Re: Grasshopper & Gargantua's 3G40 Deluxe Edition (Updated October 20th)
Is there a map key I can use to match up the sea zone naming conventions referenced in this thread to the OOB map sea zones?
FRANCE: 20 IPCs
France: 21 Regular Infantry, 1 Calvary, 1 Light Artillery, 1 Light Tank, 1 War Plane, 1 Fighter, 1 AA Artillery, Major Bunker, Industrial Complex, Air Base, Rail Station
Normandy/Bordeaux: 6 Regular Infantry, 1 War Plane, 1 AA Artillery, Minor Factory, Naval Base
Southern France: 6 Regular Infantry, 1 Elite Infantry, 1 Light Artillery, 1 War Plane, 1 AA Artillery, Minor Factory, Naval Base
United Kingdom: 1 Regular Infantry, 1 Fighter
Corsica 1 Regular Infantry
Morocco: 2 Regular Infantry, 1 Elite Infantry
Algeria: 1 Regular Infantry
Tunisia: 1 Regular Infantry
Syria: 1 Regular Infantry, 1 Calvary
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-18: 1 Submarine
Sea Zone A-24: 1 Warship, 1 Dreadnought
Sea Zone M-1: 1 Destroyer, 1 Battleship
Sea Zone I-12: 1 Destroyer
Build Queue: 1 Strategic Bomber
UNIT PROFILES & SPECIAL ABILITIES
PRODUCTION FACILITIES
Industrial Complex:
Cost - N/A
Move - N/A
Queue - N/A
_- This facility is not available to be purchased
_- When this unit gets built and put on the board, 1 construction marker must be placed under it
TACTICAL FACILITIES
Airbase:
Cost - 10 IPCs
Move - N/A
Queue - 1 construction marker
_- When this unit gets put on the board, 1 construction marker must be placed under it
_- Contains a built in AA gun for defense against SBRs (1@1 per attacking bomber)
_- Contains a built in AA gun for defense against SBRs (1@1 per attacking bomber)
Minor Bunker:
Cost - 10
Move - N/A
Attack - N/A Defense - N/A Gives a +1 support bonus for up to 3 regular and/or elite infantry
Queue - 1 construction marker
_- When this unit gets purchased and placed on the board, 1 construction marker must be placed under it
LAND UNITS
Regular Infantry:
Cost - 3 IPCs
Move - 1
Capacity - 1
Attack - @1 (+1 support bonus when combined with an artillery unit or elite infantry)
Defense - @2 (+1 support bonus when combined with an operational bunker)
Queue - N/A
Mechanized Infantry:
Cost - 4 IPCs
Move - 2
Capacity - 1
Attack - @1 (+1 support bonus when combined with an artillery unit or elite infantry)
Defense - @2
Queue - N/A
- May each tow any artillery unit during the non combat moment phase
Elite Infantry:
Cost - 4 IPCs
Move - 1
Capacity - 1
Attack - @2 (+1 support bonus when combined with an artillery unit or tank unit)
Defense - @2 (+1 support bonus when combined with an operational bunker)
Queue - (2/2)
_- This unit is required to use the build queue when being purchased
Anti-Aircraft Artillery:
Cost - 5 IPCs
Move - 1
Capacity - 2
Attack - @1
Defense - @1
Queue - N/A - May be towed by mechanized infantry during the non combat movement phase
Light Artillery:
Cost - 4 IPCs
Move - 1
Capacity - 2
Attack - @2
Defense -@2
Queue - N/A
_- May be towed by mechanized infantry during the non combat movement phase
Heavy Artillery:
Cost - 5 IPCs
Move - 1
Capacity - 3
Attack - @4 (first strike bonus if a dog fight has been triggered)
Defense - @4
Queue - N/A
_- May be towed by mechanized infantry during the non combat movement phase
Heavy Tank:
Cost - 8 IPCs
Move - 2
Capacity - 3
Attack - @5
Defense - @4
Queue - (4/4)
_- Can blitz
AIR UNITS
Air Transport:
Cost - 6 IPCs
Move - 3
Capacity - 1
Attack - N/A Defense - N/A Queue - N/A _- Each air transport may drop up to 2 Elite Infantry into hostile territories during the combat movement phase (air transports may not land on the territory being attacked)
_- May hit surfaced submarines without a destroyer present
_- May hit surfaced submarines without destroyer present
_- May hit surfaced submarines without a destroyer present
SEA UNITS
Oil Tanker:
Cost - 1 per 3 Oil Derricks controlled
Move - N/A
Capacity - N/A
Attack - N/A Defense - N/A Queue - Add or remove according to the number of Oil Derricks controlled throughout the game
_- Oil Tankers are earned by nations controlling 3 or more Oil Derricks, earn 1 for each 3 controlled
Sea Transport:
Cost - 6 IPCs
Move - 2
Capacity - 1
Attack - N/A Defense - N/A Queue - N/A
_- Each sea transport must carry at least one elite infantry during the combat movement phase (unless the territory being attacked is not occupied by enemy units).
- During game rounds 1 & 2, destroyers do not negate the first strike ability of German U-Boats
Submarine:
Cost - 8 IPCs
Move - 2
Capacity - 2
Attack - @3 (first strike bonus when enemy destroyers are not present)
Defense - @2
Queue - N/A
- Can not hit aircraft Warship:
Cost - Obsolete
Move - 2
Capacity - 2
Attack - @3 (+1 sea superiority bonus)
Defense - @3 (+1 sea superiority bonus)
Queue - Obsolete
Light Carrier:
Cost - Obsolete
Move - 2
Capacity - 2
Attack - @1 Defense - @2
Queue - Obsolete _- May only carry 1 air unit
_- This unit is required to use the build queue when being purchased
SPECIALIZED UNITS
Super Battleship:
Cost - 18 IPCs
Move - 2
Capacity - 5
Attack - @6
Defense - @6
Air Cover Defense - 3 Queue - (6/6/6)
_- This unit is required to use the build queue when being purchased
Essex Class Aircraft Carrier:
Cost - 16 IPCs
Move - 2
Capacity - 4
Attack - @1
Defense - @2
Air Cover Defense - 1 Queue - N/A
_- May hold up to 3 aircraft
POLITICAL SITUATIONS
HOW THE WAR IS WON
AXIS VICTORY CONDITION
**The Axis powers win the war if during any given strategic missions phase, the following conditions are met…**The European Axis powers control 4 of the following 8 European cities:
Berlin, Rome, Paris, Johannesburg, Moscow, Stalingrad, London, and/or Washington
and…
Japan controls 4 of the following 8 Pacific cities:
Tokyo, Hong Kong, Manila, Calcutta, Samara, Sydney, Honolulu, and/or San Francisco
ALLIED VICTORY CONDITION
The Allied powers win if…
The Axis powers have not won the game before the end of round 12 when America develops nuclear technology
NEUTRAL TERRITORIES & NEUTRAL BLOCKS
PRODUCTION ON NEUTRAL TERRITORIES
CLAIMING STANDING ARMIES
Any land unit may claim a pro-neutral’s standing army, however, an air transport may land on a pro-neutral territory and claim the standing army if carrying at least one regular infantry or elite infantry ON it.
NAVAL PORTS ON NEUTRAL TERRITORIES
Nations at war may use naval bases on neutral territories during one turn for a payment due during the purchase new units phase. Use of the base includes repairs to capital chips and increased movement.
Strict neutral naval base rental costs - 6 IPCs = repairs and increased movement for up to 3 ships
Pro neutral naval base rental costs - 3 IPCs = repairs and increased movement for up to 3 ships
Friendly naval base rental costs - 0 IPCs = repairs and increased movement for up to 3 ships
Nation owned naval base rental costs - 0 IPCs = repairs and increased movement for unlimited ships
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 (including pro-axis neutrals) 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 (including pro-allied neutrals) 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 (including pro-axis neutrals) 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 (including pro-allied neutrals) 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.
**NEUTRAL NATIONS: NOT AT WAR
THE SOVIET UNION:
Unless at war with a European Axis power, Russia may not collect for national objectives, collect for oil tankers, recruit conscripts from rail stations, use engineer tokens, use patron tokens, or move into neutral territories.
THE UNITED STATES:
Unless at war with an Axis power, The United States may not collect for national objectives, collect for oil tankers, recruit conscripts from rail stations, use patron tokens, or move into neutral territories.
THE PACIFIC ALLIES:
Unless at war with Japan, United Kingdom Pacific, and Commonwealth ANZAC may not collect for national objectives, collect for oil tankers, recruit conscripts from rail stations, use patron tokens, or move into neutral territories. However, oil derricks under UK Pacific control will count for increasing oil tankers which UK Europe may collect for.
JAPAN:
Unless at war with a Pacific ally, Japan may not collect for national objectives, collect for oil tankers, recruit conscripts from rail stations, use Kamikaze tokens, or move into neutral territories.
**OCCUPATION OF CAPITAL CITIES
GERMANY (BERLIN)
JAPAN (TOKYO)
SOVIET UNION (MOSCOW)
UNITED STATES (WASHINGTON)
UNITED STATES (SAN FRANCISCO)
UNITED STATES (EXILE)
UNITED KINGDOM (LONDON)
UNITED KINGDOM (CALCUTTA)
ITALY (ROME)
If Italy loses their capital, the Italian puppet government of the Italian Social Republic is established, however, only if Northern Italy is not Allied controlled. If the puppet government is triggered, then Northern Italy and all Italian units on the board immediately become German. It won’t matter if an Axis nation liberates Rome, Northern Italy will remain the new capital and all units remain German.
Each sea zone with at least one Italian ship are rolled for between the German player and the Allied player which now occupies Rome. If Germany rolls highest for a sea zone, the Italian ship or ships in that sea zone will immediately become German. If the Allied player rolls highest for a sea zone, the Italian ship or ships are immediately removed from the board.
Each Italian controlled territory is rolled for between the German player and the Allied player which now occupies Rome. If Germany rolls highest for a territory, the territory and any Italian units (including facilities) will immediately become German. If the allied player rolls highest for a territory, the territory remains Italian with it’s value in limbo. Also, any Italian units within an Allied won Italian territory are immediately removed from the board, and all facilities are max damaged.
COMMONWEALTH CANADA (OTTAWA)
COMMONWEALTH ANZAC (SYDNEY)
FRANCE (PARIS)
CAPITAL CITIES
Germany - Berlin
Japan - Tokyo
Soviet Union - Moscow
United States - Washington & San Francisco
United Kingdom (Europe) - London
United Kingdom (Pacific) - Calcutta
Italy - Rome
China - N/A
Commonwealth (Canada) - Ottawa
Commonwealth (ANZAC) - Sydney
France - Paris****
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
NORTHERN OUTPOST:
5 IPCs - Germany controls Svalbard
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:
12 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
WASHINGTON:
12 IPCs - An Axis power controls Eastern United States
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:
3 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
THE BURMA ROAD:
3 IPCs - The Axis powers have broken the Burma Road
STRATEGIC ISLAND ADVANCE:
1 IPC (per land unit / up to 3 per Island) - Japan has land units on the following Islands:
Iwo Jima, Bonin Island, 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:
12 IPCs - An Axis power controls Western United States
ARGENTINA:
3 IPCs - The Axis powers control Argentina
SOVIET UNION: (Russia must be at war with European Axis Powers)
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 Mechanized Infantry (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 (America must be at war with Axis Powers)
1 Light Artillery and 1 Mechanized Infantry (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
BERLIN:
12 IPCs - An Allied power controls Germany
UNITED STATES: (America must be at war with the Axis Powers)
NATIONAL SOVEREIGNTY:
5 IPCs - America controls Eastern United States, Central United States, and Western United States
CENTRAL AMERICA:
3 IPCs - America controls Mexico, Central America, and the West Indies
STRATEGIC HOMELAND PERIMETER:
3 IPCs - America controls Alaska, Aleutian Islands, Hawaii Islands, Johnston Island, and Line Islands
AMERICAN WAR ECONOMY:
3 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, Bonin Island, Guam, Marianas, Marshal Islands, Wake Island, and Midway Island
PHILIPPINES:
3 IPCs - American controls the Philippines
OUTER ISLAND PERIMETER:
3 IPCs - America controls Okinawa, Formosa, and Hainan
OPERATION TORCH:
3 IPCs - The Allies control Morocco, Algeria, Tunisia, and Libya
TOKYO:
12 IPCs - An Allied power controls Japan
OPERATION OVERLORD:
5 IPCs - America has at least 1 land unit in Normandy
FRENCH LIBERATION:
5 IPCs - America has at least 1 land unit in France (Paris)
ITALIAN LIBERATION:
5 IPCs - America has at least 1 land unit in Southern Italy (Rome)
ITALIAN CAPITULATION:
5 IPCs - America has at least 1 land unit in Northern Italy while Southern Italy (Rome) is Allied controlled
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
OPERATION OVERLORD:
5 IPCs - The United Kingdom has at least 1 land unit in Normandy
FRENCH LIBERATION:
5 IPCs - The United Kingdom has at least 1 land unit in France (Paris)
ITALIAN LIBERATION:
5 IPCs - The United Kingdom has at least 1 land unit in Southern Italy (Rome)
ITALIAN CAPITULATION:
5 IPCs - The United Kingdom has at least 1 land unit in Northern Italy while Southern Italy (Rome) is Allied controlled
UNITED KINGDOM-PACIFIC: (UK Pacific must be at war with Japan)
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 must be at war with 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
THE BALKANS:
3 IPCs - The Axis powers control all of the following territories:
Romania, Yugoslavia, Bulgaria, Albania, Greece, Crete, and Cyprus
ARGENTINA:
3 IPCs - The Axis powers control Argentina**
CHINA:
THE BURMA ROAD:
1 Light Artillery and 1 Mechanized Infantry - 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
OPERATION OVERLORD:
5 IPCs - The Commonwealth has at least 1 land unit in Normandy
FRENCH LIBERATION:
5 IPCs - The Commonwealth has at least 1 land unit in France (Paris)
ITALIAN LIBERATION:
5 IPCs - The Commonwealth has at least 1 land unit in Southern Italy (Rome)
ITALIAN CAPITULATION:
5 IPCs - The Commonwealth has at least 1 land unit in Northern Italy while Southern Italy (Rome) is Allied controlled
COMMONWEALTH-ANZAC:
NATIONAL SOVEREIGNTY: (ANZAC must be at war with Japan)
3 IPCs - ANZAC controls all their original territories
OUTER DEFENSE PERIMETER: (ANZAC must be at war with Japan)
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: (ANZAC must be at war with Japan)
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) - To be placed on Paris immediately once Paris has been liberated.
ORDER OF PLAY
Deluxe Edition is recommended for 4+ players
TURN BLOCK #1
Germany / Japan Germany and Japan conduct turns at the same time
Germany and Japan conduct their turns simultaneously, however, they may not attack the same hostile sea zone or territory together in conjunction
TURN BLOCK #2
Soviet Union / United States Russia and the United States conduct turns at the same time
America and Russia conduct their turns simultaneously, however, they may not attack the same hostile sea zone or territory together in conjunction
TURN BLOCK #3
UK Europe / UK Pacific
All United Kingdom tan units will conduct their turn at the same time
UK Europe and UK Pacific conduct their turns simultaneously, therefore, they may attack the same hostile sea zone or territory together in conjunction
TURN BLOCK #4
Italy / China
Italy and China conduct turns at the same time
Italy and China conduct their turns simultaneously, however, during circumstances where they could meet, China will go first
TURN BLOCK #5
Commonwealth Canada / Commonwealth ANZAC
All Commonwealth gray units will conduct their turn at the same time
CW Canada and CW ANZAC conduct their turns simultaneously, therefore, they may attack the same hostile sea zone or territory together in conjunction
TURN BLOCK #6
France / Special Missions
France conducts their turn first, and than all nations participate in the Strategic Missions Phase
Special Circumstances: _- UK Europe and UK Pacific will conduct their turn the same as G40 OOB
EACH TURN SEQUENCE
#1. REMOVE ASSIGNMENT MARKERS / CONSTRUCTION MARKERS
#2. REPAIR DAMAGED FACILITIES / ASSIGN AIR MISSIONS
#3. PURCHASE NEW UNITS
#4. COMBAT MOVEMENT
#5. DEPLOY DEFENDING AIR UNITS
#6. RESOLVE COMBAT
#7. NON-COMBAT MOVEMENT
#8. REPAIR DAMAGED SHIPS / ASSIGN SEA MISSIONS
#9. PLACE NEW UNITS
#10. COLLECT INCOME
OPTIONAL RULE:
NO MERCY
At the start of the game, determine if all players agree to use the following rule for faster game play…
- All 8s rolled during combat for both attacker and defender are classified as hits.
THE STRATEGIC MISSIONS PHASE
1. Resolve Special Situations
2. Conduct Vichy France
3. Conduct Bombing Raids
4. Conduct Shore Bombardments
5. Conduct Convoy Raids
6. Conduct Partisan Raids
7. Conduct Kamikaze Raids
8. Reassign Transport Units
9. Resolve Coastal Defences
10. Apply National Advantages
#1. SPECIAL SITUATIONS
1. VICTORY CONDITION
2. AMERICAN ASSISTANCE - For each Special Missions phase in which the United States remains neutral, a free Canadian fighter will be placed in Ottawa
3. OPERATION DYNAMO
4. SPANISH NEGOTIATIONS AT HENDAYE
5. RUSSIAN WINTER
6. RUSSIAN ENGINEER TOKENS
7. CONSCRIPTS AND VOLUNTEERS
8. OIL TANKERS ARRIVE
9. SCORCHED EARTH
#2. VICHY FRANCE
1. Japan
2. United Kingdom
3. Italy
4. Free French
5. Germany
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 FRANCE
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, 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, Syria, Madagascar.
Resolving the fate of Vichy Southern France: During the 3rd Special Missions phase after the resolve Vichy rolls, the following formula will be used to determine Southern France’s fate.
Determine who had turned the most Vichy Territories to their side
-If the Axis turned the most Vichy Territories to their side, then all units within Southern France (except the minor factory and the naval base) come off the board leaving the territory empty.
-If Free French turned the most Vichy Territories to their side (including all Vichy territories not turned by the Axis at this point), then all units within Southern France become Free French
Attacking Vichy territories and/or units:
#3. 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. Also, 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. COASTAL DEFENSES
Look for large naval fleets with 3 or more sea units (not including transports) in sea zones adjacent to operational enemy bunkers. Resolve coastal defense systems targeting those fleets by rolling 3@1 for a minor bunker, and 6 @1 for a major bunker. Each one rolled immediately destroys or damages that many ships. A bunker on a territory adjacent to multiple sea zones may only target 1 fleet per missions phase (the nation controlling the bunker chooses the fleet they wish to target). Also, only nations at war may resolve coastal defenses (Russia must be at war with a European Axis power)
#5. BOMBING RAIDS
Determine Initiative: A player from each side must roll an 8 sided dice, the side with the highest result chooses which side will conduct all their bombing raids first. Once completed… the remaining side will then conduct all their bombing raids.
Super Fortress Bombers, Strategic Bombers and Tactical Bombers may be used to conduct strategic bombing campaigns to damage enemy facilities of their choice by deploying designated aircraft to enemy territories with eligible facilities. Any aircraft that were designated for future missions and have remained designated leading into the strategic missions phase may participate in bombing raids. Also, fighters that are grounded on territories being bombed do not need to be designated in order to intercept. However, just because air units were designated to perform raids does not mean they must do so… a nation may pass and stand down from any mission assignment.
Designated fighters may be used only once during a strategic missions phase as either an interceptor or an escort by using dog fight values for 1 combat round. Escort fighters must be assigned to bombing air formations before interceptors are deployed. Any strategic bomber, or tactical bomber that survives both the dog fight round, and the built in AA Gun barrage will apply damage to eligible facilities of their choice using the following chart.
Super Fortress Bombers: May bomb any facility to apply an automatic 6 points of damage
Strategic Bombers: May bomb any facility to apply an automatic 4 points of damage
Tactical Bombers: May bomb any tactical facility or minor factory to apply an automatic 2 points of damage
#6. SHORE BOMBARDMENTS
Determine Initiative: A player from each side must roll an 8 sided dice, the side with the highest result chooses which side will conduct all their shore bombardments first. Once completed… the remaining side will then conduct all their shore bombardments last.
Super Battleships, Battleships, and/or Cruisers that are adjacent to enemy territories may be used to conduct shore bombardment campaigns to damage enemy facilities of their choice. Any designated naval fleet containing the fore mentioned ships and within an eligible sea zone, may participate in shore bombardments. Also, fighters that are stationed on aircraft carriers within the fleet conducting the bombardments do not need to be designated in order to escort the fleet. However, just because a naval fleets are designated to perform bombardments does not mean they must do so… a nation may pass and stand down from any mission assignment.
Designated fighters may be used only once during a strategic missions phase as either an interceptor or an escort by using dog fight values for 1 combat round. Escort fighters must be assigned to bombarding naval fleets before interceptors are deployed. Any bombarding cruiser or battleship may use their air cover values during 1 combat round of dog fighting if engaged by enemy interceptors. Any ships that survive the dog fight round will apply damage to eligible facilities of their choice using the following chart.
Super Battleships: May bombard any adjacent facility to apply an automatic 5 points of damage
Battleships: May bombard any adjacent facility to apply an automatic 4 points of damage
Cruisers: May bombard any adjacent tactical facility to apply an automatic 2 points of damage
#7. 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 15 kamikaze tokens total, casualties from enemy aircraft are removed by Japan, and kamikaze tokens get zero defense during the 1 round air battle.
#8. 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 occupied territory) to damage one or more facilities of their choice. Each assigned token will roll @3 or less dealing 3 points of damage for each successful token on their targeted facility. 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 15 partisan tokens total, casualties from elite infantry are removed by the Allies, and partisan tokens get zero defense during all block attempts. Also, only nations at war may use partisan tokens (Russia must be at war with a European Axis power)
#9. TRANSPORT RE-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. Also, only nations at war may participate in reassigning sea transports (Russia must be at war with a European Axis power)
#10. NATIONAL ADVANTAGES
NATIONAL ADVANTAGES
Round 0 - Start Game
Axis - Super Battleships
Round 1 - 1940 Winter/Spring
Allies - Radar Tower
Round 2 - 1940 Summer/Fall
Allies - Enigma Decoded
Round 3 - 1941 Winter/Spring
Allies - American War Effort - America no longer requires the build queue when purchasing units*, they may pay for units in full and immediately place them on the board in the same turn they were purchased.
Round 4 - 1941 Summer/Fall
Allies - Russian Rocket Artillery
Round 5 - 1942 Winter/Spring
Axis - German Tiger Tanks
Round 6 - 1942 Summer/Fall
Axis - The Tokyo Express
Round 7 - 1943 Winter/Spring
Allies - USA Essex Class Aircraft Carrier
Round 8 - 1943 Summer/Fall
Axis - German Jet Fighters
Round 9 - 1944 Winter/Spring
Allies - USA Super fortress
Round 10 - 1944 Summer/Fall
Axis - Banzai Attack
Round 11 - 1945 Winter/Spring
Allies - Diplomatic Alliance
_- All remaining strict neutral territories and their standing armies immediately become Allied controlled
Round 12 - 1945 Summer/Fall
Allies - The Atom Bomb
- The Allies have developed neucular technology, the war is over… the Allies are victorious