Axis & Allies Pacific 1940 NA’s


  • Work in progress… add if you like… need Chinese too.

    Axis & Allies Pacific 1940 NA’s

    Japan:

    1. Island Defenders: All infantry defending on small Pacific islands get to roll two dice in combat and pick the best result from the dice. If the dice hit both times it is not counted as two hits except for the first round of combat.

    2. Skilled Pilots: At sea, or during sea battles, tactical Bombers can selects their naval target for the first round of battle.

    3. Super Battleships:  You can elect one Battleship which attacks and defends at 5 and takes 3 hits to sink.  You may also have another standard Battleship declared as a Battleship/ Carrier and you can land one fighter on it. Either may be rebuilt if sunk but you may never have more than one of each at a time.

    4. Tokyo Express: One infantry each turn can move from any naval or air base to another naval or air base without need of transports.

    5. Long Range Submarines: Your subs may move one extra space if starting in naval port.

    6. Imperial Marines SNLF: All infantry attacking in the first round during invasions of all coastal territories get a +1 in combat.

    United States:

    1. Anti-Aircraft Cruisers: Your cruisers get a AA roll at 1 against each plane attacking in the first naval combat round.

    2. Essex Class Carriers: Your carriers now have a 3 plane capacity and they move 3 spaces.

    3. Mighty Missouri: Newly built Battleships attack and defend at 5 and take 3 hits.

    4. Marines: All infantry attacking in the first round during invasions of all coastal territories get a +1 in combat.

    5. Code breakers:  Your naval units in one combat situation defending can either: A) retreat from combat before any rolls, or B) becomes the attacker even if it is not your turn. The attempt either way becomes a roll of D6 with success of a 1-3.

    6. Firebombing: Your Bombers doing SBR over Japanese Factories roll two dice and pick the best result as their score against Japanese IPC.

    United Kingdom:

    1. Chindits: Your infantry may perform attacks for one round and immediately retreat from where they came. Japanese defenders do not fire back. This is only to be used in mainland Asia.

    2. Canadian Output: One British Destroyer can be built for 6 IPC, one British tank for 5 IPC and one British Mechanized Infantry for 4 IPC.

    3. Commonwealth: IPC amounting to the result of a D6 can be transferred between the British or ANZAC forces.

    ANZAC:
    1)


  • “McArthur’s Command” - Once during the game, the US and ANZAC forces may make a combined combat and non-combat move phase

    “bushwackers” - when defending on original ANZAC territory, ignore the first successful japanese hit in the first round of combat

    “Jungle Commandos” - when an ANZAC attack consists of only infantry, these units hit on a 2 or less on the first round of combat

    Malay Barrier - If an ANZAC land unit is present on any Dutch territory, the ANZAC player may collect those IPCs as if it controled the territory (do not place a National Control Marker)

    Great Barrier Reef - When attacking ANZAC territories, ships may not bombard during amphibious invasions due to the dangers to large ships going into shallow watters


  • Some things for the US…

    “Dolittle Raid” - American Carriers can carry 1 Strategic Bomber as their cargo. Strategic bombers may be loaded onto a carrier only in a seazone adjacent to a territory with a port and airfield. After their launch Strategic bombers must find a friendly landing space on a land territory. When launched in this way, Strategic Bombers may only launch Strategic bombing raids during the combat move phase, when doing so they may only be intercepted by a number of fighters equal to the ammount of attacking bombers present.

    “The Atomic Bomb” - After the 10th game turn, American strategic bombers may use atomic weapons during stratigic bombing. This is done as follows. Roll 3 dice and have the American Player assign them as follows.

    Highest Value - Stategic Bombing damage done to Industrial Complex
    Intermediate Value - Number of Japanese land units destroyed (chosen by the American player)
    Lowest Value - Permanent Damage to Japanese Industrial Complex

    ///2nd Atomic option\
    Roll 3 dice, the American player assigns a die of his choice to one of the three catagories
    (Strategic Damage, Number of Land Units Destroyed, Permanent Damage)
    The Japanese player then assigns the a die of his choice to one of the remaining catagories
    The third die is automaticly assigned to the remaining catagory)


  • Ok i will get back to finishing the list and add some of these ideas.

    I will add in marines like in AAP

    Considered Doolittle, but it is a one off thing and cant happen every turn, so i thought it was really nothing.

    I want to give the Americans some Midway NA, to turn a defeat into victory but it is problematic


  • hmmmm

    The problem at midway was that the japanese aircraft were being loaded with the wrong ordinance again and again.

    Detract from the ability for fighters to support tactical bombers for the japanese if a japanese carrier is not in combat?...thats not really an american NA though, or its not really easy to use…its a thought though

    you could give the americans something like my Italian NA that once per game, after the first round of combatin a sea battle, the american player may retreat…all units moved to the casualty zone are returned to the board…but thats not what happened at midway

    I still support the dolittle option, i mean it DID happen, there is no refuting that. And it is something only the americans could have pulled off during the war. Its within the scope of this game (not within the scope of revised or anniversery) But it is clunky and could become abusive. It was a one shot deal, but i like giving the player the ability to take a shot like that. The rules dont alow for it OOB but its neat to house rule history into the game


  • I came up with some NAs for the original Pacific. Maybe they could work Pacific 1940?

    CHINA
    1.Burma Road - The British used the Burma Road to transport war materiel  to China before Japan was at war with the British. In addition to normal rules involving the Road, Britain and the US may build 1 unit in Szechwan on every turn that the road remains in allied hands.

    2.Operation Zet - Operation Zet was a secret operation of the Soviet Union to provide military and technical resources to the Republic of China as a part of the Sino-Soviet Non-Aggression Pact. Gain 1 free chinese infantry at the end of each turn if there is an open land route to the USSR.

    3.Eight Route Army - At the start of World War II, the 8th Route Army infiltrated itself behind Japanese lines in Northern China, where it established many bases of operations. It recruited Chinese semi-trained militia. In 1937, the army had 30,000~ 40,000 troops. It grew to 156,000 in 1938 and 400,000 in 1940, and 600,000 in 1945.  Place one free infantry per turn in Suiyuan, Hopei, or Shanshi even if said territory is occupied by the enemy. The infantry may even be placed in territory occupied by the Japanese army. Treat this like a submerged submarine.

    4.Vinegar Joe - The Northern Combat Area Command was a mainly Sino-American formation that held the northern end of the Allied front in Burma during World War II. For much of its existence it was commanded by the acerbic General Joseph “Vinegar Joe” Stilwell, and controlled by his staff. Chinese infantry hit at a three or less when defending Burma Road provinces.

    5.The Hump - The Hump was the name given by Allied pilots in the Second World War to the eastern end of the Himalayan Mountains over which they flew military transport aircraft from India to China to resupply the Chinese war effort of Chiang Kai-shek and the units of the United States Army Air Forces based in China. Receive 1 free infantry at the end of every turn as long as India remains under allied control.

    6.Magnetic Warfare - The National Revolutionary Army adopted the concept of “magnetic warfare” to attract advancing Japanese troops to definite points where they were subjected to ambush, flanking attacks, and encirclements  in major engagements. Once per game, when Japan finishes its combat move phase, but before its conduct combat phase, you may make one special move. You may move any number of your units from any one adjacent space into one friendly space being attacked by Japan (Japan moving sea units to an empty sea zone does not count). Alternatively, you may move any number of your units from a space being attacked by Japan into an adjacent friendly space, but you must leave at least one of your units behind. This special move otherwise follows the rules for a noncombat move. If your units survive, they remain in the space to which they were moved.


  • those are very original concepts, but the benefit is not. I wonder if something more interesting than ‘1 infantry free a turn’ could be changed to something more unique using the same concept.

    #6 is kinda strange in the way it involves Germany.

    #4 is my favorite


  • Yeah was #6 supposed to read Japan. I just copy pasted text for the Enigma thing and was sloppy editing it.

    Glad you like Vinegar Joe.


  • Maybe for 2.Operation Zet - Soviet forces may battle Japanese forces in China without violating the nonaggression pact. Additionally, the Soviets may transfer control of their units in China to the Chinese during the noncombat phase of the Soviet turn.


  • In light of your criticism, here are some revisions:
    edit: I revised them some more. Hopefully you’ll find them more interesting.

    1.Burma Road - The British used the Burma Road to transport war materiel  to China before Japan was at war with the British. In addition to normal rules involving the Road, Britain and the US may build 1 unit in Szechwan on every turn that the road remains in allied hands.

    2.Operation Zet - Operation Zet was a secret operation of the Soviet Union to provide military and technical resources to the Republic of China as a part of the Sino-Soviet Non-Aggression Pact. Soviet forces may battle Japanese forces in China without violating the nonaggression pact. Additionally, the Soviets may transfer control of their units in China to the Chinese during the noncombat phase of the Soviet turn.

    I’m not entirely certain how the national objectives work. Maybe the USSR could have a national objective that gave them extra ipcs while China remained independent? That would inspire the Soviet player to make use of this advantage.

    3.Eight Route Army - At the start of World War II, the 8th Route Army infiltrated itself behind Japanese lines in Northern China, where it established many bases of operations. It recruited Chinese semi-trained militia. In 1937, the army had 30,000~ 40,000 troops. It grew to 156,000 in 1938 and 400,000 in 1940, and 600,000 in 1945. If Chinese Infantry survive at least one round of combat when defending against a Japanese attack, then these units may choose to melt away into the countryside. For all intents and purposes treat this like when submarines submerge. The Japanese occupy the province and, on the next Chinese turn, the Chinese units are back in play. The Chinese player must either have these units attack the province or move on to another province. These units may chose to attack provinces behind the Japanese lines, causing Chaos in the rear.

    4.Vinegar Joe - The Northern Combat Area Command was a mainly Sino-American formation that held the northern end of the Allied front in Burma during World War II. For much of its existence it was commanded by the acerbic General Joseph “Vinegar Joe” Stilwell, and controlled by his staff. Chinese infantry hit at a three or less when defending Burma Road provinces.

    5.The Hump - The Hump was the name given by Allied pilots in the Second World War to the eastern end of the Himalayan Mountains over which they flew military transport aircraft from India to China to resupply the Chinese war effort of Chiang Kai-shek and the units of the United States Army Air Forces based in China. The allied commitment to supply China enables the Chinese to resist even when the situation seems hopeless. Two hits are required to destroy Chinese infantry defending Szechwan, as long as India remains in allied hands. These infantry are immediately repaired after combat.

    Alternatively, if that seems too powerful, this could allow 1 unit from India to move to Szechwan during the noncombat move phase of the British and American turns. If we go for that, then maybe the Burma Road one could be replaced with something else?

    6.Magnetic Warfare - The National Revolutionary Army adopted the concept of “magnetic warfare” to attract advancing Japanese troops to definite points where they were subjected to ambush, flanking attacks, and encirclements  in major engagements. Whenever Japan and China clash, each Chinese unit fires once during the opening fire step against enemy land units in the territory being attacked (the enemy units do not fire back). Combat then continues as normal.


  • I absolutely love 8 route army. Sees like you put a lot of  thought into these.


  • Yes i like #3 as well.

    Make some for Anzac and Japan. You got some good background of History to make something outside the box. Keep at this. I think your on to something


  • The Australian 1st Armoured Division - The 1st Armoured Division was originally intended to serve in North Africa, but remained in Australia once the Pacific war began. This division formed a key element of Australia’s defences against a feared Japanese invasion. Tanks hit at a 4 or less when defending the Australian mainland.

    Maroubra Force  - Maroubra Force was the name given to the Australian infantry force that defended Port Moresby, Papua New Guinea from the Japanese.  They successfully fought a month long delaying action through the debilitating terrain of the Owen Stanley Range, before being reinforced and finally driving off the Japanese just outside of Port Moresby.
    Australian infantry in New Guinea  hit at a 3 or less when defending New Guinea from the Japanese.

    Z Special Unit - Australia  formed several small-scale raiding and reconnaissance forces.  Z Special Unit conducted raids far behind the front line, including a successful raid on Singapore in September 1943.
    Before the ANZAC combat phase of every turn, the ANZAC player may attempt to sabotage a Japanese base.  Pay 5 ipcs and pick a single Japanese naval or Airbase. Treat this as you would a strategic attack on a base, only no bomber is risked. Roll the anti-aircraft batteries as normal, if they hit then the commandos have been thwarted by the garrison. If they fail then the commandos do 1d6 damage to the facility. If the commandos do 6 levels of damage in a single raid, then one unit stationed by or at that base is destroyed. This unit is picked by the Japanese player. You may launch one commando operation every round.


  • What do you think of these for the ANZACS?

    The Australian 1st Armoured Division - The 1st Armoured Division was originally intended to serve in North Africa, but remained in Australia once the Pacific war began. This division formed a key element of Australia’s defences against a feared Japanese invasion. Tanks hit at a 4 or less when defending the Australian mainland.

    Maroubra Force  - Maroubra Force was the name given to the Australian infantry force that defended Port Moresby, Papua New Guinea from the Japanese.  They successfully fought a month long delaying action through the debilitating terrain of the Owen Stanley Range, before being reinforced and finally driving off the Japanese just outside of Port Moresby.
    Australian infantry in New Guinea  hit at a 3 or less when defending New Guinea from the Japanese.

    Z Special Unit - Australia formed several small-scale raiding and reconnaissance forces. One of these forces,  Z Special Unit, conducted raids far behind the front line, including a successful raid on Singapore in September 1943.
    Before the ANZAC combat phase of every turn, the ANZAC player may attempt to sabotage a Japanese base. Pay 5 ipcs and pick a single Japanese naval or Airbase. Treat this as you would a strategic attack on a base, only no bomber is risked. Roll the anti-aircraft batteries as normal, if they hit then the commandos have been thwarted by the garrison. If they fail then the commandos do 1d6 damage to the facility. If the commandos do 6 levels of damage in a single raid, then one unit stationed by or at that base is destroyed. This unit is picked by the Japanese player. You may launch one commando operation every round.

    M special Unit - M Special Unit, was part of the Services Reconnaissance Department, a joint Australian, New Zealand and British military intelligence reconnaissance unit, which saw action against the Japanese during World War II. M Special Unit focused mainly upon gathering intelligence on Japanese shipping and troop movements by sending small teams behind enemy lines via infiltration by sea, air or land.
    Once per game, when Japan finishes its combat move phase but before its conduct combat phase, you may make one special move. You may move any number of your units from an adjacent space into any one friendly space being attacked by Japan. Alternatively, you may move any number of your units from a space being attacked by Japan into an adjacent friendly space, but you must leave at least one unit behind. This special move otherwise follows the rules for a noncombat move. If your units survive, they remain in the space to which they were moved.

    *edit M special Unit was the successor to the Coast watchers, which may be better known. Perhaps this should be named after them? Also, Z special forces could be renamed Australian Commandos.

    Brisbane Line - The Brisbane Line was a controversial defence proposal allegedly formulated by the Menzies government during World War II to concede the northern portion of the Australian continent in the event of an invasion by the Japanese.
    Whenever Japan invades a province on the Australian mainland,  the defending ANZAC forces may choose to retreat rather than fight. The Japanese automatically seize control of the province and the ANZAC forces may move to any  allied controled territory on the Australian mainland.

    Imperial War Cabinet - The Imperial War Cabinet was created by British Prime Minister David Lloyd George in the spring of 1917 as a means of co-ordinating the British Empire’s military policy during the First World War.  Winston Churchill revived the Imperial War Cabinet during the Second World War at the insistence of Australian Prime Minister John Curtin.
    The ANZAC forces in the European theater may make combat and noncombat moves during the United Kingdom’s turn. These units conduct combat as if they belonged to the U.K. You and the U.K.’s player must agree on attacking casualties, or the opposing player gets to choose them.


  • WOW! great!


  • Imperial war cabinet doesn’t work for a pacific game. Same with operation zet. but amazing over all.

    P.S. it’s my 101 post. :-D :-D :-D :-) :-) :-D :-) 8-)


  • @finnman:

    Imperial war cabinet doesn’t work for a pacific game. Same with operation zet. but amazing over all.

    P.S. it’s my 101 post. :-D :-D :-D :-) :-) :-D :-) 8-)

    Good point.

    Operation Zet’s effects could be different for a pacific only game. Does China get an income in Pacific? If so then maybe Operation zet could give her a few ipcs a turn? Otherwise, Operation Zet could give China a free infantry piece each turn.

    Imperial war cabinet would only work for a global game, admittedly.


  • Yes they chinese do have a economy. Maybe imperial war cabinet could let the Anzac build at UK ICs.


  • NAs for China, Anzacs, and British Empire

    Please note that I copy pasted most of the descriptive text from wikipedia. Its just there as a placeholder for now.

    CHINA

    1.Burma Road - The British used the Burma Road to transport war materiel  to China before Japan was at war with the British. In addition to normal rules involving the Road, Britain and the US may build 1 unit in Szechwan on every turn that the road remains in allied hands.

    2.Operation Zet - Operation Zet was a secret operation of the Soviet Union to provide military and technical resources to the Republic of China as a part of the Sino-Soviet Non-Aggression Pact.
    Collect two additional ipcs during your collect income phase if the allies control a land route between China’s capital and the USSR.

    Additionally, in the global game, Soviet forces may battle Japanese forces in China without violating the nonaggression pact. Furthermore, the Soviets may transfer control of their units in China to the Chinese during the noncombat phase of the Soviet turn.

    3.Eight Route Army - At the start of World War II, the 8th Route Army infiltrated itself behind Japanese lines in Northern China, where it established many bases of operations. It recruited Chinese semi-trained militia. In 1937, the army had 30,000~ 40,000 troops. It grew to 156,000 in 1938 and 400,000 in 1940, and 600,000 in 1945. If Chinese Infantry survive at least one round of combat when defending against a Japanese attack, then these units may choose to melt away into the countryside. For all intents and purposes treat this like when submarines submerge. The Japanese occupy the province and, on the next Chinese turn, the Chinese units are back in play. The Chinese player must either have these units attack the province or move on to another province. These units may chose to attack provinces behind the Japanese lines, causing Chaos in the rear.

    4.Vinegar Joe - The Northern Combat Area Command was a mainly Sino-American formation that held the northern end of the Allied front in Burma during World War II. For much of its existence it was commanded by the acerbic General Joseph “Vinegar Joe” Stilwell, and controlled by his staff. Chinese infantry hit at a three or less when defending Burma Road provinces.

    5.The Hump - The Hump was the name given by Allied pilots in the Second World War to the eastern end of the Himalayan Mountains over which they flew military transport aircraft from India to China to resupply the Chinese war effort of Chiang Kai-shek and the units of the United States Army Air Forces based in China. The allied commitment to supply China enables the Chinese to resist even when the situation seems hopeless. Two hits are required to destroy Chinese infantry defending Szechwan, as long as India remains in allied hands. These infantry are immediately repaired after combat.

    6.Magnetic Warfare - The National Revolutionary Army adopted the concept of “magnetic warfare” to attract advancing Japanese troops to definite points where they were subjected to ambush, flanking attacks, and encirclements  in major engagements. Whenever Japan and China clash, each Chinese unit fires once during the opening fire step against enemy land units in the territory being attacked (the enemy units do not fire back). Combat then continues as normal.

    ANZAC

    The Australian 1st Armoured Division - The 1st Armoured Division was originally intended to serve in North Africa, but remained in Australia once the Pacific war began. This division formed a key element of Australia’s defences against a feared Japanese invasion. Tanks hit at a 4 or less when defending the Australian mainland.

    Maroubra Force - Maroubra Force was the name given to the Australian infantry force that defended Port Moresby, Papua New Guinea from the Japanese. They successfully fought a month long delaying action through the debilitating terrain of the Owen Stanley Range, before being reinforced and finally driving off the Japanese just outside of Port Moresby.
    ANZAC infantry in New Guinea hit at a 3 or less when defending New Guinea from the Japanese.

    Australian Commandos - Australia formed several small-scale raiding and reconnaissance forces. One of these forces, Z Special Unit, conducted raids far behind the front line, including a successful raid on Singapore in September 1943.
    Before the ANZAC combat phase of every turn, the ANZAC player may attempt to sabotage a Japanese base. Pay 5 ipcs and pick a single Japanese naval or Airbase. Treat this as you would a strategic attack on a base, only no bomber is risked. Roll the anti-aircraft batteries as normal, if they hit then the commandos have been thwarted by the garrison. If they fail then the commandos do 1d6 damage to the facility. If the commandos do 6 levels of damage in a single raid, then one unit stationed by or at that base is destroyed. This unit is picked by the Japanese player. You may launch one commando operation every round.

    Coastwatchers - The Coastwatchers were Allied military intelligence operatives stationed on remote Pacific islands during World War II to observe enemy movements and rescue stranded Allied personnel. They played a significant role in the Pacific Ocean theatre and South West Pacific theatre, particularly as an early warning network during the Guadalcanal campaign.
    Once per game, when Japan finishes its combat move phase but before its conduct combat phase, you may make one special move. You may move any number of your units from an adjacent space into any one friendly space being attacked by Japan. Alternatively, you may move any number of your units from a space being attacked by Japan into an adjacent friendly space, but you must leave at least one unit behind. This special move otherwise follows the rules for a noncombat move. If your units survive, they remain in the space to which they were moved.

    Brisbane Line - The Brisbane Line was a controversial defence proposal allegedly formulated by the Menzies government during World War II to concede the northern portion of the Australian continent in the event of an invasion by the Japanese.
    Whenever Japan invades a province on the Australian mainland,  the defending ANZAC forces may choose to retreat rather than fight. The Japanese automatically seize control of the province and the ANZAC forces may move to any  allied controled territory on the Australian mainland.

    Imperial War Cabinet - The Imperial War Cabinet was created by British Prime Minister David Lloyd George in the spring of 1917 as a means of co-ordinating the British Empire’s military policy during the First World War.  Winston Churchill revived the Imperial War Cabinet during the Second World War at the insistence of Australian Prime Minister John Curtin.
    The ANZACS may build units on industrial complexes controlled by the British Empire.
    Additionally, in the Global game, The ANZAC forces in the European theater may make combat and noncombat moves during the United Kingdom’s turn. These units conduct combat as if they belonged to the U.K. You and the U.K.’s player must agree on attacking casualties, or the opposing player gets to choose them.

    BRITISH EMPIRE
    Chindits - The Chindits were a British India “Special Force” that served in Burma and India in 1943 and 1944 during the Burma Campaign in World War II. They were formed into long range penetration groups trained to operate deep behind Japanese  lines. Your infantry may perform attacks for one round and immediately retreat from where they came. Japanese defenders do not fire back. This is only to be used in mainland Asia.

    Gurkha Regiments – Gurkha was the collective term for British Indian Army soldiers from Nepal. Gurkhas were famous for their ever-present kukris, a distinctive heavy knife with a curved blade, and for their reputation of being fierce fighters and brave soldiers.
    Designate 1 infantry as a Gurkha regiment. Mark it by placing an upside down British roundel under the unit. This unit hits at a 3 or less when defending and at a 2 or less when attacking (3 or less when backed by artillery). Once the unit is lost you may designate a different infantry unit as a Gurkha regiment. You may only have one Gurkha regiment at a time and you may not create new ones if India is occupied by the axis.

    Guns of Singapore - Singapore’s famous large-calibre coastal guns were designed to penetrate the hulls of heavily armoured warships and were ineffective against personnel. Japanese ships may not bombard Malaya in support of an amphibious Assault.

    The Royal Indian Army Corps of Engineers - The Corps of Engineers is one of the oldest arms of the Indian Army. The origin of the Corps dates back to 1780 when the two regular pioneer companies of the Madras Sappers were raised. In war, Combat Engineers provide mobility to own forces by constructing bridges, tracks and roads; on the other hand the Corps denies the same to the enemy by creating obstacles such as laying mine-fields and demolition of bridges.
    British infantry and artillery have a noncombat of two on mainland asia. Japanese armor may not blitz through British controlled territory on the Asian mainland.

    Cripps Mission - The Cripps mission was an attempt in late March 1942 by the British government to secure Indian cooperation and support for their efforts in World War II. The purpose of the mission was to negotiate with the Indian National Congress a deal to obtain total co-operation during the war, in return of progressive devolution and distribution of power from the crown and the Viceroy to elected Indian legislature. However, the talks failed, having failed to address the key demand of a time frame towards self-government.
    Once per game, during the British collect income phase,  the British player may promise independence for India. For the next two turns the British Empire’s pacific theater income is doubled. After that, the territory of India is considered a neutral country. All British units within the country are transferred to the nearest Allied controlled territory. The British player picks a new territory as its capital on the Pacific board. A minor industrial complex is immediately placed on this new territory, even if it could not normally support a minor industrial complex. If a neutral India is attacked by the Japanese, place 10 infantry, 2 artillery, an armor, and 2 fighters down on India.

    Pacific War Council - The Pacific War Council was an inter-governmental body established in 1942  and intended to control the Allied war effort in the Pacific and Asian campaigns of World War II. The council never had any direct operational control and any decisions it made were referred to the U.S.-British Combined Chiefs of Staff, which was also in Washington. Although there were relatively few U.S. forces in the Pacific in mid-1942, the sheer volume of matériel and forces controlled by the United States government soon gave it effective control of strategy in the Pacific War.

    Once during the game, on your turn, you may declare a joint strike. You complete your turn as normal, except you skip your combat move and conduct combat phases. (Any of your units may move on your noncombat move phase.) On the U.S.’s turn, the U.S.’s player can move any of your units during his or her combat move phase and conduct combat with them, as if they belonged to the U.S. You and the U.S.’s player must agree on attacking casualties, or the opposing player gets to choose them.


  • These are really good. Japan might have some trouble taking India. Let’s see what you got for Japan and the U.S.  :roll: :roll:

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