:lol:
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 BomberSea 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 CruiserBuild 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 SubmarineBuild 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 ArtillerySea Zone A-8: 1 Submarine
Sea Zone B-3: 1 Sea Transport, 1 Submarine, 1 DreadnoughtBuild 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 DestroyerBuild 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 StationSea 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 BattleshipBuild 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 ArtillerySea 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 CruiserBuild 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 InfantrySea 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 DestroyersBuild 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 FightersCOMMONWEALTH-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 InfantrySea 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 InfantrySea Zone P-53: 1 Sea Transport, 1 Destroyer
Sea Zone P-55: 1 Battle Cruiser
Sea Zone I-1: 1 DestroyerBuild 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 InfantrySea Zone A-24: 1 Destroyer, 1 Battle Cruiser
Sea Zone M-1: 1 Destroyer, 1 Battleship
Sea Zone I-12: 1 DestroyerBuild 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 -0Gives 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 -0Defense -0Dog 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 -0Defense -0Escape - @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 - 3Attack - @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.
-
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 timeTURN BLOCK #2
Soviet Union / United States Russia and the United States conduct turns at the same timeTURN BLOCK #3
UK Europe / UK Pacific UK Europe and UK Pacific conduct turns at the same timeTURN BLOCK #4
Italy / China Italy and China conduct turns at the same timeTURN BLOCK #5
CW Europe / CW Pacific CW Europe and CW Pacific conduct turns at the same timeTURN BLOCK #6
France / Special Missions
France conducts their turn, and than Special MissionsSpecial 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 IncomeCOMBAT MOVEMENT PHASE
2. Combat MovementRESOLVE COMBAT PHASE
1. First Strikes
2. Submerges
3. Escapes
4. Dog Fights
5. Sea Battles
6. Amphibious Assaults
7. General CombatNON-COMBAT MOVEMENT PHASE
4. Non-combat MovementREPAIR DAMAGED SHIPS PHASE
5. Repair Damaged ShipsPLACE NEW UNITS
6. Place New UnitsCOLLECT NEW INCOME PHASE
7. Collect IncomeSPECIAL 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 Advantages1. 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 BombVICHY 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. GermanyResolve 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 - EUROPEAVAILABLE 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 OBJECTIVESGERMANY:
TRADE WITH RUSSIA: (Germany must not be at war with Russia)
5 IPCs - Germany is not at war with the Soviet UnionSCANDINAVIAN RESOURCES:
5 IPCs - Germany controls both Norway & DenmarkNOVGOROD:
3 IPCs - An Axis power controls LeningradVOLGOGRAD:
3 IPCs - An Axis power controls StalingradTHE BREAD BASKET OF EUROPE:
3 IPCs - The Axis powers control Ukraine, Western Ukraine, and BryanskRUSSIA:
5 IPCs - An Axis power controls MoscowCAUCASUS OIL FIELDS:
5 IPCs - An Axis power controls CaucasusSEALION:
5 IPCs - An Axis power controls LondonIRAQ:
2 IPCs - Germany controls IraqPERSIA:
2 IPCs - Germany controls PersiaNORTHWEST PERSIA:
2 IPCs - Germany controls Northwest PersiaEASTERN PERSIA:
2 IPCs - Germany controls Eastern PersiaTHE GATEWAY:
2 IPCs - An Axis power controls EgyptGEORGIA:
2 IPCs - Germany controls GeorgiaARGENTINA:
3 IPCs - The Axis powers control ArgentinaAFRIKA KORPS:
5 IPCs - Germany has at least 5 land units on the continent of AfricaTHE BALKANS:
5 IPCs - The Axis powers control all of the following territories:
Romania, Yugoslavia Bulgaria, Albania, Greece, Crete, and CyprusJAPAN:
TRADE WITH AMERICA: (Japan must not be at war with a Pacific ally)
10 IPCs - Japan is not at war with the Pacific AlliesCHINESE CAPITULATION:
5 IPCs - The Axis powers control all Chinese territoriesSTRATEGIC 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 IslandOUTER ISLAND PERIMETER:
5 IPCs - Japan controls Caroline Islands, Gilbert Islands, Solomon Islands, and New BritainSOUTH PACIFIC ISLAND RESOURCES:
5 IPCs - Japan controls Borneo, Sumatra, Java, and CelebsCALCUTTA:
5 IPCs - Japan controls IndiaSYDNEY:
5 IPCs - Japan controls New South WalesHONOLULU:
5 IPCs - Japan controls Hawaii IslandsSAN FRANCISCO:
5 IPCs - Japan controls Western United StatesARGENTINA:
3 IPCs - The Axis powers control ArgentinaSOVIET UNION:
THE SPREAD OF COMMUNISM:
3 IPCs (Per territory) - Russia controls an originally controlled Axis territory and/or an Axis friendly neutral territoryNATIONAL PRESTIEGE:
5 IPCs - There are no Allied units on any originally controlled Russian territoryU.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 LondonU.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 AlaskaGERMANY:
5 IPCs - The Soviet Union controls BerlinUNITED STATES:
NATIONAL SOVEREIGNTY:
10 IPCs - America controls Eastern United States, Central United States, and Western United StatesCENTRAL AMERICA:
5 IPCs - America controls Mexico, Central America, and the West IndiesSTRATEGIC HOMELAND PERIMETER:
5 IPCs - America controls Alaska, Aleutian Islands, Hawaii Islands, Johnston Island, and Line IslandsAMERICAN WAR ECONOMY:
5 IPCs - America is at war with the Axis powersSTRATEGIC 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 IslandPHILIPPINES:
5 IPCs - American controls the PhilippinesOUTER ISLAND PERIMETER:
5 IPCs - America controls Okinawa, Formosa, and HainanOPERATION TORCH:
3 IPCs - The Allies control Morocco, Algeria, Tunisia, and LibyaFRENCH 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 territoriesOPERATION ULTRA - NORTH ATLANTIC:
2 IPCs - There are no Axis warships from sea zones A-1 to A-13OPERATION ULTRA - ATLANTIC:
2 IPCs - There are no Axis warships from sea zones A-15 to A-27OPERATION ULTRA - MEDITERRANEAN:
2 IPCs - There are no Axis warships from sea zones M-1 to M-8OPERATION HUSKEY:
5 IPCs - The Allies control 4 of the following territories: Corsica, Sardinia, Sicily, Malta, Crete, and/or CyprusTHE GATEWAY:
3 IPCs - There are no Axis controlled territories on the continent of AfricaDEFENSE 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 MalayaTHE BURMA ROAD:
3 IPCs - The Burma road is openSEAC:
3 IPCs - The Allies control India, and West IndiaDEFENSE 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 MediterraneanNORTH AFRICA:
5 IPCs - The Axis control Morocco, Alexandria and all territories in betweenTHE ROMAN EMPIRE:
5 IPCs - The Axis control at least 3 of the following territories: Gibraltar, S.France, Greece, and EgyptTHE MEDITERRANEAN:
5 IPCs - The Axis control 4 of the following territories: Corsica, Sardinia, Sicily, Malta, Crete, and/or CyprusIRAQ:
2 IPCs - Italy controls IraqPERSIA:
2 IPCs - Italy controls PersiaNORTHWEST PERSIA:
2 IPCs - Italy controls Northwest PersiaEASTERN PERSIA:
2 IPCs - Italy controls Eastern PersiaTHE GATEWAY:
2 IPCs - An Axis power controls EgyptGEORGIA:
2 IPCs - Italy controls GeorgiaARGENTINA:
3 IPCs - The Axis powers control ArgentinaCHINA:
THE BURMA ROAD:
1 Mechanized Infantry and 1 Light Artillery - The Burma road is openCOMMONWEALTH-CANADA:
CONVOY PATROL - NORTH ATLANTIC:
2 IPC - The Commonwealth has at least 1 surface warship within sea zones A-9 to A-12CONVOY PATROL - ATLANTIC:
2 IPC - The Commonwealth has at least 1 surface warship within sea zones A-15 to A-19FRENCH 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 territoriesOUTER DEFENSE PERIMETER:
3 IPCs - The Allies (not including Dutch) control the following territories: New Guinea, Dutch New Guinea, New Britain, and the Solomon IslandsAFRICAN EXPANSIONARY FORCE:
3 IPCs - The Allies control EgyptSOUTH PACIFIC RESOURCES:
3 IPCs - The Allies control Kwangtung, Borneo, and MalayaITALIAN 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************************ -
This sounds interesting! Can’t wait to see the final product.