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A&A Players Handbook



  • GERMANY: 35 IPCs
    Germany: 22 Regular Infantry, 4 Elite Infantry, 3 Light Artillery, 2 Fighter, 2 Tactical Bomber, 1 Strategic Bomber, Industrial Complex, AA Artillery, Air Base, Naval Base, Rail Station
    Western Germany: 11 Regular Infantry, 1 Elite Infantry, 6 Mechanized Infantry, 1 Light Artillery, 1 Heavy Artillery, 2 Fighters, 2 Tactical Bombers, Industrial Complex, Air Base, Naval Base
    Greater Southern Germany: 16 Regular Infantry, 2 Light Artillery, 3 Light Tanks, 1 Strategic Bomber, AA Artillery
    Slovakia/Hungary: 4 Infantry, 2 Light Tank, 1 Fighter, 1 Tactical Bomber
    **Poland:**4 Regular Infantry, 2 Light Tanks, 1 Fighter, 1 Tactical Bomber, 1 Strategic Bomber, AA Artillery
    Romania: 4 Regular Infantry, 1 Light Tank, 1 Fighter, 1 Tactical Bomber, AA Artillery, Oil Derrick
    Holland/Belgium: 6 Regular Infantry, 1 Elite Infantry, 2 Light Artillery, 3 Light Tanks, 1 Air Transport
    Norway: 11 Regular Infantry, 2 Fighters, 2 Tactical Bombers
    Denmark: 11 Regular Infantry, 1 Fighter, 1 Tactical Bomber

    Sea Zone A-4: 1 Submarine
    Sea Zone A-5: 1 Submarine
    Sea Zone A-11: 1 Submarine
    Sea Zone A-16: 1 Submarine
    Sea Zone A-17: 1 Submarine
    Sea Zone A-22: 1 Submarine
    Sea Zone A-31: 1 Battleship (Damaged)
    Sea Zone B-1: 1 Destroyer, 1 Battleship
    Sea Zone B-2: 1 Sea Transport. 1 Destroyer, 1 Battle Cruiser

    Build Queue: 1 Concrete Bunker, 1 Elite Infantry, 1 Strategic Bomber, 1 Aircraft Carrier

    JAPAN: 34 IPCs
    Japan: 6 Regular Infantry, 1 Elite Infantry, 2 Light Artillery, 4 Light Tanks, 1 Air Transport, 1 Fighter, 1 Tactical Bomber, 2 Strategic Bombers, Industrial Complex, AA Artillery, Air Base, Naval Base, Rail Station Korea: 4 Regular Infantry, 1 Light Tank, 1 Fighter
    Manchuria: 6 Regular Infantry, 1 Elite Infantry, 1 Mechanized Infantry, 1 Light Artillery, 3 Light Tanks, 1 Fighter, 1 Tactical Bomber, AA Artillery
    Jehol: 3 Regular Infantry, 1 Light Artillery
    Shantung: 3 Regular Infantry, 1 Light Artillery
    Kiangsu: 3 Regular Infantry, 1 Light Artillery, 1 Fighter, 1 Tactical Bomber
    Kiangsi: 3 Regular Infantry, 1 Elite Infantry, 1 Light Artillery
    Kwangsi: 3 Regular Infantry, 1 Light Artillery
    Siam: 3 Regular Infantry
    Iwo Jima: 1 Regular Infantry, 1 Fighter, Air Base
    Okinawa: 1 Regular Infantry, 1 Fighter, 1 Tactical Bomber, Air Base
    Marianas: 1 Regular Infantry
    Marshal Islands: 1 Regular Infantry
    Formosa: 1 Infantry, 1 Fighter
    Hainan: 1 Infantry
    Palau Island: 1 Infantry
    Caroline Islands: 4 Regular Infantry, AA Artillery, Air Base, Naval Base
    Sea Zone P-6: 1 Sea Transport, 2 Submarines, 1 Destroyer, 1 Battle Cruiser, 1 Battleship, 2 Aircraft Carriers (w/ 2 Fighters, 2 Tactical Bombers)
    Sea Zone P-14: 1 Sea Transport, 1 Submarine, 1 Destroyer, 1 Battleship
    Sea Zone P-22: 1 Sea Transport, 1 Destroyer, 1 Battle Cruiser, 1 Battleship
    Sea Zone P-30: 1 Submarine
    Sea Zone P-33: 1 Sea Transport, 1 Destroyer, 1 Battle Cruiser, 1 Aircraft Carrier (w/ 1 Fighter, 1 Tactical Bomber)
    Sea Zone P-44: 1 Submarine

    Build Queue: 1 Concrete Bunker, 1 Elite Infantry, 1 Battle Cruiser, 1 Aircraft Carrier

    SOVIET UNION: 45 IPCs
    Moscow: 4 Regular Infantry, 1 War Plane, 1 Fighter, 1 Tactical Bomber, AA Artillery, Air Base, Rail Station, Industrial Complex Russia: 4 Regular Infantry, 1 Mechanized Infantry, 1 Light Tank, 1 War Plane, AA Artillery
    Novgorod: 6 Regular Infantry, 1 Light Artillery, 1 Heavy Artillery, 1 Light Tank, 1 Heavy Tank, 1 War Plane, 1 Fighter, Major Factory, AA Artillery, 1 Air Base, 1 Naval Base
    Archangel: 1 Regular Infantry
    Karelia: 1 Regular Infantry
    Vyborg: 4 Regular Infantry
    Baltic States: 9 Regular Infantry, 1 War Plane
    Belarus: 6 Regular Infantry, 1 Light Artillery, 1 Light Tank, 1 War Plane
    Eastern Poland: 9 Regular Infantry, 1 War Plane
    Western Ukraine: 6 Regular Infantry, 1 Light Artillery, 1 Light Tank, 1 War Plane
    Bessarabia: 9 Regular Infantry, 1 War Plane
    Ukraine: 6 Regular Infantry, 1 Mechanized Infantry, 1 Light Artillery, 1 Light Tank, 1 War Plane, Minor Factory, AA Artillery
    Smolensk: 1 Regular Infantry, 1 Light Tank
    Bryansk: 1 Regular Infantry, 1 Light Tank
    Volgograd: 1 Mechanized Infantry, 1 Light Artillery, 1 Light Tank, 1 Heavy Tank, 1 War Plane, AA Artillery, Rail Station, Major Factory
    Caucasus: 4 Regular Infantry, 1 War Plane, AA Artillery, Oil Derrick
    Georgia: 1 Regular Infantry, AA Artillery, Oil Derrick
    Yenisey: 6 Regular Infantry, 1 Elite Infantry, 1 Light Artillery, 1 War Plane, Rail Station Buryatia: 4 Regular Infantry, 1 War Plane, AA Artillery, Rail Station
    Eastern Sakha: 4 Regular Infantry
    Amur: 6 Regular Infantry, AA Artillery

    Sea Zone A-8: 1 Submarine
    Sea Zone B-3: 1 Sea Transport, 1 Submarine, 1 Dreadnought

    Build Queue: 1 Concrete Bunker, 1 Elite Infantry

    UNITED STATES: 65 IPCs
    Eastern United States: 6 Regular Infantry, 1 Light Artillery, 1 Fighter, 1 Tactical Bomber, 1 Air Transport, Major Factory, AA Artillery, Air Base, Naval Base, Oil Derrick, Rail Station
    Central United States: 6 Regular Infantry, 1 Elite Infantry, 4 Mechanized Infantry, 1 Light Tank, 1 War Planes, 1 Fighter, 1 Tactical Bomber, 1 Strategic Bomber, Major Factory, Oil Derrick
    Western United States: 6 Infantry, 1 Light Artillery, 1 Fighter, 1 Tactical Bomber, Major Factory, AA Artillery, Air Base, Naval Base, Rail Station, Oil Derrick
    Mexico: Oil Derrick Alaska: 1 Regular Infantry, Oil Derrick Aleutian Islands: 1 Regular Infantry
    Hawaiian Islands: 4 Regular Infantry, 2 Fighters, 1 Tactical Bomber, Air Base, Naval Base
    Johnston Island: 1 Regular Infantry
    Philippines: 2 Regular Infantry, 1 Fighter, Air Base, Naval Base
    Midway: 1 Regular Infantry, 1 Fighter, Air Base
    Wake Island: 1 Regular Infantry, 1 Fighter, Air Base
    Guam: 1 Regular Infantry, 1 Fighter, Air Base
    Sea Zone A-20: 1 Sea Transport, 1 Destroyer, 1 Battle Cruiser
    Sea Zone P-10: 1 Sea Transport, 1 Submarine, 1 Destroyer, 1 Battle Cruiser, 1 Aircraft Carrier (w/ 1 Fighter, 1 Tactical Bomber)
    Sea Zone P-27: 1 Sea Transport, 1 Submarine, 1 Destroyer, 1 Battle Cruiser, 1 Battleship
    Sea Zone P-31: 1 Submarine, 1 Destroyer

    Build Queue: 1 Elite Infantry, 1 Strategic Bomber, 1 Battle Cruiser, 1 Aircraft Carrier, 1 Battleship

    UNITED KINGDOM-EUROPE: 30 IPCs
    United Kingdom: 4 Regular Infantry, 2 Fighters, 1 Tactical Bomber, 1 Strategic Bomber, Industrial Complex, AA Artillery, Air Base, Naval Base, Rail Station
    Scotland: 1 Regular Infantry, 1 Light Artillery, 1 Fighter, AA Artillery, Air Base, Naval Base
    France: 1 Light Artillery, 1 Light Tank
    Normandy / Bordeaux: 3 Elite Infantry
    Iceland: 1 Fighter, Air Base
    Gibraltar: 1 Regular Infantry, 1 Fighter, Air Base, Naval Base
    Malta: 1 Regular Infantry, 1 War Plane, 1 Fighter, AA Artillery, Air Base
    Cyprus: 1 Regular Infantry
    Alexandria: 4 Regular Infantry, 1 Light Artillery, 1 Light Tank, 1 War Plane
    Egypt: 6 Regular Infantry, 1 Elite Infantry, 1 Mechanized Infantry, 1 Light Artillery, 1 Light Tank, 1 Fighter, 1 Tactical, AA Artillery, Naval Base
    Anglo-Egyptian Sudan: 4 Regular Infantry
    British Somaliland: 2 Regular Infantry
    Union of South Africa: 4 Regular Infantry, Minor Factory, Naval Base, Rail Station

    Sea Zone A-10: 1 Destroyer
    Sea Zone A-12: 1 Destroyer, 1 Aircraft Carrier (w/ 2 War Planes)
    Sea Zone A-13: 1 Light Cruiser, 1 Dreadnought, 1 Battle Cruiser, 1 Battleship
    Sea Zone A-18: 1 Sea Transport, 1 Light Cruiser, 1 Destroyer
    Sea Zone A-19: 1 Light Cruiser, 1 Dreadnought, 1 Battle Cruiser, 1 Battleship
    Sea Zone A-26: 2 Light Cruisers
    Sea Zone A-32: 1 Light Cruiser
    Sea Zone A-36: 1 Light Cruiser
    Sea Zone I-1: 1 Destroyer
    Sea Zone I-11: 1 Sea Transport, 1 Submarine, 1 Destroyer
    Sea Zone M-5: 1 Submarine, 1 Destroyer
    Sea Zone M-8: 1 Sea Transport, 1 Submarine, 1 Destroyer, 1 Battle Cruiser, 1 Aircraft Carrier (w/ 1 Fighter & 1 Tactical Bomber), 1 Battleship

    Build Queue: 1 Concrete Bunker, 1 Battle Cruiser

    UNITED KINGDOM-PACIFIC: 23 IPCs
    India: 6 Regular Infantry, 1 Elite Infantry, 1 Mechanized Infantry, 1 Light Artillery 1 War Plane, 1 Fighter, Major Factory, AA Artillery, Air Base, Naval Base, Rail Station
    Burma: 4 Regular Infantry, 1 Fighter, AA Artillery, Oil Derrick
    Malaya: 4 Regular Infantry, Naval Base
    Kwangtung: 2 Regular Infantry, AA Artillery, Naval Base, Rail Station
    West India: 6 Regular Infantry, Major Factory, AA Artillery

    Sea Zone I-5: 1 Sea Transport, 1 Submarine, 1 Destroyer, 1 Dreadnought, 1 Battleship
    Sea Zone I-6: 1 Submarine, 1 Destroyer, 1 Battle Cruiser
    Sea Zone P-37: 1 Destroyer, 1 Dreadnought
    Sea Zone P-43: 1 Submarine, 1 Light Cruiser

    Build Queue: 1 Aircraft Carrier

    ITALY: 15 IPCs
    Northern Italy: 11 Regular Infantry, 2 Light Artillery, 1 Light Tank, 1 Strategic Bomber, Major Factory, AA Artillery
    Southern Italy: 11 Regular Infantry, 2 Elite Infantry, 2 War Plane, 2 Fighter, Minor Factory, AA Artillery, Air Base, Naval Base, Rail Station
    Albania: 6 Regular Infantry, 1 Light Tank
    Sardinia: 4 Regular Infantry
    Sicily: 4 Regular Infantry
    Libya: 6 Regular Infantry, 1 Elite Infantry, 1 Light Artillery, 1 War Plane
    Tobruk: 5 Regular Infantry, 1 Mechanized Infantry, 1 Light Artillery, 1 Light Tank, 1 War Plane, AA Artillery
    Ethiopia: 6 Regular Infantry, 1 Light Artillery
    Italian Somaliland: 6 Regular Infantry

    Sea Zone M-2: 1 Sea Transport, 2 Submarines, 2 Destroyers, 1 Battle Cruiser
    Sea Zone M-3: 1 Sea Transport, 1 Submarine, 1 Destroyer, 1 Battle Cruiser, 1 Battleship
    Sea Zone M-4: 1 Submarine
    Sea Zone M-6: 1 Submarine, 1 Destroyer
    Sea Zone M-7: 1 Sea Transport, 1 Submarine, 2 Destroyers

    Build Queue: 1 Concrete Bunker, 1 Battle Cruiser, 1 Aircraft Carrier

    CHINA: 12 IPCs
    Suiyuan: 2 Regular Infantry
    Shensi: 2 Regular Infantry
    Kweichow: 2 Regular Infantry
    Hunan: 2 Regular Infantry
    Yunnan: 6 Regular Infantry
    Szechwan: 6 Regular Infantry, 1 Light Artillery, 2 Fighters

    COMMONWEALTH-CANADA: 14 IPCs
    Scotland: 1 Fighter
    Ontario: 4 Regular Infantry, 1 Light Tank, 1 War Plane, Minor Factory, AA Artillery, Air Base, Naval Base, Rail Station
    Quebec: 2 Regular Infantry, 1 Light Artillery, 1 War Plane, Major Factory
    New Brunswick/Nova Scotia : 1 Regular Infantry, 1 War Plane, Naval Base
    Alberta/Saskatchewan/Manitoba: 1 Regular Infantry, Oil Derrick
    British Columbia: 1 Regular Infantry
    Yukon Territory: 1 Regular Infantry

    Sea Zone A-15: 1 Sea Transport, 1 Destroyer

    Build Queue:

    COMMONWEALTH-ANZAC: 13 IPCs
    Queensland: 4 Regular Infantry, 1 Light Artillery, 1 War Plane, 1 Fighter, Minor Factory, Air Base, Naval Base
    New South Wales: 4 Regular Infantry,1 Elite Infantry, Major Factory, AA Artillery, Air Base, Naval Base, Rail Station
    New Zealand: 1 Regular Infantry, 1 Fighter, Air Base, Naval Base Western Australia: 1 Regular Infantry, 1 War Plane
    Malaya: 4 Regular Infantry
    Egypt: 4 Regular Infantry, 1 Elite Infantry

    Sea Zone P-53: 1 Sea Transport, 1 Destroyer
    Sea Zone P-55: 1 Battle Cruiser
    Sea Zone I-1: 1 Destroyer

    Build Queue:

    FRANCE: 20 IPCs
    France: 19 Regular Infantry, 3 Light Artillery, 3 Light Tanks, 3 War Planes, Concrete Bunker, Major Factory, AA Artillery, Air Base, Rail Station
    Normandy/Bordeaux: 6 Regular Infantry, 1 War Plane, Minor Factory, AA Artillery, Naval Base
    Southern France: 6 Regular Infantry, 1 Elite Infantry, 1 Light Artillery, 1 War Plane, Minor Factory, AA Artillery, Naval Base
    United Kingdom: 4 Regular Infantry, 2 Fighters
    Corsica 1 Regular Infantry
    Morocco: 1 Regular Infantry, 1 Elite Infantry
    Algeria: 1 Regular Infantry
    Tunisia: 1 Regular Infantry
    Syria: 1 Regular Infantry
    French Equatorial Africa: 1 Regular Infantry
    French Central Africa: 1 Regular Infantry
    French Madagascar: 1 Regular Infantry
    French West Africa: 1 Regular Infantry
    French Indo-China: 1 Regular Infantry

    Sea Zone A-24: 1 Destroyer, 1 Battle Cruiser
    Sea Zone M-1: 1 Destroyer, 1 Battleship
    Sea Zone I-12: 1 Destroyer

    Build Queue:



  • Great idea.  But I’d prefer an online publication.  It would have the benefits of a) being free and b)easily changed and updated.  At the rate rules are changed it just seems silly to publish such a guide.  The minute it is out there will be dozens of changes.  Having it online allows it to be updated constantly and allows all of us fanatics to add our two bits (such as house rules and such).



  • UNIT PROFILES

    PRODUCTION FACILITIES

    Industrial Complex: (Blue)
    Cost - 30 IPCs
    Move - 0
    Block - 1

    _- Produces up to 10 units

    • Maximum damage 20
    • Unoperational at 10 damage
    • Capable of mobilizing all unit types
    • May only be damaged by strategic bombers
    • Contains a built in AA gun for defence against SBRs (1@1 per attacking bomber)
    • May only be placed on an originally controlled territory (not islands) with an IPC value of 3 or greater
    • Immediately downgraded to a major factory once captured
    • Must be placed in the build queue for at least one turn
    • May be upgraded 1 level per turn for 10 IPCs each level (provided all placement requirements have been met)._
      Major Factory: (Red)
      Cost - 20 IPCs
      Move - 0
      Block - 1

    _- Produces up to 5 units

    • Maximum damage 10
    • Unoperational at 5 damage
    • Capable of mobilizing all unit types
    • May only be damaged by strategic bombers
    • Contains a built in AA gun for defense against SBRs (1@1 per attacking bomber)
    • May be placed on any controlled territory (not islands) with an IPC value of 3 or greater
    • Immediately downgraded to a minor factory once captured
    • Must be placed in the build queue for at least one turn
    • May be upgraded 1 level per turn for 10 IPCs each level (provided all placement requirements have been met)._
      Minor Factory: (Green)
      Cost - 14 IPCs
      Move - 0
      Block - 1

    _- Produces up to 3 units

    • Maximum damage 6
    • Unoperational at 3 damage
    • May only build regular infantry, mechanized infantry, elite infantry, light artillery, light tanks, transports, fighters, submarines, and destroyers
    • May be damaged by both tactical bombers and strategic bombers
    • Contains a built in AA gun for defense against SBRs (1@1 per attacking bomber)
    • May be placed on any controlled territory (not islands) with an IPC value of 2 or greater
    • Immediately changes hands once captured
    • May be upgraded 1 level per turn for 10 IPCs each level (provided all placement requirements have been met)._
      TACTICAL FACILITIES

    Airbase:
    Cost - 14 IPCs
    Move - 0
    Block - 1

    _- Contains a built in AA gun for defense against SBRs (1@1 per attacking bomber)

    • May be damaged by both tactical bombers and strategic bombers
    • Maximum damage 6, Air Base must be fully repaired in order to operate
    • May increase movement points of all air units by 1
    • May scramble up to 3 air units to defend adjacent sea zones
    • Only 1 per territory allowed_
      Naval base:
      Cost - 14 IPCs
      Move - 0
      Block - 1

    _- Contains a built in AA gun for defense against SBRs (1@1 per attacking bomber)

    • May be damaged by both tactical bombers and strategic bombers
    • Maximum damage 6, Naval Base must be fully repaired in order to operate
    • May increase movement points of all sea units by 1
    • May fully repair damaged ships for no cost, Neutral ports cost 3 IPCs per ship_
      Rail Station:
      Cost - N/A
      Move - 0
      Block - 1

    _- Contains a built in AA gun for defense against SBRs (1@1 per attacking bomber)

    • May be damaged by both tactical bombers and strategic bombers
    • Maximum damage 6, Rail Station must be fully repaired in order to operate
    • May move up to 3 land units 3 spaces in any direction during the non combat movement phase
    • May fully repair damaged heavy tanks for no cost_ Oil Derrek:
      Cost - N/A
      Move - 0
      Block - 1

    _- Contains a built in AA gun for defense against SBRs (1@1 per attacking bomber)

    • May be damaged by both tactical bombers and strategic bombers
    • May only be damaged a maximum amount equal to the territory they are in
    • Damaged Oil Derricks represent an equal decrease of value in the territory they are in
    • The income tracker is lowered according to how much the Oil Derrick has been damaged
    • The income tracker is raised according to how much the Oil Derrick has been repaired_
      LAND UNITS

    Concrete Bunker:
    Cost - 6
    Move - 0
    Block - 2
    Attack - 0
    Defense - 0 Gives a +1 support bonus for up to 3 Infantry

    _-

    • May take up to 3 damage reducing it’s effectiveness to support Infantry
    • Must stay on the board once captured, occupier may restore for 6 IPCs in the next purchase new units phase
    • Must be placed in the build queue for at least one turn when first purchased
    • Only 1 per territory allowed_ Infantry:
      Cost - 3 IPCs
      Move - 1
      Block - 1
      Capacity - 1
      Attack - @1 (+1 support bonus applied when combined with Artillery or Elite Infantry)
      Defense - @2

    Mechanized Infantry:
    Cost - 4 IPCs
    Move - 2
    Block - 1
    Capacity - 1
    Attack - @1 (+1 support bonus applied when combined with Artillery or E. Infantry)
    Defense - @2

    - May tow 1 Light Artillery or Heavy Artillery unit each during the non combat moment phase
    Elite Infantry:
    Cost - 4 IPCs
    Move - 1
    Block - 2
    Capacity - 1
    Attack - @2 (+1 support bonus applied when combined with Artillery or Tank)
    Defense - @2

    _- At least one E. Infantry must occupy air and/or sea transports if transported during the combat movement phase

    • Must be placed in the build queue for at least one turn_
      Anti-Aircraft Artillery:
      Cost - 5 IPCs
      Move - 1
      Block - 1
      Capacity - 2
      Attack - 0
      Defense - @1

    • AA Artillery units may fire at enemy aircraft up to 3 shots each (same as G40)

    Artillery:
    Cost - 4 IPCs
    Move - 1
    Block - 1
    Capacity - 2
    Attack - @2
    Defense -@2

    _- May be towed by mechanized infantry during the non combat movement phase
    Heavy Artillery:
    Cost - 5 IPCs
    Move - 1
    Block - 2
    Capacity - 3
    Attack - @4 (first strike bonus when enemy tactical bombers are absent)
    Defense - @4 (first strike bonus when enemy tactical bombers are absent)

    _- May be towed by mechanized infantry during the non combat movement phase

    • May not be transported during the combat movement phase
    • May not be placed on minor factories
    • All heavy artillery receive a first strike bonus when enemy tactical bombers are not present_ Tank:
      Cost - 5 IPCs
      Move - 2
      Block - 2
      Capacity - 2
      Attack - @3 (+1 ground superiority bonus)
      Defense - @3 (+1 ground superiority bonus)

    Heavy Tank:
    Cost - 8 IPCs
    Move - 2
    Block - 3
    Capacity - 3
    Attack - @4 (+1 support bonus when combined with a fighter or tactical bomber)
    Defense - @4

    _- May not be placed on minor factories

    • Requires 2 hits to kill
    • Must be placed in the build queue for at least one turn
    • May not be transported during the combat movement phase
    • May only build 3 per eligible factory_
      AIR UNITS

    Air Transport:
    Cost - 6 IPCs
    Move - 4
    Block - 0
    Attack - 0 Defense - 0 Dog Fight - Attack -0 / Defense -0
    _- Air transports may carry any combination of 2 infantry or elite infantry units

    • Air transports dropping units during the combat movement phase must have at least 1 elite infantry on board.
    • During the combat movement phase, air transports may not land on the territory being attacked
    • During the non-combat movement phase, air transports must land on the territory their cargo will land on
    • Each transport must carry at least one Elite Infantry during the combat movement phase_ War Plane:
      Cost - Obsolete
      Move - 3
      Block - 1
      Attack - @1 (+1 air superiority bonus)
      Defense - @1 (+1 air superiority bonus)
      Dog Fight - Attack - @1 / Defense - @1

    - May not hit submarines
    Fighter:
    Cost - 10 IPCs
    Move - 4
    Block - 3
    Attack - @4 Defense - @5 Dog Fight - Attack - @2 / Defense - @3
    - May not hit submarines
    Tactical Bomber:
    Cost - 9 IPCs
    Move - 4
    Block - 3
    Attack - @3 (first strike bonus when enemy fighters are absent)
    Defense - @3 (first strike bonus when enemy fighters are absent)
    Dog Fight - Attack - @1 / Defense - @1
    - First strike capabilities when there are no enemy fighters present - May hit submarines
    Strategic Bomber:
    Cost - 12 IPCs
    Move - 6
    Block - 1
    Attack - 3X @5 per bomber against land units (1st combat round only)
    Attack - 3X @4 per bomber against sea units (1st combat round only)
    Defense - 3X @1 per bomber against land units (1st combat round only)
    Dog Fight - Attack - @1 / Defense - @1 Escape - @2

    _- Must be placed in the build queue for at least one turn

    • Attacks by rolling 3 dice in the first combat round, and than @0 all remaining rounds_ _- May not hit submarines
    • May only build 3 per eligible factory_
      SEA UNITS

    Sea Transport:
    Cost - 6 IPCs
    Move - 2
    Block - 0
    Attack - 0 Defense - 0 Escape - @1
    _- Each sea transport must carry at least one elite infantry during the combat movement phase

    • During both the combat and non-combat movement phases, a sea transport may only carry a load totalling 3 capacity points
    • Sea transports being used during the combat movement phase must have at least 1 elite infantry on board._
      Submarine:
      Cost - 8 IPCs
      Move - 2
      Block - 1
      Attack - @3 (first strike bonus when enemy destroyers are absent)
      Defense - @2 (first strike bonus when enemy destroyers are absent)
      Escape - @3
      - Can not hit aircraft Destroyer:
      Cost - 7 IPCs
      Move - 2
      Block - 2
      Attack - @2 Defense - @2
      - During round one, anti submarine abilities are ineffective against German U-boats
      Cruiser:
      Cost - Obsolete
      Move - 2
      Block - 2
      Attack - @3 (+1 sea superiority bonus)
      Defense - @3 (+1 sea superiority bonus)

    - May bombard during amphibious assaults
    Battle Cruiser:
    Cost - 10 IPCs
    Move - 2
    Block - 3

    Attack - @5 Defense - @5

    _- Must be placed in the build queue for at least one turn

    • May bombard during amphibious assaults_
      Aircraft Carrier:
      Cost - 16 IPCs
      Move - 2
      Block - 2
      Attack - @1 Defense - @2

    _- Must be placed in the build queue for at least one turn

    • May only carry 1 air unit when damaged
    • May only build a total of 3 capital ships per eligible factory_
      Dreadnought: Cost - Obsolete
      Move - 2
      Block - 3
      Attack - @4 (+1 support bonus when combined with a Battleship)
      Defense - @4

    - May bombard during amphibious assaults
    Battleship:
    Cost - 18 IPCs
    Move - 2
    Block - 3
    Attack - @6
    Defense - @6

    _- Must be place in the build queue for at least one turn

    • May bombard during amphibious assaults
    • May only build a total of 3 capital ships per eligible factory_

    TERM DEFINITIONS

    PRODUCTION RESTRICTIONS

    All units purchased during the purchase new units phase must be assigned before the combat movement phase to a chosen production facility that will build them during the place new units phase.

    • Nations may only build minor factories on neutral territories they now occupy regardless of their territorial value.

    FIRST STRIKE CAPABILITIES

    • An ability for certain units that remove enemy casualties off the board immediately when a hit is rolled, therefore preventing a casualty roll (similar to surprise strike).

    DOG FIGHTING

    • All aircraft must resolve a single round of “Dog Fighting” before engaging other land or sea units in 1st general combat round. Dog Fighting is also the round in which defending AA artillery fire at attacking aircraft, however, aircraft hit by AA artillery sill fire at defending aircraft while Dog Fighting.

    SUPERIORITY BONUSES

    • Tanks (not heavy tanks) get a ground superiority bonus applied when the enemy does not have any stronger land units present in battle.
    • The obsolete War Plane unit has an air superiority bonus applied when the enemy does not have any stronger air units present in battle.
    • The obsolete Cruiser unit has a sea superiority bonus applied when the enemy does not have any stronger sea units present in battle.

    SUPPORT BONUSES

    • A +1 modifier applied to attack and/or defense values of a unit when paired with a second specified unit during battle (similar to combined arms).

    BLOCKING ENEMY MOVEMENT

    • Territories and sea zones each require a unit (or units) totaling up to 3 or more “block points” in order to block enemy movement.

    ESCAPE ATTEMPTS

    • Some defending units may make a roll prior to their defense roll in an attempt to escape the battle. Submarines may submerge after first round of combat, however… destroyers may engage submerged submarines during remaining combat rounds. Submerged submarines engaged with destroyer require a successful escape roll to avoid hits from enemy destroyers.

    CAPACITY LOADS

    • During both combat and non-combat movement phases, sea transports may only carry a load totalling 3 capacity points.
    • Rail stations and air transports do not use the capacity point system to determine their cargo size

    THE BUILD QUEUE

    • Certain units must enter the build queue for at least 1 turn before being placed on the board. Players must pay half the unit’s cost to put into the build queue, and than the remaining half later when they wish to take it out of the build queue and onto the board.

    OBSOLETE UNITS

    • Units listed as obsolete in the cost field are pre-war remnant weapons that are deemed old and not available for purchase._


  • I think a hardcover and online version would be good. Games Workshop does that with their Specialist Games all the time.



  • @Pvt.Ryan:

    I think a hardcover and online version would be good. Games Workshop does that with their Specialist Games all the time.

    Sounds like the way to go in my opinion.  If i had the time I’d make it and sell it myself.  Then again I’m sure an army of lawyers from WOTC would pursue me across the globe if I did.



  • I think there are some good ideas here. I would love to have a printed volume that would allow me to look at all the iterations of rules side-by-side.



  • Allies - Atom Bomb (Fat Man)
    _- 1 free Atom bomb token placed in Western United States acting as a super fortress bomber

    • This token may move up to 8 spaces to target any enemy territory, and is immune to any defences
    • During Combat movement, an Atom bomb token may be dropped on any enemy territory within range
    • During Non-combat movement, an Atom bomb token may be deployed to an originally controlled American territory
    • All production and tactical facilities in the target territory are immediately damaged to maximum levels
    • Up to 10 land and/or air units (defenders choice) within the target territory must be removed from the board
    • A bomb marker is placed on the territory with damage chips under it in an amount equal the total IPC value of the targeted territory. The income tracker is adjusted accordingly and these damage markers must be removed in the future in order to collect the territory’s IPC value_

    ORDER OF PLAY

    Deluxe Edition is recommended for 4+ players
    TURN BLOCK #1
    Germany / Japan Germany and Japan conduct turns at the same time

    TURN BLOCK #2
    Soviet Union / United States Russia and the United States conduct turns at the same time

    TURN BLOCK #3
    UK Europe / UK Pacific UK Europe and UK Pacific conduct turns at the same time

    TURN BLOCK #4
    Italy / China Italy and China conduct turns at the same time

    TURN BLOCK #5
    CW Europe / CW Pacific CW Europe and CW Pacific conduct turns at the same time

    TURN BLOCK #6
    France / Special Missions
    France conducts their turn, and than Special Missions

    Special Circumstances: _- UK Europe and UK Pacific will conduct their turn the same as G40 OOB

    • CW Europe and CW Pacific will conduct their turn the same as UK G40 OOB
    • If it be possible that the United States and the Soviet Union can attack the same enemy territory together during turn block #2, than it would be allowed
    • Each block of turns has a 15 minute time limit before the next block of turns begins.
    • Each game lasts a maximum of 12 rounds, a game could last between 10-14 hours_

    EACH TURN SEQUENCE

    SPEND INCOME PHASE
    1. Spend Income

    COMBAT MOVEMENT PHASE
    2. Combat Movement

    RESOLVE COMBAT PHASE
    1. First Strikes
    2. Submerges
    3. Escapes
    4. Dog Fights
    5. Sea Battles
    6. Amphibious Assaults
    7. General Combat

    NON-COMBAT MOVEMENT PHASE
    4. Non-combat Movement

    REPAIR DAMAGED SHIPS PHASE
    5. Repair Damaged Ships

    PLACE NEW UNITS
    6. Place New Units

    COLLECT NEW INCOME PHASE
    7. Collect Income

    SPECIAL MISSIONS PHASE
    1. Conduct Vichy France
    2. Conduct Bombing Raids
    3. Conduct Convoy Raids
    4. Conduct Partisan Raids
    5. Conduct Kamikaze Raids
    6. Reassign Transport Units
    7. Apply National Advantages

    1. Conduct Vichy France:

    • See explanation in the next post below.

    2. Conduct Bombing Raids: Medium Bombers and Tactical Bombers may be used to conduct strategic bombing campaigns on enemy facilities by deploying aircraft to designated enemy territories with eligible facilities. Also, players may bring any available escort fighters to engage enemy interceptors, use the dog fight air combat values for 1 combat round. Any Medium Bomber or Tactical Bomber that survives built in AA Artillery fire will apply damage to eligible facilities using the following chart.

    Heavy Bombers: May bomb any facility to apply an automatic 6 points of damage
    Medium Bombers: May bomb any facility to apply an automatic 3 points of damage
    Tactical Bombers: May bomb any tactical facility to apply an automatic 2 points of damage

    _- All bombers that left from an operational air base and did not face any interceptors, receive a +1 damage bonus

    • All aircraft used during this special missions phase can still be used for combat in their upcoming turn_

    3. Conduct Convoy Raids: Look for any single warship in any Convoy zone, if there is an adjacent territory controlled by a nation at war with that warship, the nation controlling the territory must surrender 3 IPC’s to the bank. Multiple warships in any given convoy zone does not increase this 3 IPC limit, however, If multiple enemy nations own territories adjacent to one convoy zone being raided, they must all surrender 3 IPCs to the bank. If Nova Scotia and London are Allied controlled, Axis warship occupation of an “open sea” Atlantic convoy zone will raid UK Europe for 6 IPCs each.

    4. Conduct Partisan Raids: Look for all originally controlled Allied territories now occupied by the Axis with at least one facility on it (not including Islands). The Allies may use their partisan tokens (up to 3 per missions phase) to damage one or more facilities of their choice. Each assigned token will roll @3 or less dealing maximum damage to the facility being raided. However, facilities under attack may use their built in security to roll 1@1 in order to block the raid, and elite infantry stationed within the territory will each receive a 1@2 to avoid sabotage. The Allies begin the game with 12 partisan tokens total, casualties from elite infantry are removed by the Allies, and partisan tokens get zero defense during all block attempts.

    5. Conduct Kamikaze Raids: Look for all kamikaze sea zones occupied by Allied surface warships (must be at war with Japan). Japan may use their kamikaze tokens (up to 3 per kamikaze zone) to damage or destroy surface warships of their choice. Each assigned token will roll @3 or less dealing a hit to ships being raided. However, carrier based aircraft or air units eligible to scramble may attempt to block the raid. During this 1 round air battle in which Allied planes intercept kamikaze pilots, Tactical Bombers hit 1@1, and Fighters hit 1@2 (WW1 planes may not intercept). The Japanese begin the game with 12 kamikaze tokens total, casualties from enemy aircraft are removed by Japan, and kamikaze tokens get zero defense during the 1 round air battle.

    6. Transport Assignment: Any number of air or sea transport units (including none), may be reassigned to a friendly nation during any special missions turn. Upon approval from the nation that currently controls them, transport units may be swapped out and controlled by the friendly nation of their choice. However, only sea transports adjacent to a friendly naval base, and air transports landed on a friendly air base may be reassigned during the special missions phase.

    7. Apply National Advantages:

    Special Missions Turn #1 = Enigma decoded
    Special Missions Turn #2 = British Radar Tower
    Special Missions Turn #3 = Defending the Motherland
    Special Missions Turn #4 = Russian Winter
    Special Missions Turn #5 = American War Production �
    Special Missions Turn #6 = Super Fortress Bombers
    Special Missions Turn #7 = Essex Class Carriers
    Special Missions Turn #8 = Russian Rocket Launchers
    Special Missions Turn #9 = Banzai Attack
    Special Missions Turn #10 = Jet Fighters
    Special Missions Turn #11 = Atomic Bomb

    VICHY RULES

    1. Conduct Vichy France: (“Puppet Government” of Nazi Germany)

    • If Southern France is attacked before Paris falls, all French units on the board immediately become Free French.
    • Once Paris falls and becomes occupied by an Axis power, Southern France becomes Vichy, along with all other French units, territories and occupied sea zones on the board (except those units in London which remain “Free French”).
    • During the Special Missions Phase of each round, eligible nations will participate to “Resolve Vichy” by rolling a sequence of dice in a designated turn order.

    Vichy Turn Order:

    1. Japan
    2. United Kingdom
    3. Italy
    4. Free French
    5. Germany

    Resolve Vichy Rolls:

    1. Japan:
    Japan may choose to attempt a roll @3 and claim the French Indo-China Vichy infantry and territory.

    2. United Kingdom:
    UK may attempt to destroy all Vichy sea units on the board by rolling 1 die @3 per sea zone in the following order… A-24, M-1, and 1-12. A successful roll for any sea zone will immediately destroy the Vichy ships there in.

    3. Italy:
    Italy may attempt to control certain Vichy units and territories by rolling 1 die @1 per territory in the following order… Corsica, Morocco, Algeria, Tunisia, and Syria.

    4. Free French:
    Free French may attempt to control Vichy units and territories by rolling 1 die @1 per territory and sea zone in the following order… A-24, M-1, & I-12, Corsica, Morocco, Algeria, Tunisia, FWA, FCA, FEA, Syria, Madagascar, FIC.

    5. Germany:
    Germany may attempt to control Vichy units and territories by rolling 1 die @3 per territory and sea zone in the following order… A-24, M-1, & I-12, Corsica, Morocco, Algeria, Tunisia, FWA, FCA, FEA, Syria, Madagascar.

    Roll off to determine who will control the French hybrid ship



  • @Trisdin:

    I have been working for weeks, cutting and pasting everything I can find online onto 1 document just so if I want to verify an updated rule in our global game, I can find it in one place. it is about 80% done but man is it a lot of work. (don’t worry wizard lawyers, I won’t be trying to sell it).

    Well I hope you upload it to the site!



  • GLOSSARY OF TERMS

    PRODUCTION FACILITIES

    • All production facilities may be upgraded 1 level per turn for 10 IPCs each level, provided that all placement requirements have been met.
    • All units purchased during the purchase new units phase must be assigned (before the combat movement phase) to the production facility that will build them during the place new units phase.
    • Nations may only build minor factories on neutral territories they now occupy regardless of their territorial value.

    TRANSPORTS AS CASUALTIES

    Transports may be used as casualties during the resolve combat phase at a rate of 3:1. This means at any time during battle, a player may choose to remove up to 3 transports to absorb a single enemy hit. For example:

    • If a player has 1 transport in battle, they may choose to use it as a casualty for one hit
    • If a player has 2 transports in battle and they choose to use transports as casualties, both absorb 1 hit
    • If a player has 3 transports in battle and they choose to use transports as casualties, all 3 absorb 1 hit
    • If a player has 4 transports in battle and they choose to use transports as casualties, 3 absorb 1 hit, and the forth transport may absorb a second hit during the same combat round or a hit in a later combat round.
    • Therefore, if a player has 10 transports in battle, it is enough to absorb up to 4 hits using a sequence of 3,3,3, and 1 as casualties for each hit.
    • Note that 3 transports must be used as a casualty first before the lesser amount of transport/s if aplicable

    THE BUILD QUEUE

    • Certain units must enter the build queue for at least 1 turn before being placed on the board. Players must pay half the unit’s cost to put into the build queue, and than the remaining half later when they wish to take it out of the build queue and onto the board.

    BLOCKING ENEMY MOVEMENT

    • Territories and sea zones each require a unit (or units) totaling up to 3 or more “block points” in order to block enemy movement.

    DOG FIGHTING

    • All aircraft must resolve 1 combat round before engaging other units in general combat, attack and defense values are listed in each air unit profile under “dogfight”

    OBSOLETE UNITS

    • Pre-war remnant units that are not available for purchase are listed as obsolete

    SUPERIORITY BONUSES

    • An air superiority bonus is applied when the enemy does not have any stronger air units present in battle. Also, a sea superiority bonus is applied when the enemy does not have any stronger sea units present in battle

    ESCAPE ATTEMPTS

    • Some defending units may make a roll prior to their defense roll in an attempt to escape the battle. Submarines may submerge after first round of combat, however… destroyers may engage submerged submarines during remaining combat rounds. Submerged submarines engaged with destroyer require a successful escape roll to avoid hits from enemy destroyers.

    CAPACITY LOADS

    • Weather sea transports are being loaded and unloaded during combat movement or non-combat movement… they may only carry a load totalling 3 capacity points.
    • Transports being used during the combat movement phase must have at least 1 Elite Infantry on board.

    SUPPORT BONUSES

    • A +1 modifier applied to attack and/or defense values of a unit when paired with a second specified unit during battle (similar to combined arms).

    FIRST STRIKE CAPABILITIES

    • An ability for certain units that remove enemy casualties off the board immediately when a hit is rolled, therefore preventing a casualty roll (similar to surprise strike).

    NEUTRAL BLOCKS

    BLOCK #1 - SOUTH AMERICA

    If an Allied power attacks any strict neutral territory in South America, all remaining standing armies in South America and the territories they’re on, become German.

    If an Axis power attacks any strict neutral territory in South America, all remaining standing armies in South America and the territories they’re on, become American.

    BLOCK #2 - EUROPE, AFRICA, & THE MIDDLE EAST

    If an Allied power attacks any strict neutral territory in Europe, Africa, or the Middle East, all remaining standing armies in Europe, Africa, or the Middle East and the territories they’re on, become German.

    If an Axis power attacks any strict neutral territory in Europe, Africa, or the Middle East, all remaining standing armies in Europe, Africa, or the Middle East and the territories they’re on, become British.

    BLOCK #3 - MONGOLIA

    If an Allied power attacks any strict neutral territory in Mongolia, all remaining standing armies in Mongolia and the territories they’re on, become Japanese.

    If an Axis power attacks any strict neutral territory in Mongolia, all remaining standing armies in Mongolia and the territories they’re on, become Russian.

    POLITICAL SITUATIONS

    **GERMANY

    AVAILABLE SOON:
    0 IPCs - Available soon

    **JAPAN

    AVAILABLE SOON:
    0 IPCs - Available soon

    **SOVIET UNION

    AVAILABLE SOON:
    0 IPCs - Available soon

    **UNITED STATES

    AVAILABLE SOON:
    0 IPCs - Available soon
    **UNITED KINGDOM - EUROPE

    AVAILABLE SOON:
    0 IPCs - Available soon

    **UNITED KINGDOM - PACIFIC

    AVAILABLE SOON:
    0 IPCs - Available soon

    **ITALY

    AVAILABLE SOON:
    0 IPCs - Available soon

    **CHINA

    AVAILABLE SOON:
    0 IPCs - Available soon

    **COMMONWEALTH - EUROPE

    AVAILABLE SOON:
    0 IPCs - Available soon

    **COMMONWEALTH - PACIFIC

    AVAILABLE SOON:
    0 IPCs - Available soon

    **FRANCE

    AVAILABLE SOON:
    0 IPCs - Available soon
    GRASSHOPPER & GARGANTUA’S 1940 DELUXE EDITION NATIONAL OBJECTIVES

    GERMANY:
    TRADE WITH RUSSIA: (Germany must not be at war with Russia)
    5 IPCs - Germany is not at war with the Soviet Union

    SCANDINAVIAN RESOURCES:
    5 IPCs - Germany controls both Norway & Denmark

    NOVGOROD:
    3 IPCs - An Axis power controls Leningrad

    VOLGOGRAD:
    3 IPCs - An Axis power controls Stalingrad

    THE BREAD BASKET OF EUROPE:
    3 IPCs - The Axis powers control Ukraine, Western Ukraine, and Bryansk

    RUSSIA:
    5 IPCs - An Axis power controls Moscow

    CAUCASUS OIL FIELDS:
    5 IPCs - An Axis power controls Caucasus

    SEALION:
    5 IPCs - An Axis power controls London

    IRAQ:
    2 IPCs - Germany controls Iraq

    PERSIA:
    2 IPCs - Germany controls Persia

    NORTHWEST PERSIA:
    2 IPCs - Germany controls Northwest Persia

    EASTERN PERSIA:
    2 IPCs - Germany controls Eastern Persia

    THE GATEWAY:
    2 IPCs - An Axis power controls Egypt

    GEORGIA:
    2 IPCs - Germany controls Georgia

    ARGENTINA:
    3 IPCs - The Axis powers control Argentina

    AFRIKA KORPS:
    5 IPCs - Germany has at least 5 land units on the continent of Africa

    THE BALKANS:
    5 IPCs - The Axis powers control all of the following territories:
    Romania, Yugoslavia Bulgaria, Albania, Greece, Crete, and Cyprus

    JAPAN:
    TRADE WITH AMERICA: (Japan must not be at war with a Pacific ally)
    10 IPCs - Japan is not at war with the Pacific Allies

    CHINESE CAPITULATION:
    5 IPCs - The Axis powers control all Chinese territories

    STRATEGIC ISLAND ADVANCE:
    1 IPC (per land unit / up to 3 per Island) - Japan has land units on the following Islands:
    Iwo Jima, Guam, Marianas, Marshal Islands, Wake Island, and Midway Island

    OUTER ISLAND PERIMETER:
    5 IPCs - Japan controls Caroline Islands, Gilbert Islands, Solomon Islands, and New Britain

    SOUTH PACIFIC ISLAND RESOURCES:
    5 IPCs - Japan controls Borneo, Sumatra, Java, and Celebs

    CALCUTTA:
    5 IPCs - Japan controls India

    SYDNEY:
    5 IPCs - Japan controls New South Wales

    HONOLULU:
    5 IPCs - Japan controls Hawaii Islands

    SAN FRANCISCO:
    5 IPCs - Japan controls Western United States

    ARGENTINA:
    3 IPCs - The Axis powers control Argentina

    SOVIET UNION:
    THE SPREAD OF COMMUNISM:
    3 IPCs (Per territory) - Russia controls an originally controlled Axis territory and/or an Axis friendly neutral territory

    NATIONAL PRESTIEGE:
    5 IPCs - There are no Allied units on any originally controlled Russian territory

    U.K LEND-LEASE ACT:
    1 Light Artillery and 1 Light Tank (in Archangel) - There are no Axis warships in sea zone A-6, and the Allies control both Archangel and London

    U.S LEND-LEASE ACT
    1 Light Artillery and 1 Light Tank (in Soviet Far East) - There are no Axis warships in sea zones P-3 and P-4, and the Allies control both the Soviet Far East and Alaska

    GERMANY:
    5 IPCs - The Soviet Union controls Berlin

    UNITED STATES:

    NATIONAL SOVEREIGNTY:
    10 IPCs - America controls Eastern United States, Central United States, and Western United States

    CENTRAL AMERICA:
    5 IPCs - America controls Mexico, Central America, and the West Indies

    STRATEGIC HOMELAND PERIMETER:
    5 IPCs - America controls Alaska, Aleutian Islands, Hawaii Islands, Johnston Island, and Line Islands

    AMERICAN WAR ECONOMY:
    5 IPCs - America is at war with the Axis powers

    STRATEGIC ISLAND ADVANCE:
    1 IPC (per land unit / up to 3 per Island) - America has land units on the following Islands:
    Iwo Jima, Guam, Marianas, Marshal Islands, Wake Island, and Midway Island

    PHILIPPINES:
    5 IPCs - American controls the Philippines

    OUTER ISLAND PERIMETER:
    5 IPCs - America controls Okinawa, Formosa, and Hainan

    OPERATION TORCH:
    3 IPCs - The Allies control Morocco, Algeria, Tunisia, and Libya

    FRENCH LIBERATION:
    5 IPCs - America has at least 1 land unit in France (Paris)

    ITALIAN LIBERATION:
    3 IPCs - The United States has at least 1 land unit in Southern Italy (Rome)

    UNITED KINGDOM-EUROPE:

    THE BRITISH EMPIRE:
    5 IPCs - The United Kingdom Europe controls all of their original territories

    OPERATION ULTRA - NORTH ATLANTIC:
    2 IPCs - There are no Axis warships from sea zones A-1 to A-13

    OPERATION ULTRA - ATLANTIC:
    2 IPCs - There are no Axis warships from sea zones A-15 to A-27

    OPERATION ULTRA - MEDITERRANEAN:
    2 IPCs - There are no Axis warships from sea zones M-1 to M-8

    OPERATION HUSKEY:
    5 IPCs - The Allies control 4 of the following territories: Corsica, Sardinia, Sicily, Malta, Crete, and/or Cyprus

    THE GATEWAY:
    3 IPCs - There are no Axis controlled territories on the continent of Africa

    DEFENSE OF VITAL RESOURCES: (Russia is at war with the European Axis Powers) 3 IPCs - The Allies control all of the following territories: Iraq, Persia, Northwest Persia, Eastern Persia, Caucasus, and Georgia

    FRENCH LIBERATION:
    5 IPCs - The United Kingdom has at least 1 land unit in France (Paris)

    ITALIAN LIBERATION:
    3 IPCs - The United Kingdom has at least 1 land unit in Southern Italy (Rome)

    UNITED KINGDOM-PACIFIC:

    SOUTH PACIFIC RESOURCES:
    5 IPCs - The Allies control Kwangtung, Borneo, and Malaya

    THE BURMA ROAD:
    3 IPCs - The Burma road is open

    SEAC:
    3 IPCs - The Allies control India, and West India

    DEFENSE OF VITAL RESOURCES: (Russia is at war with the European Axis Powers) 3 IPCs - The Allies control all of the following territories: Iraq, Persia, Northwest Persia, Eastern Persia, Caucasus, and Georgia

    **ITALY

    MARE NOSTROM:
    5 IPCs - There are no Allied surface warships in the Mediterranean

    NORTH AFRICA:
    5 IPCs - The Axis control Morocco, Alexandria and all territories in between

    THE ROMAN EMPIRE:
    5 IPCs - The Axis control at least 3 of the following territories: Gibraltar, S.France, Greece, and Egypt

    THE MEDITERRANEAN:
    5 IPCs - The Axis control 4 of the following territories: Corsica, Sardinia, Sicily, Malta, Crete, and/or Cyprus

    IRAQ:
    2 IPCs - Italy controls Iraq

    PERSIA:
    2 IPCs - Italy controls Persia

    NORTHWEST PERSIA:
    2 IPCs - Italy controls Northwest Persia

    EASTERN PERSIA:
    2 IPCs - Italy controls Eastern Persia

    THE GATEWAY:
    2 IPCs - An Axis power controls Egypt

    GEORGIA:
    2 IPCs - Italy controls Georgia

    ARGENTINA:
    3 IPCs - The Axis powers control Argentina

    CHINA:
    THE BURMA ROAD:
    1 Mechanized Infantry and 1 Light Artillery - The Burma road is open

    COMMONWEALTH-CANADA:

    CONVOY PATROL - NORTH ATLANTIC:
    2 IPC - The Commonwealth has at least 1 surface warship within sea zones A-9 to A-12

    CONVOY PATROL - ATLANTIC:
    2 IPC - The Commonwealth has at least 1 surface warship within sea zones A-15 to A-19

    FRENCH LIBERATION:
    5 IPCs - The Commonwealth has at least 1 land unit in France (Paris)

    COMMONWEALTH-ANZAC:

    NATIONAL SOVEREIGNTY:
    3 IPCs - ANZAC controls all their original territories

    OUTER DEFENSE PERIMETER:
    3 IPCs - The Allies (not including Dutch) control the following territories: New Guinea, Dutch New Guinea, New Britain, and the Solomon Islands

    AFRICAN EXPANSIONARY FORCE:
    3 IPCs - The Allies control Egypt

    SOUTH PACIFIC RESOURCES:
    3 IPCs - The Allies control Kwangtung, Borneo, and Malaya

    ITALIAN LIBERATION:
    3 IPCs - The Commonwealth has at least 1 land unit in Southern Italy (Rome)

    FRANCE:
    VICTORY:
    20 IPCs (worth of land units) - It is the 1st time Paris has been liberated************************


  • '10

    This sounds interesting!  Can’t wait to see the final product.


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