witt and snigg, here is a write up about the World At War game I found. A bit different than G40, but similar enough.
What I’ve learned playing World At War:
1) Transports are old school defend at a 1 and take hits in combat.
2) You purchase armored cars and artillery two at a time, effectively making them 3.5 ICs each. Remember to factor that in on your unit count for deployment.
3) In SZs connected to another SZ via multiple canals, you (and your Allies) must own ALL of them to pass through.
a. EXAMPLE: Above Northern Australia & Townsville, there is SZ 73. Directly north is SZ 110. Between the two SZs, are 3 canals, between the territories of Flores, Nayumo, Ceram, & Okaha. Your side must own ALL FOUR territories before you can pass between those two SZs.
4) You don’t have back-up capitals you have multiple capitals. If you lose ANY of them, it counts as losing your capital.
a. Example: in one game, Russia lost Kaask, the Soviet far east capital with a production value of 6. Hisachi took it, and Russia lost all his money, even though he still had Moscow and that one in the middle no one really uses. Lol.
b. On your next round, you’ll collect income if you still have at least one capital left.
5) Most powers have Late War units that don’t become available for purchase until the beginning of your Round 4.
6) Bunkers are immovable, 2-hit unit that repairs at the beginning of your turn, defends at 3, and can be built in any territory, regardless of factory. Only available for purchase as a Late War unit, costs 6 ICs.
7) Patrol boats, cruisers, and super subs can carry units.
a. I didn’t say just infantry, because they can carry armored cars as well! An armored car weighs as much as an infantry (2 carrying capacity).
Cool A battle transport can carry two tanks (3 cap) and one infantry (1 cap), or FOUR infantry/armored cars.
9) Subs and transports can block naval movement.
10) Planes can hit subs.
a. But if no destroyer is present on the attacking side, they can submerge AFTER the first round of combat.
11) AA guns have no combat value, and get a shot at EVERY plane. (Classic rules). Capturable. Moveable during NCM if you controlled it at the start of your turn.
12) Deployment is restricted to the production value of the territory.
13) You can build a new factory in any territory you control at the beginning of your turn with a value of 1 or higher.
14) SPECIFIC UNITS that you have to learn through play:
a. Long range bombers: US/JAPAN/UK They not only move 8 and attack @ 5 and can bomb, they give artillery support to supportable units if used in combat!
b. Battle Carriers: US/JAPAN They are two hit repairable units. THEY CAN ALSO STILL HOLD PLANES AFTER TAKING A HIT.
c. Mechanized Infantry give artillery support, as do Stukas (German only).
15) Capital Count! All capitals bear the national symbol on their capital territories.
a. Germany � 1: Berlin
b. Russia � 3: Moscow, Aleksandrowskoe, Kaask
c. Italy � 1: Rome
d. French � 2: Coral Harbor, Paris
e. Yamamoto -1: Tokio
f. China -1: Xining
g. Hisachi -1: Seoul
h. British � 3: Quebec, London, Dheli
i. Anzac � 1: Melbourne
j. Dutch -2: Borneo, Dutch Guinea
k. Finns -1: Helsinki
l. Romania -1: Romania
m. Thai � 1: Phuket
n. US � 2: Washington and San Francisco