palestine or Syria – 1 DIV
o Tobruk - 1 MOT DIV
o Cyprus - 1 DIV
o Australia - 1 AU INF
o on European map – Argus, Ark Royal, Barham,
Birmingham, Courbet (Fr), Cumberland,
Devonshire, Duke Of York, Eagle, Edinburgh,
Furious, Girg. Averoff (Gr), Illustrious,
Indomitable, Kent, Kenya, King George V,
London, Malaya, Maritius, Nigeria, Norfolk, Q.
Elizabeth, Primaguet (Fr), Ramilles, Renown,
Revenge, Sheffield, Shropshire, Suffolk,
Trinidad, Valiant, Victorious
o on Pacific map – Australia, Canberra, Cornwall,
De Ruyter (NE), Dorsetshire, Exeter, Glasgow,
Hawkins, Hermes. Java (NE), P of Wales,
Repulse, R Sovereign, Sumatra (NE)
o on either map- 2 SUB, 3 TRS, 1 NO TRS,
The Queens TRS, 1 AMPH, 75 CP
PLACE ON MAP:
o Philippines – 1 4 factor INF, 1 HQ (MacArthur)
o Manila - Houston
o Honolulu - 1 INF, 1 MAR DIV, 1 FTR, 1 NAV,
Arizona, California, Maryland, Nevada, New
Orleans, Oklahoma, Pennsylvania, San
Francisco, Tennessee, West Virginia
o US West Coast - 1 INF, 1 INF DIV, 1 ATR
o Iceland - 1 INF, 1 LND
o on European map – 1 INF, 1 HQ (Patton),
1 FTR, Arkansas, Augusta, Idaho, Mississippi,
New Mexico, New York, North Carolina,
Quincy, Ranger, Texas, Tuscaloosa, Vincennes,
Washington, Wasp, Wichita, Yorktown
o on Pacific map – Astoria, Chester, Chicago,
Enterprise, Hornet, Indianapolis, Lexington,
Lousiville, Minneapolis, Northampton,
Pensacola, Portland, Salt Lake City, Saratoga
o on either map – 4 SUB, 4 TRS, 37 CP
OFFENSIVE CHITS: none
OIL RESERVES: 8
ALLIED MINOR UNITS:
o 1 FF ARM, INF & HQ (De Gaulle) in the force
pool
o PO ARM and 1 PO INF in the force pool
JAPAN
REMOVE FROM FORCE POOLS:
o the IN INF unit
FORCE POOL ADDITIONS:
o Jan/Feb 1942-add the 7 factor INF and AUS
ARM
o Jan/Feb 1943- add remaining INF and ARM
GEARING LIMITS:
o 2 INF, 2 SUB, 4 aircraft, 2 CP
OFFENSIVE CHITS: none
CARRIER PLANES/PILOTS: 15/10
OIL RESERVES: 4
PLACE ON PRODUCTION CHART:
o Construction Pool – Chitose, Chiyoda, Chuyo,
80
o
o
o
o
o
o
Kaiyo, Ryuho, 1 AMPH
Repair Pool – Asama
Reserve Pool – 2 FTR, 2 LND, 1 NAV
Jan/Feb - 1 INF, Shoho (fu), 1 CVP, 1P
May/Jun - 1 ARM, Junyo, Unyo (fu), 2 CVP,
2P, 1 CP
Jul/Aug – Hiyo, Musashi (fu)
Sep/Oct - Shinyo (fd)
PLACE ON MAP:
o Manchuria/Korea - 2 INF, 1 GAR, 1 INF DIV
o Occupied China/China (east of the 1941 start
line) - 3 INF, 3 GAR, 1 MOT, 2 ART, 2 INF
DIV, 1 CAV DIV
o Japan -2 INF
o French lndo-China - 2 INF
o on Pacific map- 5 INF, I MAR, 3 DIV,1 MAR
DIV, 1 MIL, 4 HQ (Hata, Ushijima, Yamamoto,
Yamashita), 4 FTR, 3 LND, 4 NAV, 1 ATR,
Akagi, Aoba, Ashigara, Atago, Chikuma, Chokai,
Furutaka, Fuso, Haguro, Haruna, Hiei, Hiryu,
Hosho, Hyuga, Idzumo, Ise, Kaga, Kako,
Kinugasa, Kirishima, Kongo, Kumano, Maya,
Mikuma, Mogami, Mutsu, Myoko, Nachi, Nagato,
Ning Hai (CH), Ryujo, Shokaku, Soryu, Suzuya,
Taiyo, Takao, Tone, Yamashiro, Yamato, Zuiho,
Zuikaku, 3 SUB, 3 TRS, 1 AMPH, 1 mini-sub,
21 CP
30 TOTAL WAR: 1943-1945
30.1 BACKGROUND
The game commences after the Reinforcement Segment of
the Jul/Aug 1943 game turn. The Initiative Marker is
placed on the shaded Allied 0 box on the Initiative Track.
Germany and Italy are at war with the USA,
Commonwealth and Russia. Japan is at war with the USA,
China and the Commonwealth.
A Russo-Japanese neutrality pact is in effect. They have
not yet been at war with each another.
Japan has not launched a major assault on China.
Bulgaria, Finland, Hungary and Rumania have been
declared in the war (see 18.3).
FORCE POOL ADDITIONS:
o add the IN INF unit if Japan controls Calcutta
during any Final Reorganisation Phase.
Control of territory is as specified on the map with the
following exceptions (refer to 1943 Set-up Chart):
UNIT REMOVALS:
o if the Allies control Calcutta during any Final
Reorganisation Phase - remove the IN INF unit
rom the game.

The Commonwealth has conquered Iraq and
Libya, and controls Italian East Africa, Syria,
Senegal and New Caledonia,
OFFENSIVE CHITS: 1

Russia has conquered Persia.
OIL RESERVES: 10

The USA controls Iceland, Morocco, Algeria,
Tunisia, Guadalcanal and the 2 hexes to the E
and NE.

Japan has conquered the Andaman Islands,
Burma (east of the 1944 start line), Siam, French
lndo-China, Malaya, all islands in the Java Sea,
South China Sea and Timor Sea (except Australia), Dutch New Guinea (north of the 1943
start line), Papua (north of the 1943 start line)and
all other islands in the Bismarck Sea, Bougainville, the hexes to its E and to its SE, the hex NW
of Guadalcanal, Nauru, Ocean Island, Tarawa
and the other 3 Gilbert Islands hexes, Guam,
Wake and China (east of the 1944 start line).

Germany has conquered France (including
Metropolitan Vichy France), Belgium,
81
Netherlands, Denmark, Norway, Karelia, Russia
(west of the 1943 start line) Estonia, Latvia,
Lithuania, Poland, Greece (including Crete),
Yugoslavia, Finland, Hungary, Rumania and
Bulgaria.
CHINA
REMOVE FROM FORCE POOLS:
o all white print INF except 8 Rte CO INF
o Ying Swei
All other countries are neutral.
GEARING LIMITS:
o 3 INF
30.2 PRODUCTION
PLACE ON PRODUCTION CHART:
o Sep/Oct -2 INF
The Dnepropetrovsk, Stalino, Rostov, Leningrad (both)
and Tula factory hexes have been transported to Siberia
and are operational. The Kharkov, Kiev. Minsk and
Sevastopol factories are Axis controlled.
PLACE ON MAP:
o China (west of the 1944 start line) -4 CO and 13
NA INF, 1 CO GAR, 2 NA GAR, 1 ART, 1
NA INF DIV, 1 CO HQ (Mao), 2 NA HQ
(Chiang, StilweIl), 1 FTR, 1 LND
No Major Power has declared National Effort (see 22.0).
30.3 SET-UP
FORCE POOL ADDITIONS:
o add 1 white print INF for each factory in China
when it is first Axis controlled
ITALY
REMOVE FROM FORCE POOLS:
o Fiume, Pisa, Pola, San Giorgio, Trento, Trieste,
Zara
OFFENSIVE CHITS: none
OIL RESERVES: 1
CARRIER PLANES/PILOTS: 0/0
JAPAN
GEARING LIMITS:
o 2 INF, 3 ships
REMOVE FROM FORCE POOLS:
o the IN INF unit
o Akagi, Furutaka, Hiei, Hiru, Kaga, Kako,
Kinugasa, Kirishima, Mikuma, Mutsu,
Ryujo, Shoho, Soryu
PLACE ON PRODUCTION CHART:
o Construction Pool – Impero, Sparviero
o Repair Pool – Bolzano, Gorizia, Strasbourg (FR),
Vittorio Veneto
o Sep/Oct – 1 INF, Aquila, C. di Cavour, Littorio,
Roma, 1 SUB (fu)
GEARING LIMITS:
o 3 INF, 2 aircraft, 3 ships
CARRIER PLANES/PILOTS: 11/8
PLACE ON MAP:
o France -1 INF
o Yugoslavia/Albania - 1 INF, 1 GAR, 1 MTN, 1
MTN DIV
o Greece - 1 INF
o Sardinia - 1 GAR
o Italy/Sicily -2 INF, 3 MIL, 1 MECH, 1 MOT, 1
INF DIV, 1 HQ (Badoglio), 1 FTR, 1 LND, 1
NAV
o on European map – Abruzzi, Andrea Doria,
Dalmacija (YU), Duca D’Aosta, E. Di Savoia,
Garibaldi, Guilio Cesare, 2 SUB, 1 TRS, 6 CP, 1
frogman
PLACE ON PRODUCTION CHART:
o Construction Pool – Amagi, Ibuki, Unryu
o Repair Pool – Asama, Idzumo
o Reserve Pool – 1 FTR, 2 LND, 1 NAV
o Sep/Oct -2 INF, 1 FTR, I NAV, 1 CVP, 3P,
Chiyoda, Ise –CV (fu), Katsuragi (fd), 1 CP
o Nov/Dec - 1 LND, 2 CVP, 3P, Hyuga-CV,
Kaiyo, Shinyo (fu), Shinano (fd), 1 CP
o Jan/Feb – Chitose (fu), 1 CVP, 1P, 2 CP
o Mar/Apr – Taiho (fu)
PLACE ON MAP
o Manchuria/Korea- 3 INF, 2 GAR, 1 ARM, 1 INF
DIV, 1 HQ (Ushijima), 1 FTR
o Japan - 1 MIL, 1 FTR, 1 LND
o China/Occupied China (east of the 1944 start
line) - 7 INF, 1 GAR, 1 MOT, 2 ART, 2 INF
DIV, 2 HQ
FORCE POOL ADDITIONS: none
OFFENSIVE CHITS: none
OIL RESERVES: 2
82
o
o
o
o
o
(Hata, Umezu), 1 FTR, 1 LND, 1 NAV
Burma (east of the 1944 start line) - 2 INF, I HQ
(Yamashita), 1 FTR, 1 LND
Rabaul - 1 INF, 1 HQ (Yamamoto), 1 FTR, 1
NAV
Sumatra/Borneo/Java - 1 INF, I NAV
Papua (north of the 1943 start line) - 1 INF
on the Pacific map –5 INF DIV, 1 MAR DIV, 2
INF, 1 MAR, 2 GAR, 2 NAV, Aoba, Ashigara,
Atago, Chikuma, Chokai, Chuyo, Fuso, Haguro,
Haruna, Hiyo, Hosho, Junyo, Kongo, Kumano,
Maya, Mogami, Musashi,Myoko, Nachi, Nagato,
Ning Hai (CH), Ryuho,Shokaku, Suzuya, Taiyo,
Takao, Tone, Unyo, Yamashiro, Yamato, Zuiho,
Zuikaku, 4 SUB, 2 TRS, 1 AMPH, 15 CP
o
o
o
o
o
o
o
FORCE POOL ADDITIONS:
o add the IN INF unit if Japan controls Calcutta
during any Final Reorganisation Phase.
o
UNIT REMOVALS:
o if the Allies control Calcutta during any Final
Reorganisation Phase - remove the IN INF unit
from the game.
o
o
o
o
OFFENSIVE CHITS: none
OIL RESERVES: 5
GERMANY
o
in a Russian ZOC.after its set up, must contain
either an Axis land unit or ZOC) - 28 INF, 1 S
INF, 2 HU INF, 2 RU INF, 1 SN INF DIV, 1
MTN, 1 PARA, 1 SS ARM, 5 ARM, 1 SS
MECH, 4 MECH, 1 RU MECH, 3 ART, 1 INF
DIV, 1 MTN DIV, 1 MECH DIV, 4 HQ
(Guderian, Manstein, Rundstedt, von Kleist), 1
RU HQ (Antonescu), 4 FTR, 1 RU FTR, 6 LND
Rumania - 1 RU INF
Hungary - 1 HU INF
Bulgaria- 1 BU INF
Yugoslavia/Greece – 1 GAR, 1 SS MTN, 1 MTN,
2 BU INF
Finland/Karelia – 1 FN HQ (Mannerheim), 1 INF,
4 FN INF, 1 FN MECH, 1 MTN, 1 FN FTR
Norway -1 INF, 1 GAR, 1 NAV
Italy/Sicily- 1 INF, 1 MECH, 1 ART, 1 HQ
(Kesselring), 1 FTR, 1 LND, 1 NAV, 1 ATR
France/Netherlands/Belgium - 3 INF, 4 GAR, 1
SS ARM, 1 MECH, 1 PARA, 1 INF DIV, 1 HQ
(Rommel), 1 FTR, 1 LND, 1 NAV
Germany -2 INF, 2 MIL, 1 ARM DIV, 4 FTR, I
LND, 2 synth
Denmark – 1 GAR
Black Sea – RU DD, 1 CP
Baltic Sea – Adm. Hipper, Adm. Scheer,
Deutschland, Prinz Eugen, Scharnhorst,
Schlesien, Schl. Holstein, Tirpitz, 12 SUB, 1 TRS,
8 CP
any western or northern European port - Michel
REMOVE FROM FORCE POOLS:
o all SS INF, 1 SS ARM, all 3-factor INF,
o Bismarck, Blucher, Graf Spee, Lutzow
FORCE POOL ADDITIONS:
o Jan/Feb each year - add 1 SS
o Jan/Feb 1944- add remaining Infantry
ADD TO FORCE POOLS:
o De Zeven Prov (NE), Eeendracht (NE)
OFFENSIVE CHITS: none
OIL RESERVES: 3
GEARING LIMITS:
o 5 INF, 2 ARM, 2 aircraft, 2 SUB, 2 pilots
RUSSIA
CARRIER PLANES/PILOTS: 0/0
REMOVE FROM FORCE POOLS: Marat
PLACE ON PRODUCTION CHART:
o Construction Pool - Clemenceau (FR),
Gascoigne (FR), Graf Zeppelin, Seydlitz- CV, 1
SUB
o Repair Pool - Gneisenau, H. Haarfagre (NO),
Hansen, Niels Iuel (DE), Orion, Peder Skram
(DE), Widder
o Reserve Pool- 5 FTR, 3 LND, 1 NAV
o Sep/Oct - 2 INF, 1 HU INF, 1 RU INF, 1 LND,
1P, Tordenskjold (NO), 1 SUB (fu)
o Nov/Dec - 1 FTR, 1P, 1 SUB (fu)
o Jan/Feb - 1 ARM
GEARING LIMITS:
o 8 INF, 2 CAV
PLACE ON MAP:
o Russia outside Karelia and west of the 1943 start
line (each German controlled hex which might be
PLACE ON MAP:
o any Baltic Sea port – Kirov, Maxim Gorkiy, Oct.
CARRIER PLANES/PILOTS: 0/0
PLACE ON PRODUCTION CHART:
o Construction Pool – Chapayev, Frunze,
Kaganovich, Kuibyshev, Zhelezniatov
o Repair Pool – Molotov, P. Commune, Voroshilov
o Reserve Pool - 4 FTR, 2 LND
o Sep/Oct - 6 INF, 1 ARM, 1 LND, 1P
o Nov/Dec- 1 ARM, Kalinin (fu)
83
o
o
o
o
o
o
Revolution
any Black Sea port – K. Kavkaz
on European map – 2 SUB
on Pacific map -4 INF, 1 GAR, 1 ARM, 1 CAV
DIV, 2 SUB
Persia/European Russia east of the 1943 start
Line (each Russian controlled hex in all enemy
ZOC must contain either a Russian land unit or
ZOC)- 25 INF, 4 GAR, 2 MTN, 2 PARA, 2
CAV, 5 ARM, 7 MECH, 4 MOT, 2 ART, 3
ART, 2 INF DIV,1 SKI DIV,1 MOT DIV, 1
MTN DIV, 5 HQ (Konev, Rokosovsky,
Timoshenko,Yeremenko, Zhukov), 6 FTR, 6
LND, 1 ATR
in German-controlled USSR outside enemy ZOC3 PART
on either map – 1 ARM DIV, 1 TRS, 3 CP
o
o
o
o
o
o
o
o
o
FORCE POOL ADDITIONS: none
OFFENSIVE CHITS: none
OIL RESERVES: 6
COMMONWEALTH
REMOVE FROM FORCE POOLS:
o Ark Royal, Barham, Canberra, Cornwall,
Courageous, Dorsetshire, Eagle, Edinburgh,
Effingham, Exeter, Fiji, Glorious, Gloucester,
Hermes, Hood, Iron Duke, Manchester, P of
Wales, Repulse, Royal Oak, Southampton,
Trinidad, York
o
o
FTR, 2 NAV, 3 LND, 1 CA LND
Gibraltar - 1 GAR
Malta - 1 GAR, 1 FTR
Algeria/ Syria/ Palestine/ Egypt/ Libya/ Tunisia 1 INF, 1 FF INF, 1 FF MTN, 1 SA INF, 1 IN
INF, 1 PO INF, 1 ARM, 1 MECH, 2 ART, 1
MOT DIV, 1 FF INF DIV, 2 HQ (Montgomery,
Alexander), 1 FTR, LND, 1 NAV, 1 ATR
South Africa - 1 SA INF
India/ Ceylon/ Burma (west of the 1944 start
line) - 1 INF, 4 IN INF, 1 ART, 1 HQ (WaveIl),
1 FTR, 1 LND
Australia - 2 AU INF, 1 AU FTR
New Zealand - 1 NZ INF
Papua (south of the 1943 start line) - 1 AU INF
on European map – Anson, Belfast, Bermuda,
Berwick, Ceylon, Courbet (FR), Duguay-Trouin
(FR), Duke of York, Duquesne (FR),
Formidable, Furious, Girg. Averoff (GR),
Glasgow, Howe, Illustrious, Indomitable,
Jamaica, Kent, Kenya, King George V, London,
Lorraine (FR), Malaya, Nelson, Newfoundland,
Norfolk, Q Elizabeth, Ramilles, Resolution,
Rodney, Sheffield, Suffolk, Suffren (FR), Sussex,
Tourville (FR), Uganda, Unicorn, Warspite, 1
SUB (FR), 1 x-craft, 1 TRS (FR), 7 CP (FR)
on Pacific map – Australia, Devonshire,
Frobisher, Gambia, Hawkins, Mauritius,
Newcastle, Revenge, R Sovereign, Sumatra
(NE), Victorious
on either map – 4 SUB, 3 TRS, 1 NO TRS, The
Queens TRS, 1 AMPH, 59 CP
ALLIED MINOR UNITS:
o 1 FF ARM & FTR in the force pool in addition
to the units on the map.
o PO ARM in the force pool in addition to the
INF on map.
GEARING LIMITS:
o 2 INF, 3 aircraft, 3 pilots, 6 ships, 2 SUB, 3 CP
CARRIER PLANES/PILOTS: 11/7
PLACE ON PRODUCTION CHART:
o Construction Pool - Implacable, Jean-Bart II
(FR), Ontario, Superb, Swiftsure
o Repair Pool: - Argus, Cumberland, Liverpool,
Nigeria, Renown, Richelieu (FR), Valiant
o Reserve Pool – 3 FTR, 2 LND, 1 SA FTR,
1 AU NAV
o Sep/Oct - 1 INF, 1 ARM, 1 LND, 1P,
Birmingham, Shropshire, 1 AMPH (fu),
Colossus (fd), 1 CP
o Nov/Dec - 1 CA LND, I ATR, 2P, 1 SUB (fu),
Glory (fd), 2 CP
o Jan/Feb - Venerable, Vengence (fd), 2 CP
o Mar/Apr – Indefagatable (fu), Pioneer, Warrior
(fd)
FORCE POOL ADDITIONS: none
OFFENSIVE CHITS: none
OIL RESERVES: 5
USA
REMOVE FROM FORCE POOLS:
o Arizona, Astoria, Chicago, Hornet, Houston,
Langley, Lexington, Northampton, Oklahoma,
Quincy, Wasp, Vincennes, West Virginia,
Yorktown
GEARING LIMITS:
o 3 INF, 4 aircraft, 6P, 9 ships, 2 SUB, 9 CP
PLACE ON MAP:
o United Kingdom - 4 INF, 1 CA INF, 2 MECH,
1 PARA, 2 ARM, 1 ARM DIV, 1 INF DIV, I
HQ (Gort), 1 FF HQ (DeGaulle), 1 FTR, 2 CA
CARRIER PLANES/PILOTS: 20/16
PLACE ON PRODUCTION CHART:
84
o
o
o
o
o
o
o
o
o
Construction Pool – Ticonderoga, Wyoming, 1
SUB, 1 AMPH
Repair Pool – Bearn (FR), Nevada, New Orleans,
North Carolina, Pennsylvania, Pensacola
Reserve Pool – 4 FTR, 2 LND, 2 NAV
Lend Lease Pool – C-47
Sep/Oct - 1 INF, 1 ARM, 1 FTR, I LND, 2 CVP,
4 P, Canberra, Chester (fu), Bennington, Guam,
1 TRS (fd), 9 CP
Nov/Dec - 1 MAR, 1 ARM, 1 FTR, ILND, 1
NAV, 2 CVP, 5P, Bataan, California, Hornet II,
Quincy II, San Jacinto, Wasp, 1 SUB, 1 TRS
(fu), Pittsburgh, Randolph,, Shangri-La (fd), 9
CP
Jan/Feb – Franklin (fu), Bon Homme Richard
(fd), 1 CVP, 1 P, 8 CP
Mar/Apr – Hancock, Wisconsin (fu), Antietam,
Chicago II, St.Paul (fd)
May/Jun – Alaska, Missouri (fu)
31 DECLINE AND FALL: 1944-45
31.1 BACKGROUND
The game commences after the Reinforcement Segment of
the May/Jun 1944 game turn. The Initiative Marker is
placed on the unshaded Axis 1 box on the Initiative Track.
Germany is at war with the USA, Commonwealth and
Russia. Japan is at war with the USA, China and the
Commonwealth. Italy has been conquered.
PLACE ON MAP:
o Guadalcanal - 1 INF, 1 FTR, I LND
o Espiritu Santo - 1 NAV, 1 LND
o Brisbane - 1 INF, 1 HQ (MacArthur), 1 FTR, 1
NAV
o Papua (south of the 1943 start line) - 1 MAR DIV
o Attu - 1 DIV
o Honolulu - 1 INF, 1 FTR, 1 NAV
o US West Coast - 1 INF
o USA – 1 MOT, 1 INF DIV, 1 HQ (Eisenhower),
1 NAV, 1 LND
o United Kingdom - 1 MOT DIV, 1 INF, 1 ART, 1
FTR, 2 LND
o Algeria/Tunisia – 3 MOT, 1 MECH, 1 PARA, 2
ART, 1 ARM DIV, 2 HQ (Clark, Patton), 2 FTR,
3 LND, 1 ATR
o Iceland - 1 NAV
o on European map – Alabama, Arkansas,
Augusta, Baltimore, Belleau Wood, Boston,
Bunker Hill, Cabot, Cowpens, Essex,
Independence, Intrepid, Iowa, Langley II,
Massachussets, Monterey, New Jersey, New
York, Princeton, Ranger, Texas, Tuscaloosa
o on Pacific map- 1 MAR, Colorado, Enterprise,
Idaho, Indiana, Indianapolis, Lexington II,
Louisville, Maryland, Minneapolis, Mississippi,
New Mexico, Portland, Salt Lake City, San
Francisco, Saratoga, South Dakota, Tennessee,
Washington, Wichita, Yorktown II
o on either map – 6 SUB, 5 TRS, 2 AMPH, 58 CP
A Russo-Japanese neutrality pact is in effect. They have
not yet been to war with each other.
Japan has not launched a major assault on China.
Bulgaria, Finland, Hungary and Rumania have been
declared in the war (see 18.3).
Control of territory is as specified on the map with the
following exceptions:
 The Commonwealth has conquered Italian East
Africa, Iraq and Italy (south of the 1944 start
line). It also controls Senegal, Syria, Libya and
New Caledonia.
 Russia has conquered Rumania (east of the 1944
start line) and Persia. It also controls Poland (east
of the 1944 start line).
FORCE POOL ADDITIONS: none
OFFENSIVE CHITS: none
OIL RESERVES: 13
85

The USA controls Admiralty Island and the hex to
its NE, Iceland, Morocco, Algeria, Tunisia, Sicily,
Sardinia, Corsica, New Britain (south of the 1944
start line), Dutch New Guinea (east of the 1944
start line), all islands in The Solomons, The
Marshalls and the South Pacific sea areas.

Japan has conquered the Andaman Islands, Burma
(east of the 1944 start line), Siam, French IndoChina, Malaya, all islands in the Java Sea, South
China Sea and Timor Sea (except Australia), New
Britain (north of the 1944 start line), Dutch New
Guinea (west of the 1944 start line), Papua (north
of the 1944 start line) and all other islands in the
Bismarck Sea except Admiralty Island and the
hex to its NE, Guam, Wake and China (east of the
1944 start line).
 Germany has conquered France (including
Metropolitan Vichy France), Belgium,
Netherlands, Denmark, Norway, Karelia, Russia
(Sevastopol and west of the 1944 start line)
Estonia, Latvia, Lithuania, Poland (west of the
1944 start line), Greece (including Crete), Albania,
Yugoslavia, Italy (north of the 1944 start line,
Finland, Hungary, Rumania (west of the 1944
start line) and Bulgaria..
GEARING LIMITS:
o 3 INF, 3 aircraft, 3 pilots, 2 CP
CARRIER PLANES/PILOTS: 13/11
PLACE ON PRODUCTION CHART:
o Construction Pool - Ibuki, 1 SUB.
o Repair Pool - Asama, Idzumo, Maya.
o Reserve Pool – 3 FTR, 2 LND, 3 NAV
o Jul/Aug -2 INF, 1 FTR, 1 NAV, Amagi, Unryu
(fu), 2 CVP, 5P, 2 CP
o Sep/Oct - 1 LND, 2P, Katsuragi(fu), Kasagi
(fd), 1 CVP, 2 CP
o Nov/Dec - Shinano (fu), Aso, Ikoma (fd), 1
CVP, 1P
31.2 PRODUCTION
The Dnepropetrovsk, Stalino, Rostov, TuIa and Leningrad
(both) factory hexes have been transported to Siberia and
are operational. The Minsk and Sevastopol factories are
Axis controlled.
PLACE ON MAP:
o Manchuria/Korea -2 INF, 2 GAR, 1 INF DIV
o China/Occupied China (east of the 1944 start
line) - 7 INF, 1 MECH, 1 MOT, 2 ART, 2 INF
DIV, 2 HQ (Hata, Umezu)
o Japan - 1 INF, 3 MIL
o French lndo-China - 1 INF
o in Philippines-1 INF
o Rabaul - 1 INF
o Truk - 1 MIL
o Dutch New Guinea - 1 INF
o Burma (east of the 1944 start line) - 3 INF, I HQ
(Yamashita)
o on Pacific map - 5 DIV, 1 MAR DIV, 2 INF, 2
MAR, 1 PARA, 2 GAR, 2 HQ (Ushijima,
Yamamoto), 5 FTR, 4 LND, 1 ATR, 5 NAV,
Aoba, Ashigara, Atago, Chikuma, Chitose,
Chiyoda, Chokai, Fuso, Haguro, Haruna, Hiyo,
Hosho, Hyuga (CV), Ise (CV), Junyo, Kaiyo,
Kongo, Kumano, Mogami, Musashi, Myoko,
Nachi, Nagato, Ning Hai (CH) Ryuho, Shinyo,
Shokaku, Suzuya, Taiho, Taiyo, Takao, Tone,
Unyo, Yamashimo, Yamato, Zuiho, Zuikaku, 3
SUB, 1 TRS, 1 AMPH, 14 CP
No Major Power has declared National Effort (see 22.0).
31.3 SET-UP
CHINA
REMOVE FROM FORCE POOLS:
o all white print INF except 8 Rte CO INF
o Ying Swei
GEARING LIMITS: 3 INF
CARRIER PLANES/PILOTS: 0/0
PLACE ON PRODUCTION CHART:
o Jul/Aug - 2 INF
PLACE ON MAP:
o China (west of the 1944 start line) -4 CO INF, 12
NA INF, 2 CO GAR, 3 NA GAR, 1 ART, 1 NA
INF DIV, 1 CO HQ (Mao), 1 NA HQ (Chiang), 1
FTR, 1 LND
FORCE POOL ADDITIONS:
o add 1 white print INF for each factory in China
when it is first Axis controlled
FORCE POOL ADDITIONS:
o add the IN INF unit if Japan controls Calcutta
during any Final Reorganisation Phase.
OFFENSIVE CHITS: none
UNIT REMOVALS:
o if the Allies control Calcutta during any Final
Reorganisation Phase - remove the IN INF unit
from the game.
OIL RESERVES: 1
JAPAN
OFFENSIVE CHITS: none
REMOVE FROM FORCE POOL:
o the IN INF unit
o Akagi, Chuyo, Furutaka, Hiei, Hiryu, Kaga,
Kako, Kinugasa, Kirishima, Mikuma, Mutsu,
Ryujo, Shoho, Soryu.
OIL RESERVES: 3
GERMANY
REMOVE FROM FORCE POOL:
o SS INF and 1 SS ARM
ADD TO THE FORCE POOL:
o Sri Ayuthia (SI)
86
o
Bismarck, Blucher, Graf Spee, Lutzow,
Scharnhorst.
SUB (IT), 1 TRS (IT), 1 CP
FORCE POOL ADDITIONS:
o Jan/Feb 1945 - add 1 SS unit to force pool
ADD TO FORCE POOL:
o Eeendmacht (NE).
OFFENSIVE CHITS: none
GEARING LIMITS:
o 7 INF, 3 aircraft, 3P, 2 SUB
OIL RESERVES: 2
CARRIER PLANES/PILOTS: 0/0
RUSSIA
REMOVE FROM FORCE POOLS: Marat
PLACE ON PRODUCTION CHART:
o Construction Pool – Clemenceau (FR),
Gascoigne (FR), Graf Zeppelin, Impero (IT),
Seydlitz (CV), 1 SUB
o Repair Pool - Niels Iuel (DE), Peder Skram (DE),
Gneisenau, Hansa, Orion, Widder
o Reserve Pool – 7 FTR, 4 LND, 1 NAV, 1 ATR
o Jul/Aug -6 INF, 1 LND, 1 FTR, 2P, H Haarfagre
(NO) and 1 SUB (fu)
o Sep/Oct - 1 LND, 1 FTR, 2P, 1 SUB (fu)
o Nov/Dec –De Zeven Prov (NE) (fd)
GEARING LIMITS:
o 8 INF, 2 CAV, 2 ARM, 3 aircraft, 3P
CARRIER PLANES/PILOTS: 0/0
PLACE ON PRODUCTION CHART:
o Construction Pool - Chapayev, Frunze,
Zhelezniakov
o Repair Pool - K. Kavkaz, Molotov, Voroshilov.
o Reserve Pool - 6 FTR, 2 LND
o Jul/Aug -6 INF, 1 FTR, 1P
o Sep/Oct – 1 ARM, 1 FTR, 1 LND, 2P
o Nov/Dec – 1 ARM
PLACE ON MAP:
o Latvia, Lithuania, Estonia, Russia (outside
Karelia and west of (he 1944 start line),
Rumania and/or Poland (each German controlled
hex which might be in a Russian ZOC after its
set up, must contain either an Axis land unit or
ZOC) –12 INF, 1 SS MTN, 1 MTN, 1 SS ARM,
5 ARM, 4 MECH, 2 SS MECH, 4 MOT, 2
ART, 1 SN INF DIV, 1 INF DIV, 1 MTN DIV,
1 MECH DIV, Vlasov, 3 HQ (Guderian,
Manstein, von Kleist), 3 FTR, 5 LND, 1 ATR
o Rumania – 1 RU HQ (Antonescu), 4 RU INF, 1
RU MECH, 1 RU FTR
o Hungary - 2 HU INF, 1 HU MOT
o Bulgaria - 1 BU INF
o Yugoslavia/Greece -2 GAR, 1 MTN, 2 BU INF
o Finland/Karelia –1 FN HQ (Mannerheim), 1 INF,
3 FN INF, 1 FN MECH, 1 FN MOT, 1 FN FTR
o Norway - 1 INF, 1 GAR ,1 MTN
o Italy (north of the 1944 start line) - 3 INF, 1
PARA, 1 ARM, 1 MECH, 1 ART, 1 IT PARA
DIV, 1 IT ARM DIV, 1 HQ (Kesselring), 1 FTR,
1 LND
o France/Netherlands/Belgiuin- 1 SS INF, 5 INF,
2 GAR, 1 PARA, 1 SS ARM, 2 ARM, 2 MOT,
2 HQ (Rommel, Rundstedt), 2 V-weapons, 1
FTR, 1 LND, 1 NAV
o Germany -2 INF, 3 MIL, 1 ART, 4 FTR, 1 NAV,
1 ATR, 2 synth
o Denmark - 1 INF
o Black Sea- RU DD, 1 CP
o Baltic Sea - Adm.Hipper, Adm. Scheer,
Deutschland, Prinz Eugen, Schlesien, Schl –
Holstein, Tirpitz, Tordenskjold (NO), 13 SUB, 1
TRS, 7 CP
o Central Mediterranean - C. Di Cavour (IT), 1
PLACE ON MAP:
o any Russian Baltic Sea port - Kirov, Maxim
Gorkiy, Oct Revolution.
o any Russian Black Sea port - P Commune.
o on Pacific map- 3 INF, 1 GAR, 1 ARM, 1 CAV
DIV, Kaganovich, Kalinin, 2 SUB
o on European map east of the 1944 start line
(every Russian controlled hex in an enemy ZOC
must contain either a Russian land unit or ZOC)–
28 INF, 4 GAR, 2 MTN, 1 PARA, 6 CAV, 7
ARM, 7 MECH, 5 MOT, 3 ART, 2 INF DIV,1
SKI DIV, 1 MOT DIV, 1 MTN DIV, 1 MECH
DIV, 5 HQ (Konev, Rokossovsky, Timoshenko,
Yeremenko, Zhukov), 6 FTR. 8 LND, 1 ATR, 2
SUB
o on either map – 1 PARA DIV, 1 ARM DIV,1
TRS, 3 CP
FORCE POOL ADDITIONS: none
OFFENSIVE CHITS: none
OIL RESERVES: 6
COMMONWEALTH
REMOVE FROM FORCE POOLS:
o Ark Royal, Barham, Canberra, Cornwall,
Courageous, Dorsetshire,Eagle, Edinburgh,
Effingham, Exeter, Fiji Glorious, Gloucester,
Hermes, Hood, Iron Duke, Manchester, P of
Wales, Repulse, Royal Oak, Southampton,
87
Trinidad, York
7 CP (FR).
on Pacific map - Anson, Australia, Devonshire,
Frobisher, Hawkins, Illustrious, London, Q
Elizabeth, Renown, Richelieu (FR), Shropshire,
Suffolk, Sussex, Unicorn, Valiant.
o on either map- 4 SUB, 3 TRS, 1 NO TRS, The
Queens TRS, 2 AMPH, 63 C
ALLIED MINOR UNITS:
o FF INF & FTR in the force pool in addition to the
units on the map.
o
GEARING LIMITS:
o 2 INF, 2 aircraft, 3P, 2 ships, 2 SUB, 2 CP
CARRIER PLANES/PILOTS: 12/8
PLACE ON PRODUCTION CHART:
o Construction Pool - Jean-Bart II (FR), Ontario,
Perseus, Superb, Warrior, 1 SUB.
o Repair Pool - Argus, Birmingham, King George
V, Liverpool, Malaya, Newcastle, Newfoundland,
Norfolk, Resolution, Revenge, R Sovereign,
Uganda.
o Reserve Pool – 4 FTR, 1 CA FTR, 1 SA FTR, 1
IND FTR, 4 LND, 2 NAV, 1 ATR
o Jul/Aug - 1 INF, Ocean, Theseus (fd), 2 CP
o Sep/Oct - 1 CA LND, 1 CVP, 2P, Implacable
(fu), Defence, Terrible, Triumph, 1 SUB (fd), 1
CP
o Nov/Dec - Colossus (fu), Magnificent, Vanguard
(fd), 1 CP, 1 CVP, 1P
o Jan/Feb - Pioneer, Venerable, Vengeance (fu),
Majestic, Powerful (fd)
o Mar/Apr – Glory (fu)
FORCE POOL ADDITIONS: none
OFFENSIVE CHITS: none
OIL RESERVES: 5
USA
REMOVE FROM FORCE POOLS:
o Arizona, Astoria, Chicago, Hornet, Houston,
Langley, Lexington, Northampton, Oklahoma,
Quincy, Wasp, Vincennes, West Virginia,
Yorktown.
GEARING LIMITS:
o 3 INF, 4 aircraft, 5P ,7 ships, 8 CP
PLACE ON MAP:
o United Kingdom. Gibraltar and/or Malta- 2 GAR,
1 DIV, 2 MOT, 1 CA MOT, 1 PARA, 2 MECH,
1 ARM, 1 CA ARM, 1 PO ARM,1 ARM DIV, 1
MOT DIV, 1 PARA DIV, 1 FF ARM DIV, 2 HQ
(Gort, Montgomery), 1 FF HQ (De Gaulle), 3
FTR, 1 CA FTR, 6 LND, 1 CA LND, 2 NAV, 2
ATR
o Italy (south of the 1944 start line)/ Sicily/Corsica1 INF, 1 CA INF, 1 IN INF, 1 PO INF, 1 SA
INF, 1 FF MTN, 1 ARM, 1 ART, 1 INF DIV, 1
FF MTN DIV, 1 HQ (Alexander), 1 FTR, 2
LND, 1 NAV
o Egypt/Palestine - 1 INF DIV
o Morocco/Algeria/Tunisia - 1 FF ARM, 1 FF INF
DIV
o India/Ceylon/Burma (west of the 1944 start line) 1 INF, 4 IN INF, 1 ART, 1 HQ (WaveIl), 1 FTR,
1 LND, 1 NAV
o Australia -2 AU INF, 1 MIL, 1 AU FTR
o New Zealand - 1 NZ INF
o Papua – 1 AU INF
o Ceylon – 1 MAR DIV
o on European map - Abruzzi (IT), Belfast,
Bermuda, Berwick, Ceylon, Cumberland,
Duguay-Trouin (FR), Duke of York, Duquesne
(FR), Formidable, Furious, Garibaldi (IT),
Gambia, Girg. Averoff (GR), Glasgow, Howe,
Indefatigable,Indomitable, Jamaica, Lorraine
(FR), Kent, Kenya, Mauritius, Nelson, Nigeria,
Ramillies, Rodney, Sheffield, Suffren (FR),
Sumatra (NE), Swiftsure, Tourville (FR),
Victorious, Warspite, 1 SUB (FR), 1 TRS (FR),
CARRIER PLANES/PILOTS: 27/22
PLACE ON PRODUCTION CHART:
o Construction Pool - Boxer, Bremerton, Wyoming
o Repair Pool - Bearn (FR), Independence,
Lexington II.
o Reserve Pool – 16 FTR, 5 LND, 6 NAV
o Lend Lease Pool - C-47
o Jul/Aug - 2 INF, 1 PARA, 1 FTR, 1 CVP, 2P,
Bennington (fu), Columbus, Fall River, Lake
Champlain, Los Angeles (fd), 7 CP
o Sep/Oct - 1 ARM, 2 LND, 2 CVP, 4P, Guam,
Pittsburgh, Randolph, Shangri La, 1 SUB (fu),
Franklin D. Roosevelt, Macon, Midway (fd), 7
CP
o Nov/Dec- 1 ART, 1 NAV, 1 CVP, 2P, Bon
Homme Richard (fu), Helena II (fd), 6 CP
o Jan/Feb - Antietam, Chicago II, St Paul (fu),
Princeton II, Tarawa (fd)
o Mar/Apr - Hawaii (fd)
PLACE ON MAP:
o The Marshalls - 1 INF, 1 MAR
o New Caledonia - 1 INF
o Bougainville - 1 INF
o New Britain - 1 MAR
o Dutch New Guinea - 1 INF
o Papua - 1 INF
o Australia - 1 INF, 1 HQ (MacArthur)
o Calcutta - 1 INF, 1 ATR
o Honolulu - 2 INF, 1 MAR DIV
88
o
o
o
o
o
o
o
US West Coast - 1 INF, 1 MAR, 1 ARM DIV, 1
LND
USA- 2 INF, 1 ARM, 3 MOT, 1 ARM DIV, 1
HQ (Patton), 1 FTR, 1 LND
United Kingdom - 1 INF, 1 ARM, 4 MECH, 4
MOT, 1 PARA, 1 ART, 1 MOT DIV, 1 INF DIV,
1 PARA DIV, 2 HQ (Eisenhower, Bradley), 4
FTR, 9 LND, 1 NAV, 2 ATR
Italy (south of the 1944 start line)/Sicily/Corsica 2 INF, 1 ARM, 1 ART, 1 MTN DIV, 1 HQ
(Clark), 1 FTR, 2 LND
Tunisia – 1 INF DIV
on European map- Alaska, Arkansas, Augusta,
Franklin, Hancock, Hornet II, Iowa, Missouri,
Nevada, New Jersey, Ranger, San Jacinto, Texas,
Ticonderoga, Tuscaloosa ,Wisconsin.
on Pacific map - 2 FTR, 2 LND, 4 NAV,
Alabama, Baltimore, Bataan, Belleau Wood,
Boston, Bunker Hill, Cabot, California,
Canberra, Chester, Colorado, Cowpens,
Enterprise, Essex, Idaho, Indiana, Indianapolis,
Intrepid, Langley II, Louisville, Maryland,
Massachusetts, Minneapolis, Mississippi,
Monterey, New Mexico, New Orleans, New York,
North Carolina, Pennsylvania, Pensacola,
Portland, Princeton, Quincy II, Salt Lake City,
San Francisco, Saratoga, South Dakota,
Tennessee, Washington, Wasp II, Wichita,
Yorktown II.
on either map 8 SUB, 7 TRS, 3 AMPH, 94 CP
32 GLOBAL WAR: 1939-1945
32.1 BACKGROUND
The game commences with the Sep/Oct 1939 game turn.
The Initiative Marker is placed on the Axis + 1 box on the
Initiative Track. The Axis player has chosen to take the
first impulse. The weather is clear in all weather zones
(equivalent to rolling a 6 on the Weather Chart).
Japan is at war with China. A Russo-Japanese neutrality
pact is in effect
All other countries are neutral. In the first impulse,
Germany must declare war on Poland and may make no
other declarations of war. In the first Allied Impulse France
and the Commonwealth must declare war on Germany.
Control of territory is as specified on the map.
32.2
PRODUCTION
FORCE POOL ADDITIONS: none
In the Production Phase of the first turn that Germany and
Russia are at war, Russia is not restricted by gearing Iimits
(i.e. Russia may build any number of any types of units up
to its production limit).
OFFENSIVE CHITS: I
No Major Power has declared National Effort (see 22.0).
OIL RESERVES: 9
32.3 SET UP
o
RUSSIA
REMOVE FROM FORCE POOLS:
o all white print INF and ARM units
GEARING LIMITS:
o 3 ships, 2 SUB
CARRIER PLANES/PILOTS: 0/0
PLACE ON PRODUCTION CHART:
o Construction Pool - Maxim Gorkiy, Molotov,
1 SUB
o Reserve Pool – 2 FTR, 1 LND
o Jan/Feb - 1 SUB (fd)
o Mar/Apr - Zhelezniakov (fd)
o May/Jun -Voroshilov (fu), Chapayev (fd)
PLACE ON MAP:
o on Pacific map-5 INF, 1 ARM, 1 CAV DIV
o on European map - 9 INF, 2 GAR, 1 MECH, 1
CAV, 1 ART, 1 INF DIV, 2 SUB
89
o
o
o
on either map - 1 PARA, 1 CAV, 2 HQ (Timoshenko, Zhukov), 4 FTR, 4 LND, 1 TRS, 1 CP
any Russian Baltic Sea port - Kirov, Marat, Oct
Revolution.
any Russian Black Sea port - K. Kavkaz, P
Commune.
o
all 4 cost LND
GEARING LIMITS:
o 2 aircraft, 2 CP
CARRIER PLANES/PILOTS: 7/5
FORCE POOL ADDITIONS:
o If there are no land units in the force pools at the
start of any Production Phase, add the non-guard
INF and the 4th to 9th GD ARM units.
o If there are no land units in the force pools at the
start of any later Production Phase. or when
Russia and Germany go to war, add remaining
white print units.
PLACE ON PRODUCTION CHART:
o Construction Pool - Wyoming
o Repair Pool – Colorado, Maryland, Saratoga
o Reserve Pool – 1 LND, 2 NAV
o Lend Lease Pool – C-47
o Nov/Dec – Houston (fu), 1 SUB (fd)
o Mar/Apr – Wasp (fu), 1 CVP, 1 CP
o May/Jun - North Carolina, Washington (fd)
OFFENSIVE CHITS: none
PLACE ON MAP:
o in Philippines - 1 4 factor INF, 1 HQ (MacArthur)
o in Honolulu - 1 INF, 1 FTR, 1 NAV
o in USA- 1 INF, 1 HQ (Patton), 1 FTR, 1 LND
o in USA West Coast – 1 INF DIV
o on European map - Arkansas, Indianapolis,
Louisville, New York, Pensacola, Quincy,
Ranger, San Francisco, Texas, Tuscaloosa,
Vincennes, Wichita
o on Pacific map - Arizona, Astoria, Augusta,
California, Chester, Chicago, Enterprise,
Idaho, Lexington, Minneapolis, Mississippi,
Nevada, New Mexico, New Orleans,
Northampton, Oklahoma, Pennsylvania,
Portland, Salt Lake City, Tennessee, West
Virginia, Yorktown.
o anywhere on either map - 3 SUB, 4 TRS, 27 CP
OIL RESERVES: 3
ITALY
REMOVE FROM FORCE POOLS: Pisa
GEARING LIMITS:
o 3 ships
CARRIER PLANES/PILOTS: 0/0
PLACE ON PRODUCTION CHART:
o Construction Pool – 1 SUB
o Repair Pool - Andrea Doria, Caio Duilio.
o Reserve Pool – 2 FTR, 1 LND
o Nov/Dec- Impero (fd)
o Mar/Apr – Vittorio Veneto (fu)
o May/Jun – Littorio (fu), Roma (fd)
OFFENSIVE CHITS: none
OIL RESERVES: 3
PLACE ON MAP:
o Albania - 1 INF
o Libya - 1 INF, 1 GAR, 1 ART
o Italian East Africa - 1 INF
o Italy/Sicily - 4 INF, 1 MOT, 1 MTN, 1 GAR, 1
ART, 1 INF DIV
o on European map -2 HQ (Badoglio, Graziani), 2
FTR. 2 LND, 1 NAV, Abruzzi, Bolzano, C. di
Cavour, Duca D’Aosta,E. Di Savoia, Fiume,
Garibaldi, Guilio Cesare, Gorizia, Pola, San
Giorgio, Trento, Trieste, Zara, 2 TRS, 7 CP, 3
SUB, frogman
CHINA
REMOVE FROM FORCE POOLS:
o all white print INF except for the 8 Rte CO INF
o Ying Swe
GEARING LIMITS:
o 2 INF
CARRIER PLANES/PILOTS: 0/0
PLACE ON PRODUCTION CHART:
o Nov/Dec - 1 INF
FORCE POOL ADDITIONS: none
OFFENSIVE CHITS: none
PLACE ON MAP:
o anywhere on map – 4 CO INF, 11 NA INF, 2
NA GAR, 1 NA INF DIV, 1 CAV DIV, 1 CO
HQ (Mao), 1 NA HQ (Chiang), 1 FTR
OIL RESERVES: 1
USA
FORCE POOL ADDITIONS:
o add 1 white print INF for each factory in China
REMOVE FROM FORCE POOLS:
90
that becomes Axis controlled for the first time.
o
Jan/Feb 1942- add the 7 factor INF and AU
ARM
Jan/Feb 1943 - add remaining INF and ARM
OFFENSIVE CHITS: none
o
OIL RESERVES: 1
OFFENSIVE CHITS: none
OIL RESERVES: 3
COMMONWEALTH
JAPAN
REMOVE FROM FORCE POOLS:
o one 7 factor and two 8 factor INF, one 9 factor
ARM and the AU ARM
REMOVE FROM FORCE POOLS:
o the IN INF unit
GEARING LIMITS:
o 3 ships, 2 SUB, 2 CP, 2 pilots
GEARING LIMITS:
o 2 ships, 2 CP
CARRIER PLANES/PILOTS: 8/5
CARRIER PLANES/PILOTS: 9/6
PLACE ON PRODUCTION CHART:
o Construction Pool - Formidable, Iron Duke,
Kenya, King George V. Mauritius, Nigeria, P of
Wales, Victorious.
o Repair Pool - Frobisher, London, Suffolk, Q
Elizabeth
o Reserve Pool – 1 FTR, 6 LND, 1 NAV, 1 ATR
(C-47)
o Nov/Dec - 1 NAV, 1 P, Valiant (fu), 1 CP
o Jan/Feb – 1 NAV, 1 P, Anson, Duke of York, 1
SUB (fd)
o Mar/Apr - Howe, Indomitable, Trinidad (fd) , 1
CP
o May/Jun – Fiji, Illustrious (fu)
PLACE ON PRODUCTION CHART:
o Construction Pool - Chitose, Chiyoda, Ryuho,
Shoho, Shokaku, Zuiho.
o Repair Pool - Aoba, Asama, Atago, Hiei,
Kinugasa, Takao.
o Reserve Pool – 1 FTR, 1 LND, 1 NAV
o Nov/Dec - Zuikaku, 1 SUB (fd)
o Mar/Apr – 1 CP
o May/Jun – Yamato (fd)
o Jul/Aug – Musashi (fd)
PLACE ON MAP:
o in Manchuria and/or Korea - 1 INF, 1 GAR
o in Japan - 2 INF
o in Peking - 1 GAR
o anywhere on Pacific map - 8 INF, 1 GAR, 1
MOT, 2 ART, 1 MAR DIV, 2 INF DIV, 1 CAV
DIV, 2 HQ (Yamamoto, Yamashita), 2 FTR, 2
LND, 2 NAV, Akagi, Ashigara, Chikuma,
Chokai, Furutaka, Fuso, Haguro, Haruna,
Hiryu, Hosho, Hyuga, Idzumo, Ise, Kaga, Kako,
Kirishima, Kongo, Kumano, Maya, Mikuma,
Mogami, Mutsu, Myoko, Nachi, Ning Hai (CH),
Nagato, Ryujo, Soryu, Suzuya, Tone,Yamashiro,
3 TRS, 1 AMPH, 16 CP, 2 SUB
PLACE ON MAP:
o United Kingdom - 1 ARM, 2 MOT, 2 INF, 1
ART, 1 INF DIV, 1 FTR
o Egypt - 1 ARM
o India - 1 IN INF
o Singapore - 1 MAR DIV
o Gibraltar - 1 INF DIV
o South Africa -1 SA INF
o anywhere on European map - 2 FTR, 1 LND,
Argus, Ark Royal, Barham, Belfast, Berwick,
Courageous, Cumberland, Devonshire,
Edinburgh, Effingham, Exeter, Furious,
Glasgow, Hawkins, Hermes,Hood, Malaya,
Nelson, Newcastle, Norfolk, Ramillies, Renown,
Repulse, Resolution, Revenge, Rodney, Royal
Oak, R Sovereign, Sheffield, Shropshire,
Southampton, Sussex, Warspite, York
o anywhere on Pacific map – Australia,
Birmingham, Canberra, Cornwall, Dorsetshire,
Eagle, Glorious, Gloucester, Kent, Liverpool,
Manchester
o anywhere on either map - 3 HQ (Alexander,
Gort, Wavell), 3 TRS, The Queens TRS, 81 CP,
2 SUB
FORCE POOL ADDITIONS:
o add the IN INF unit if Japan controls Calcutta
during any Final Reorganisation Phase.
UNIT REMOVALS:
o if the Allies control Calcutta during any Final
Reorganisation Phase - remove the IN INF unit
from the game.
OFFENSIVE CHITS: 1
OIL RESERVES: 4
FRANCE
FORCE POOL ADDITIONS:
REMOVE FROM FORCE POOLS: none
91
FTR, 5 LND, 1 NAV, 1 ATR, Adm. Hipper,
Blucher, Deutschland*, Gneisenau, Graf Spee*,
Scharnhorst, Schlesien, Schl.-Holstein, 2 TRS,
11 CP, 2 SUB.
FORCE POOL Al)I)ITIONS:
o Jan/Feb each year - add 1 SS unit (chosen
randomly)
o Jan/Feb 1942- add 1 HQ (Kesselring)
o Jan/Feb 1943- add all 4 factor INF
o Jan/Feb 1944- add remaining (non-SS) INF
o German minor country units (see - 18.3)
o Impulse of war with Russia - place S INF on
Bratislava
o when Kiev is controlled – add Vlasov unit to
force pool
GEARING LIMITS:
o 2 INF, 2 ships, 2 CP
CARRIER PLANES/PILOTS: 2/1
PLACE ON PRODUCTION CHART:
o Construction Pool – 1 SUB
o Repair Pool - Courbet, Paris
o Reserve Pool – 2 FTR, 1 NAV
o Nov/Dec - 1 INF
o Jan/Feb - 1 ARM
o Mar/Apr - Jean Bart II (fd), 1 CP
o Jul/Aug – Richelieu (fu)
PLACE ON MAP:
o French Indo-China - 1 INF
o Syria - 1 INF
o Morocco/Tunisia/Algeria - 2 INF
o France- 7 INF, 2 GAR, 1 MTN, 1 ARM, 1 MOT,
2 ART, 1 INF DIV, 2 HQ (Georges, Petain). 2
FTR, 1 LND
o on European map – Algerie, Bearn, Bretagne,
Colbert, Duguay Trouin, Dunkerque, Dupleix,
Duqesne, Foch, Jean Bart, Lorraine, Primaguet,
Provence, Strasbourg, Suffren, Tourville.
o on Pacific map - Lamotte-Picquet.
o anywhere on either map – 1 TRS, 10 CP, 2 SUB
OFFENSIVE CHITS: 1
OIL RESERVES: 3
*may start at sea ignoring movement restrictions
32.3.1 HISTORICAL AIRCRAFT SET-UP
Russia: 8P, I-5, I-15, I-15bis, 2x I-16, I-16 (SPB), SB-2,
SB-2bis, TB-3 (1931), IL-4 (DB-3), Pe-8 (TB-7)
Italy: 5P, Cr-32, CR-32bis, CR-42, Macchi C.200, Ba-65,
SM 79-I, SM-81, Z-501
FORCE POOL ADDITIONS: none
OFFENSIVE CHITS: none
USA: 4P, P-26, P-35, B-18, Maryland, PBY-1, SBD, TBD
OIL RESERVES: 1
(Lend Lease Pool: C-47)
GERMANY
China: 1P, I-16
REMOVE FROM FORCE POOLS:
o 1 HQ (Kesselring), all 3 and 4 factor INF, all SS,
the S INF
Commonwealth: 4P, Hurricane I, Hurricane II, Spitfire I,
Gladiator, Anson (1936), Hampden, Blenheim Mk I,
Wellesley, Wellington Mk. I, Whitley, Fairey Battle,
Vildebeest, C-47
GEARING LIMITS:
o 3 INF, 2 ARM, 2 aircraft, 2 P, 2 SUB
Nov/Dec: 1P, Skua II
Jan/Feb: 1P, Swordfish
CARRIER PLANES/PILOTS: 0/0
Japan: 6P, Ki-10, Ki-27 (1938), A5M, Ki-15, Ki-30, Ki32, D1A2, D3A1, G3M2
PLACE ON PRODUCTION CHART:
o Construction Pool – Graf Zeppelin, Lutzow,
Prinz Eugen, Seydlitz, Tirpitz.
o Repair Pool - Adm. Scheer, all CX
o Reserve Pool – 1 FTR, 1 LND
o Nov/Dec -2 INF, 1 ARM DIV, 1 LND, 1 P
o Jan/Feb - 1 PARA, 1 ART, 1 FTR, 1 P
o Mar/Apr - 1 ARM
o Jul/Aug – Bismarck (fu)
France: 3P, D-500, D-510, Potez 631, MS 406, Amiot 143,
Latecotere
Germany: 12P, Ar-68, He-51, Me-109B, Me-109C, Me109E1 (1938), Me-110C (1939), HS-123, Ju-86D, Ju-86G,
Ju 87B (1938), He-111B, Do-17E, He-115C, Ju-52 (1934)
Nov/Dec 1P, Ju-88A (1939)
PLACE ON MAP:
o on European map - 18 INF, 1 MTN, 3 ARM, 1
MECH, 2 MOT, 2 ART, 1 SS INF DIV, 1 INF
DIV, 3 HQ (Guderian, Manstein, Rundstedt), 5
92
93
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