Part II (it was too long to post as one)
5. Victory Conditions
The game ends after one side or the other achieves its objective, listed below, and maintains it for a complete round of play. In addition, a side must control at least one of its own capitals at the end of that round in order to win
A. Victory for the Allies if: All Axis capitals are under allied control.
B. victory for the axis if they control 6 of the 8 victory cities on the Pacific board.
C. victory for the axis if they control 8 of the 11 victory cities on the Europe board.
6. IPC income from West India (2) now goes to Calcutta.
7. IPC income from British Columbia now goes to London.
Note: With these income changes United Kingdom Pacific now makes 17 IPCs and United Kingdom now makes 28 IPCs
8. All 3 Minor ICs in the continental US automatically are immediately converted to Major ICs when the US is at war. They can be upgraded at any time for 20 IPCs.
9. Strategic Bombing Raids procedure:
• Escorts fire @1, and interceptor casualties are immediately removed.
• Bombers fire @ 1 and interceptors fire @ 2. Remove bomber and interceptor casualties (escorts may be taken as casualties only after all bombers are eliminated).
• Surviving bombers are assigned a target
• The target fires its AA defenses at the attacking aircraft - @1
• Surviving bombers attack their target, looking for the highest number possible.
Prior to the AA fire the surviving bombers are assigned a specific target (IC, airbase or naval base) if more than one type is in the territory.
When bombing, each Strategic bomber rolls one die. The number rolled +2 is the total number of hits the target will receive. Gray chips are placed under the target for each hit received.
Tactical Bombers can also conduct bombing raids. They also roll one die. Again that number rolled is the number of hits the target receives. Do not add to the dice roll when bombing with Tactical bombers.
Tactical bombers follow the exact procedure as presented above. Tactical Bombers are limited to attacking only naval bases and airbases, however.
Damage Repairs… the removal of damage markers, is done during the controlling player’s - Phase 1: Purchase & Repair Units.
IT COST 1 IPCs to remove each damage marker.
Major industrial complexes can only mobilize 10 units per turn minus the number of damage markers they have. For example a major IC with 6 damage markers can produce only 4 units. A major IC can only receive up to 15 damage markers, after that they are no longer assigned.
Minor industrial complexes can only mobilize 3 units per turn minus the number of damage markers they have. For example a minor IC with 2 damage markers can produce only 1 unit. A minor IC can only receive up to 6 damage markers, after that they are no longer assigned damage markers.
Naval bases provide additional range and repairs to naval units. If a naval base has 3 damage markers it can no longer provide these services. A naval base can only receive up to 6 damage markers, after that they are no longer assigned damage markers.
Airbases provide additional range and the ability to scramble. If an airbase has 3 damage markers it can no longer provide these services. An airbase can only receive up to 6 damage markers, after that they are no longer assigned damage markers. Note: Aircraft can still land in territory whose airbase is out of service.
10. The United States may declare war on the Axis if London and/or any territory in North America is captured by an Axis power.
11. The cost of AA guns will be adjusted down from 6 IPCs to 5 IPCs.
12. Submarines no longer fire a special “sneak attack” shot at unescorted transports. Transports are not allowed to unload land units for an amphibious assault in a sea zone containing any enemy subs unless at least one other of his warships was also present in the sea zone at the end of the Combat Move phase.
13. No neutral power may end its turn with land units on transports. Movement between Hawaii and the Philippines is the one exception. When moving between Hawaii and the Philippines or vise a versa loaded transports may end their movements in sea zones 22 or 23.