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: 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 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: Turkey 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