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Grasshopper’s 1941 Deluxe Edition (Under Construction)



  • GRASSHOPPER’S 1941 DELUXE EDITION - PLAYER’S HANDBOOK

    kamikaze-honor-resized.jpg

    GRASSHOPPER’S 1941 DELUXE EDITION

    Director - Young Grasshopper
    Executive Producers - Big Al, Hambone, Parker Dill
    Assistant Producers - Baron Munchhausen, Gargantua
    Art Directors - Young Grasshopper, Map Maker
    Additional Support - Doug Friend (HBG), Karl7

    DOWNLOADABLE MAP FILE:
    Coming Soon…

    DOWNLOADABLE BATTLE BOARD FILES:
    Coming Soon…

    GRASSHOPPER’S BATTLE DICE:
    http://www.historicalboardgaming.com/Grasshoppers-Battle-Dice-40Set_p_2970.html

    UNIT PROFILE REFERENCE POSTER (4.0):



  • PROLOGUE

    It’s spring 1941…

    and the world stands in shock at almost two years of unrelenting Axis victory. Germany’s new form of combat, the Blitzkireg! –lightening warfare, the coordinated use of mass air and armor—has devoured Poland, seized Denmark and Norway, and then scythed its way into France, sending the numerically superior Allied armies reeling back to the sea, only partially saved a the last moment by the improvised seal-lift known as the Miracle at Dunkirk. France has fallen. London was bombed, and severely tested in the all out air assault known as the Battle of Britain, but Britain held, and the Royal Navy is keeping German notions of invasion in check—for the moment. Britain and its colonies stand alone in their defiance against the Axis powers.

    Now the question on all the minds of the world’s great powers is where will the Axis strike next? Double-down on an invasion of the England? Invade the Balkans? Further reinforce Italy’s fledgling hopes of a pan-African Empire? Or will German confront its true nemesis in the east: the Soviet Union, a ruthless communist state occupying the limitless breadth of two continents, which Hitler knows can provide the ample Lebensraum he believes the German people need. For now, Germany and the USSR are allies under the Molotov-Ribbentop Pact. But, the Soviet’s recent war with Finland has supposedly proved the massive Red Army is much the stumbling giant. Despite its size and heavy machines, it failed to decisively defeat a tiny nation with little industry. Indeed, Stalin’s purges have decimated the Red Army command. Yet, is it true that “You only have to kick in the door and the whole rotten structure will come crashing down”? Underestimating Stalin or Russian people is ever the mistake, and doubtlessly soon they will be put to the test.

    While the world waits the next Axis campaign, the Battle for the Atlantic rages on. Admiral Doenitz’s vision of the Wolf Pack, the attack of groups of subs against convoys, is playing out. The Royal Navy is at odds in trying to stymie the losses of merchant marines, still without the advanced technology and tactics to detect and track incoming submerged subs. And, the Germans are also about to unleash a surprise for the Royal Navy: the super-battleship Bismarck! How the Royal Navy will cope with such a formidable adversary will have to be seen. Churchill knows that while the security of the UK’s convoy routes are compromised, the UK’s ability to mount large offensive operations in Europe is compromised.

    But all is not dark for the Allies. Pax Romana: the dream of a new Roman Empire has driven fascist Italy to folly. At first the Italian conquest of Egypt seemed inevitable as the Allied armies floundered in Europe. But the British 8th Army under Archibald Wavell put the Italian legions in North Africa to rout, driving them out of Tobruk all the way to Libya. Only the arrival of the first elements of the Africa Corps in February of 1941 stemmed the tide. Africa Corps commander Erwin Rommel wasted no time to go on the offense and began to drive the British back toward Egypt. Whether he reaches the Suez Canal only time will tell.

    While Europe burns, tensions simmer in the East. Imperial Japan, the only Asian nation to successfully resist Western colonization and to quickly industrialize, has been engaged in its own war of territorial conquest. Starting in 1931 and instigated by rogue Japanese militarists, the Second Japanese Shino War began with Japan seizing Manchuria, a massive province in China’s north. Divided and only nominally controlled by China’s Nationalist Leader Chiang Kai Shek, China was unable to resist, and this only wetted Japan’s appetite for more territory. Slowly Japan chipped away at China, creeping south and devouring more territory under the pretext of Chinese aggression. Then in 1937, Japan launched a major naval landing to capture Shanghai. Thinking they could easily size the city, they were shocked to find the Generalissimo Chaing ready and waiting with newly trained and freshly equipped troops. An unexpected, costly battle of attrition ensued, but eventually Japan’s superior firepower prevailed. Enraged at their heavy losses, the Japanese Imperial army pursued the retreating Chinese forces into the interior, laying siege to and then laying waste to the Chinese Republic’s capitol Nanking. Chaing resorted to a scorched earth policy and traded space for time, reestablishing his capitol deep in China’s heartland at Chongqing. Japan attempted to push further into the interior but became bogged down in China’s vast expanse.

    Japan’s savage war in China eventually has brought the ire of the Western powers, most notably the USA, which has begun to institute embargos of raw materials and threatened an embargo of oil. The Japanese high command knows the loss of US oil imports would quickly cripple their military machine, and Japan has begun considering seizing the oil rich colonies of the Dutch and British in south east Asia, especially after their forces have been diverted to the war in Europe. Japan has the largest, most capable aircraft carrier force in the world. With eight carriers strong, the Japanese know they can strike the first blow with a crippling punch. But where, and against whom? With France and the Netherlands conquered and Britain on the defensive, only the USA can pose any real threat to a swift Japanese advance.

    In mid-1940, US President Roosevelt ordered the Pacific Fleet to move from San Diego to Pearl Harbor as its main station to exert a “restraining influence” on Japan. But perhaps he has only provided the perfect target for a Japanese sneak attack… Only history will tell.

    Composed by Karl7



  • COMPONENTS LIST

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    GAME ACCESSORIES:

    1 - Printed Map (coming soon)
    1 - Printed Battle Board (coming soon)
    1 - Income Tracker (Anniversary Edition)
    1 - Unit Profile Poster (coming soon)
    1 - Player’s Handbook (coming soon)

    250 - White plastic chips (HBG)
    100 - Red plastic chips (HBG)

    10- Orange plastic chips (HBG)
    10- Green plastic chips (HBG)
    10- Blue plastic chips (HBG)
    25- Yellow plastic chips (HBG)
    25- Black plastic chips (HBG)

    1 - Set of Money Bills / Poker Chips

    1 - Set of Grasshopper’s Battle Dice (HBG)
    Includes…
    10 - Red Dice
    10 - Blue Dice
    10 - Green Dice
    10 - Black Dice

    GERMANY:

    30 - Control Markers
    40 - Infantry
    5 - Cavalry
    8 - Artillery
    9 - Mechanized Infantry
    12 - Tanks
    8 - Antiaircraft Artillery
    5 - Air Transports
    8 - Fighters
    9 - Tactical Bombers
    4 - Strategic Bombers
    6 - Sea Transports
    5 - Escort Carriers
    6 - Destroyers
    6 - Submarines
    4 - Cruisers
    2 - Aircraft Carriers
    2 - Battleships

    JAPAN:

    30 - Control Markers
    40 - Infantry
    5 - Cavalry
    12 - Artillery
    9 - Mechanized Infantry
    12 - Tanks
    8 - Antiaircraft Artillery
    5 - Air Transports
    2 - War Planes
    16 - Fighters
    9 - Tactical Bombers
    8 - Strategic Bombers
    12 - Sea Transports
    5 - Escort Carriers
    12 - Destroyers
    12 - Submarines
    8 - Cruisers
    8 - Aircraft Carriers
    8 - Battleships

    SOVIET UNION:

    30 - Control Markers
    40 - Infantry
    5 - Cavalry
    8 - Artillery
    9 - Mechanized Infantry
    10 - Tanks
    8 - Antiaircraft Artillery
    5 - Air Transports
    6 - Warplanes
    8 - Fighters
    9 - Tactical Bombers
    2 - Strategic Bombers
    4 - Sea Transports
    5- Escort Carriers
    4 - Destroyers
    4 - Submarines
    2 - Cruisers
    2 - Aircraft Carriers
    2 - Battleships

    UNITED STATES:

    30 - Control Markers
    40 - Infantry
    5 - Cavalry
    12 - Artillery
    15 - Mechanized Infantry
    12 - Tanks
    16 - Antiaircraft Artillery
    5 - Air Transports
    3 - War Planes
    16 - Fighters
    15 - Tactical Bombers
    12 - Strategic Bombers
    12 - Sea Transports
    5 - Escort Carriers
    12 - Destroyers
    12 - Submarines
    8 - Cruisers
    8 - Aircraft Carriers
    8 - Battleships

    UNITED KINGDOM: EUROPE

    30 - Control Markers
    40 - Infantry
    5 - Cavalry
    12 - Artillery
    12 - Mechanized Infantry
    16 - Tanks
    16 - Antiaircraft Artillery
    5 - Air Transports
    4 - Warplanes
    16 - Fighters
    12 - Tactical Bombers
    12 - Strategic Bombers
    12 - Sea Transports
    5 - Escort Carriers
    12 - Destroyers
    12 - Submarines
    8 - Cruisers
    4 - Aircraft Carriers
    8 - Battleships

    UNITED KINGDOM: PACIFIC

    30 - Control Markers
    20 - Infantry
    5 - Cavalry
    6 - Artillery
    6 - Mechanized Infantry
    8 - Tanks
    8 - Antiaircraft Artillery
    5 - Air Transports
    4 - Warplanes
    8 - Fighters
    6 - Tactical Bombers
    6 - Strategic Bombers
    6 - Sea Transports
    5 - Escort Carriers
    6 - Destroyers
    6 - Submarines
    4 - Cruisers
    4 - Aircraft Carriers
    4 - Battleships

    ITALY:

    30 - Control Markers
    20 - Infantry
    5 - Cavalry
    8 - Artillery
    6 - Mechanized Infantry
    10 - Tanks
    8 - Antiaircraft Artillery
    5- Air Transports
    1 - War Plane
    8 - Fighters
    6 - Tactical Bombers
    4 - Strategic Bombers
    6 - Sea Transports
    5 - Escort Carriers
    6 - Destroyers
    6 - Submarines
    4 - Cruisers
    2 - Aircraft Carriers
    2 - Battleships

    CHINA:

    5 - Control Markers
    30 - Regular Infantry
    6 - Cavalry
    10 - Artillery
    10 - Mechanized Infantry
    2 - Fighters
    5- Escot Carriers



  • SETTING UP THE GAME

    ANZACs20charge.jpg

    PLAYER ASSIGNMENTS


    TWO (2) PLAYERS

    Axis Powers - (Player 1)
    Allied Powers - (Player 2)


    THREE (3) PLAYERS

    Germany - (Player 1)
    UK Pacific - (Player 2)
    Japan - (Player 1)
    UK Europe - (Player 3)
    Soviet Union - (Player 3)
    United States - (Player 2)
    Italy - (Player 1)
    China - (Player 2)
    Strategic Missions Phase - (All Players)


    FOUR (4) PLAYERS

    Germany - (Player 1)
    UK Pacific - (Player 2)
    Japan - (Player 4)
    UK Europe - (Player 3)
    Soviet Union - (Player 3)
    United States - (Player 2)
    Italy - (Player 1)
    China - (Player 2)
    Strategic Missions Phase - (All Players)


    FIVE (5) PLAYERS

    Germany - (Player 1)
    UK Pacific - (Player 2)
    Japan - (Player 4)
    UK Europe - (Player 3)
    Soviet Union - (Player 3)
    United States - (Player 5)
    Italy - (Player 1)
    China - (Player 2)
    Strategic Missions Phase - (All Players)


    SIX (6) PLAYERS

    Germany - (Player 1)
    UK Pacific - (Player 2)
    Japan - (Player 4)
    UK Europe - (Player 3)
    Soviet Union - (Player 6)
    United States - (Player 5)
    Italy - (Player 1)
    China - (Player 2)
    Strategic Missions Phase - (All Players)


    SEVEN (7) PLAYERS

    Germany - (Player 1)
    UK Pacific - (Player 2)
    Japan - (Player 4)
    UK Europe - (Player 3)
    Soviet Union - (Player 6)
    United States - (Player 5)
    Italy - (Player 7)
    China - (Player 2)
    Strategic Missions Phase - (All Players)



  • SETTING UP THE GAME

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    NATIONAL SETUP CHARTS


    GERMANY: 41 IPCs

    Germany: 11 Infantry, 3 Artillery, 3 AA Guns, 1 Tactical Bomber, 2 Strategic Bombers
    Western Germany: 3 Infantry, 1 Artillery, 3 AA Guns, 4 Mechanized Infantry, 2 Tactical Bomber, 2 Fighters
    Czechoslovakia/Hungary: 2 Infantry, 1 Tank, 1 Fighter
    Poland: 3 Infantry, 1 Cavalry, 1 Tank, 1 Tactical Bomber
    Bulgaria/Romania: 2 Infantry, 1 Cavalry, 1 Tank
    Morocco Algeria: 2 Infantry
    France: 6 Infantry, 1 Cavalry, 2 Artillery, 3 Tanks, 1 Air Transport, 1 Tactical Bomber
    Northwestern Europe: 4 Infantry, 2 Artillery, 3 Tanks. 1 Fighter
    Norway: 3 Infantry, 1 Fighter

    Sea Zone B-1: 1 Sea Transport, 1 Cruiser, 1 Battleship
    Sea Zone A-2: 1 Submarine
    Sea Zone A-3: 1 Submarine
    Sea Zone A-5: 1 Submarine (spotted)
    Sea Zone A-6: 1 Submarine (spotted)
    Sea Zone A-11: 1 Submarine


    UNITED KINGDOM (PACIFIC): 27 IPCs

    India: 6 Infantry, 1 Cavalry, 1 Artillery, 3 AA Guns, 1 Tactical Bomber, 1 Fighter
    Burma: 2 Infantry, 1 War Plane, 1 Fighter
    Kwangtung: 2 Infantry
    East Indies: 1Infantry
    Borneo: 1 Infantry
    New Guinea: 1 Infantry
    Solomon Islands: 1 Infantry
    Australia: 2 Infantry, 1 Artillery, 1 Warplane, 1 Fighter
    South Australia: 2 Infantry, 2 AA Guns
    New Zealand: 1 Infantry, 1 fighter
    Egypt: 2 Infantry, 1 Cavalry

    Sea Zone I-7: 1 Sea Transport, 1 Destroyer, 1 Cruiser
    Sea Zone SP-1: 1 Battleship
    Sea Zone SP-11: 1 Sea Transport, 1 Destroyer
    Sea Zone SP-12: 1 Cruiser


    JAPAN: 25 IPCs

    Japan: 6 Infantry, 2 Artillery, 3 AA Guns, 1 Tank, 2 Tactical Bombers, 2 Fighters, 2 Strategic Bombers
    Manchuria: 10 Infantry, 1 Cavalry, 2 Artillery, 1 AA Gun, 1 Mechanized Infantry, 1 Air Transport, 1 Tactical Bomber, 1 Fighter (designated)
    Kiangsu: 8 Infantry, 1 Cavalry, 2 Artillery, 1 Tactical Bomber, 1 Fighter (designated)
    French Indo-China Thailand: 8 Infantry, 1 Cavalry, 2 Artillery, 1 Fighter (designated)
    Iwo Jima: 1 Infantry, 1 Fighter
    Okinawa: 1 Infantry, 1 Fighter
    Formosa: 1 Fighter
    Caroline Islands: 3 Infantry, 1 AA Gun

    Sea Zone P-4: 1 Sea Transport, 1 Submarine, 2 Destroyers, 2 Aircraft Carriers (W/ 1 Tactical Bomber & 1 Fighter each), 1 Cruiser, 1 Battleship (Modernized)
    Sea Zone P-9: 1 Sea Transport, 1 Submarine, 1 Destroyer, 1 Battleship
    Sea Zone P-10: 1 Sea Transport, 1 Escort Carrier (w/ 2 Warplanes), Cruiser
    Sea Zone P-15: 1 Destroyer, 1 Aircraft Carrier (w/ 1 Tactical Bomber & 1 Fighter)


    UNITED KINGDOM (EUROPE): 31 IPCs

    United Kingdom: 4 Infantry, 1 Mechanized Infantry, 5 AA Guns, 1 Air Transport, 1 War Plane, 1 Tactical Bomber, 2 Fighters (designated), 1 Strategic Bomber
    Eastern Canada: 2 Infantry, 1 Cavalry, 1 Artillery, 1 Tank, 1 War Plane
    Gibraltar: 1 Fighter (designated)
    Egypt: 4 Infantry, 2 Artillery, 1 AA Gun, 1 Mechanized Infantry, 1 Tank, 1 Fighter
    Anglo-Egyptian Sudan: 1 Infantry, 1 Cavalry
    Union of South Africa: 2 Infantry

    Sea Zone A-8: 1 Destroyer, 1 Cruiser, 1 Battleship
    Sea Zone A-7: 1 Cruiser, 1 Battleship
    Sea Zone A-5: 1 Sea Transport, 1 Destroyer
    Sea Zone A-6: 1 Sea Transport, 1 Destroyer
    Sea Zone A-12: 1 Escort Carrier (w/ 2 War Planes), 1 Cruiser
    Sea Zone M-4: 1 Sea Transport, 1 Destroyer, 1 Aircraft Carrier (w/ 1 Tactical Bomber), 1 Cruiser
    Sea Zone I-1: 1 Destroyer


    SOVIET UNION: 37 IPCs

    Russia: 6 Infantry, 1 Artillery, 2 AA Guns, 1 Mechanized Infantry, 1 Tank, 1 Air Transport, 1 Fighter, 1 Tactical Bomber
    Archangel: 1 Infantry
    Karelia: 6 Infantry, 1 Artillery, 2 AA Guns, 1 Fighter
    Baltic States: 3 Infantry, 1 War Plane
    Belorussia: 1 Infantry, 1 War Plane
    East Poland: 2 Infantry, War Plane
    Eastern Ukraine: 1 Infantry, 1 Artillery, 1 War Plane
    Ukraine: 2 Infantry, 1 War Plane
    Caucasus: 5 Infantry, 1 Mechanized Infantry, 1 Tank, 1 War Plane
    Siberia: 6 Infantry
    Stanovoj Chrebet: 6 Infantry, 2 AA Guns
    Buryatia S.S.R: 6 Infantry, 1 Cavalry, 1 War Plane

    Sea Zone A-4: 1 Submarine
    Sea Zone B-2: 1 Submarine, 1 Cruiser


    UNITED STATES: 61 IPCs

    Eastern United States: 1 Infantry, 1 Cavalry, 1 Artillery, 2 AA Guns, 1 Air Transport, 1 War Plane, 1 Fighter
    Central United States: 1 Infantry, 2 Mechanized Infantry, 1 Tank, 1 Fighter, 1 Strategic Bomber
    Western United States: 2 Infantry, 1 Artillery, 2 AA Guns, 2 Mechanized Infantry
    Hawaiian Islands: 2 Infantry, 1 Air Transport, 2 Fighters
    Philippines: 2 Infantry, 1 Cavalry, 1 Fighter

    Sea Zone A-9: 1 Transport, 1 Escort Carrier (w/ 1 War Plane), 1 Cruiser
    Sea Zone P-8: 1 Transport, 1 Destroyer, 1 Aircraft Carrier (w/ 1 Tactical Bomber & 1 Fighter), 1 Cruiser, 1 Battleship
    Sea Zone P-16: 1 Transport, 1 Destroyer, Submarine, 1 Cruiser
    Sea Zone P-14: 1 Destroyer, 1 Escort Carrier (w/ 1 War Plane), 1 Submarine


    ITALY: 14 IPCs

    Italy: 6 Infantry, 2 Artillery, 2 AA Guns, 2 Fighters (designated), 1 Strategic Bomber
    Balkans: 3 Infantry, 2 AA Guns, 2 Tank, 1 Cavalry
    Morocco Algeria: 2 Infantry, 1 Artillery, 1 Air Transport
    Libya: 6 Infantry, 1 Cavalry, 2 Artillery, 1 Mechanized Infantry, 1 Tank

    Sea Zone M-3: 1 Sea Transport, 1 Cruiser, 1 Battleship
    Sea Zone M-2: 1 Sea Transport, 1 Destroyer, 1 Submarine, 1 Cruiser
    Sea Zone M-1: 1 Sea Transport, 1 Destroyer, 1 Escort Carrier (w/ 2 War Planes)


    CHINA:

    Ningxia: 1 Infantry
    Suiyuan: 2 Infantry, 1 Cavalry
    Hupeh: 2 Infantry, 1 Cavalry
    Fukien: 2 Infantry, 1 Cavalry
    Yunnan: 4 Infantry, 1 Cavalry
    Sikang: 6 Infantry, 2 Fighters (designated)



  • GAME PLAY STRUCTURE

    GERMAN1.jpg

    ORDER OF PLAY

    1st - Germany
    2nd - UK Pacific
    3rd - Japan
    4th - UK Europe
    5th - Russia
    6th - United States
    7th - Italy
    8th - China
    9th - Strategic Missions Phase

    TURN SEQUENCE

    1. Remove Designation Markers
    2. Purchase New Units
    3. Place Designation Markers
    4. Conduct Combat Movement
    5. Scramble In Bound Fighters
    6. Resolve Combat
    7. Conduct Non-Combat Movement
    8. Place New Units
    9. Collect Income

    1. REMOVE DESIGNATION MARKERS:

    • Remove all assignment markers from each of your aircraft that still have them

    2. PURCHASE NEW UNITS:

    • Purchase new units and put them aside, they don’t get placed on the board until step #9

    3. ASSIGN DESIGNATION MARKERS:

    • Assign designation markers to any eligible aircraft you wish to use for future missions
    • Designated aircraft may not move during any movement phase within this turn

    4. COMBAT MOVEMENT:

    • Move units into or through hostile territories, and sea zones you wish to attack and/or control

    5. SCRAMBLE DEFENDING AIR UNITS (defenders option):

    • Scramble any number of “in bound” aircraft (including none) to help defend friendly territories and/or sea zones
    • A maximum of 3 in bound aircraft per territory and/or sea zone may be scrambled and defend
    • Any designated aircraft that became in bound must immediately be marked with a Black maintenance chip

    6. RESOLVE COMBAT:

    • Follow the detailed steps and sequences to resolve battles by rolling dice over one or more combat rounds

    7. NON-COMBAT MOVEMENT:

    • Maneuver and deploy units that have not yet moved during combat, or are required to move after combat

    8. PLACE NEW UNITS:

    • Place all previously purchased units on victory cities you control according to the territories IPC value, and the Capacity points of the newly purchased units (reimburse for units that can’t be legally placed)

    9. COLLECT INCOME:

    • Collect IPCs for all territories you control, plus cash on hand from an enemy for occupying their capital city, and/or control bonuses from any victory cities you control.

    VICTORY OBJECTIVES

    AXIS POWERS:
    All major cities are worth 2 victory points each, and all minor cities are worth 1 victory point each, the Axis powers collectively begin the game with 11 victory points, they must collectively reach 17 victory points before the strategic missions phase of round 9 to win the game.

    ALLIED POWERS:
    If the Axis powers do not reach their victory objective of 17 victory points before the end of round 9, the Allies win the game



  • SPACES ON THE MAP

    War_Time_Production.jpg

    VICTORY CITIES

    Major Cities:

    • Major cities provide a production capacity total when mobilizing new units up to their territory’s IPC value
    • Major cities provide a rail movement for up to 3 infantry to move up to 3 spaces in any direction
    • Major cities provide 2 free Infantry volunteers during the strategic missions phase
    • Major cities provide a 6 IPC control bonus during the collect income phase
    • When a major city has been captured, the defeated power must roll 6X Red dice and relinquish 1 IPCs per hit to the now occupying power
    • If a major city sustains both a successful convoy raid and a successful bombing raid by the enemy within the same strategic missions phase, that city will not recruit volunteers

    Washington
    San Francisco
    London
    Paris
    Berlin
    Rome
    Moscow
    Tokyo
    Shanghai

    Minor Cities:

    • Minor cities provide a production capacity total when mobilizing new units up to their territory’s IPC value
    • Minor cities provide 1 free Infantry volunteer during the strategic missions phase
    • Minor cities provide a 3 IPC control bonus during the collect income phase
    • When a minor city has been captured, the defeated power must roll 3X Red dice and relinquish 1 IPCs per hit to the now occupying power
    • If a minor city sustains both a successful convoy raid and a successful bombing raid by the enemy within the same strategic missions phase, that city will not recruit volunteers

    Ottawa
    Hamburg
    Leningrad
    Stalingrad
    Calcutta
    Sydney
    Tobruk
    Cairo
    Cape Town
    Hong Kong
    Manila
    Honolulu



  • POLITICAL SITUATIONS

    national_objectives.jpg

    GERMANY:
    Germany begins the game at war with UK Europe, and UK Pacific

    JAPAN:
    Japan begins the game at war with China and the Soviet Union

    SOVIET UNION
    The Soviet Union begins the game at war with Japan, however, the Soviet Union begins the game on the Europe side of the map as a neutral power, they may declare war on the European Axis powers at the beginning of their 2nd turn if not already at war due to an unprovoked attack from either Germany or Italy

    UNITED STATES
    The United States begins the game as a neutral power, they may declare war on the Axis powers at the beginning of their 3rd turn if not already at war due to an unprovoked attack from an Axis power

    UNITED KINGDOM - EUROPE
    United Kingdom Europe begins the game at war with Germany and Italy

    UNITED KINGDOM - PACIFIC
    United Kingdom Pacific begins the game at war with Germany and Italy

    ITALY:
    Italy begins the game at war with UK Europe, and UK Pacific

    CHINA
    China begins the game at war with Japan



  • DESIGNATING AIRCRAFT:

    During their turn sequence, nations will have an opportunity to designate as many of their aircraft as they wish (including none) for the purpose of future missions. This phase happens before any combat movement and non-combat movement, therefore, any aircraft designated may not move for the remainder of that turn.

    Also, any newly purchased aircraft will be placed on the board as designated air units, use yellow status markers to identify designated aircraft. Only designated air units may perform missions outside their own turn sequence. The following are missions that may be performed by designated air units…

    In Bound Scramble Defence:

    Any designated Tactical Bomber, Fighter, and/or Jet Fighter may be deployed using their full range capacity in order to help defend a friendly sea zone or territory. To deploy, the nation controlling the designated air unit must already be at war with the attacking enemy, or is now suddenly at war with the attacking enemy due to their unprovoked attack on your nation. No more than a total combination of 3 in bound designated aircraft (including multi-national air units) may be deployed into a sea zone or territory during the deploy in bound aircraft phase. Once a designated aircraft has been deployed for this purpose and was landed successfully, immediately place a black maintenance marker under it.

    In Bound Scramble Attack:

    Any designated Tactical Bomber, Fighter, and/or Jet Fighter may be deployed using their full range capacity in order to help an ally nation attack a hostile sea zone or territory. To deploy, the nation controlling the designated air unit must approve the mission and will retain control during combat including any decision to withdraw. No more than a total combination of 3 in bound designated aircraft (including multi-national air units) may be deployed into a sea zone or territory during an ally’s combat movement phase. Once a designated aircraft has been deployed for this purpose and was landed successfully, immediately place a black maintenance marker under it.

    Strategic Bombing Raids

    Any designated Strategic Bomber, Tactical Bomber, Fighter, and/or Jet Fighter may be deployed using their full range capacity in order to participate in strategic bombing raids. Strategic Bombers and Tactical Bombers preform bombing raids, while Fighters and Jet Fighters either escort or intercept for the purpose of dog fighting. There is no limit to how many air units can participate in Strategic Bombing Raids, as long as they all began the strategic missions phase designated. Once a designated aircraft has been deployed for this purpose and was landed successfully, immediately place a black maintenance marker under it.

    Reconnaissance Patrol

    Any designated Strategic Bombers, Tactical Bombers and/or Air Transports may be used to perform Reconnaissance patrols to search for hidden enemy submarines. There is no limit to how many air units can participate in Reconnaissance Patrols, as long as they all began the strategic missions phase designated. Once a designated aircraft has been deployed for this purpose, immediately place a black maintenance marker under it.

    Withdraw Option

    Any in bound designated aircraft must be committed to battle for the Tactical Combat Phase, and the first General Combat Phase. However, these units may withdraw from combat at the beginning of any general combat phase after the first.

    SUBMARINE WARFARE:

    Submarines wage war much differently than other sea units, and conversely… they need to be dealt with much differently than other sea units.

    Hidden and Spotted Submarines

    Submarines primarily exist under one of two conditions, either hidden or spotted (use green markers to identify spotted subs). Hidden submarines may not be engaged by enemy units, however, if a hidden submarine conducts combat during their turn, their status is immediately changed to spotted.

    The first strike attack from spotted submarines during the tactical combat phase is always negated by the presence of 1 or more enemy destroyers. However, hidden submarines always get their first strike attack even when enemy destroyers are present.

    A player may never deploy in bound aircraft into a sea zone that’s being attacked by hidden submarines only. They may deploy to defend a sea zone when any other unit is present (including spotted submarines)

    Submerging Submarines
    (the following applies to all submarines whether hidden or spotted)

    During step 5 of the tactical combat phase, all attacking and/or defending submarines will have the option to submerge. Note that nothing will prevent a submarine from submerging, except your decision to remain surfaced.

    Submarines may not submerge before or after step 5 of the tactical combat phase. However, submarines may submerge at the beginning of any general combat phase if there are no eligible targets for them to engage.

    Units that submarines may not engage or fire upon whether attacking or defending include aircraft and other submarines.

    Aircraft engaging submarines

    Aircraft may engage submarines only when surfaced, therefore if a submarine doesn’t submerge during step 5 of the tactical combat phase, they will be vulnerable to enemy aircraft.

    Tactical bombers are especially useful against spotted submarines because they get a first strike attack before submarines have the option to submerge during the tactical combat phase.

    Destroyers engaging submarines

    Destroyers may engage submarines during the general combat phase



  • THE STRATEGIC MISSIONS PHASE

    1YZFJlEP-zt8TFGoHIQVPkDDoVl3l38ZhcWNGUnHVAAa4F8uNDZOPHYWSDfXLJUD.jpg

    ORDER OF EVENTS

    1. Repair Damaged Units
    2. Conduct Reconnaissance Patrol
    3. Conduct Strategic Bombing Raids
    4. Conduct Strategic Bombardments
    5. Conduct Convoy Raids
    6. Deploy Kamikaze Pilots
    7. Deploy Partisan Rebels
    8. Recruit Volunteers
    9. Re-assign Sea Transports

    1. REPAIR DAMAGED UNITS:

    • Repair any damaged units (including none) on/or adjacent to any victory city you control
    • Units on/or adjacent to the victory cities you control receive repairs at the following costs. 1 IPC per tank / 2 IPCs per strategic bomber / 3 IPCs per capital ship

    2. CONDUCT RECONNAISSANCE PATROL

    • Remove all “spotted” markers from any submarines that still have them
    • Then identify all bodies of water (Atlantic, Pacific, Baltic, etc…) containing enemy submarines
    • Next, count all destroyers that are within the same body of water, plus all tactical bombers on carriers within the same body of water, plus all tactical bombers on territories adjacent to the same body of water
    • Beginning with the Allied powers and finishing with the Axis powers, use all eligible patrol units to search for enemy submarines within their body of water.
    • Conduct these patrols by rolling 1X Black per unit divided among sea zones with enemy subs in any combination the searching player chooses
    • Any hit/s rolled will declare that many subs within that sea zone as “spotted” and a green chip will be placed under them
    • Repeat this process for all sea zones in which Black patrol dice have been assigned

    3. CONDUCT STRATEGIC BOMBING RAIDS

    • Beginning with the Axis powers, use any tactical bombers and/or strategic bombers that were designated since the beginning of this strategic missions phase to bomb enemy cities
    • Next, the Allied powers may use any tactical bombers and/or strategic bombers that were designated since the beginning of this strategic missions phase to bomb enemy cities
    • Only designated fighters may be used as escorts or interceptors
    • If interceptors have been deployed or AA guns are positioned on the territory getting bombed, conduct 1 round of dog fighting
    • Each hit rolled from bomber units will require that city to immediately relinquish 1 IPC of their cash to the bank
    • A major city may be raided for a maximum of their territory value +6
    • A minor city may be raided for a maximum of their territory value +3

    4. CONDUCT STRATEGIC BOMBARDMENTS

    • Beginning with the Axis powers, conduct shore bombardments with Battleships positioned in any sea zone (without a convoy symbol) adjacent to an enemy territory with 1 or more enemy units.
    • Next the Allied powers will conduct shore bombardments with Battleships positioned in any sea zone (without a convoy symbol) adjacent to an enemy territory with 1 or more enemy units.
    • Do this for as many sea zones that meet the eligible conditions
    • Units hit by shore bombardments are immediately removed from the board

    5. CONDUCT CONVOY RAIDS

    • Warships in a convoy zone adjacent to an enemy victory city may roll dice to raid resources from that enemy
    • Each hit rolled will require that city to immediately relinquish 1 IPC of their cash to the bank
    • A major city may be raided for a maximum of their territory value +6
    • A minor city may be raided for a maximum of their territory value +3

    6. DEPLOY KAMIKAZE PILOTS

    • Look for Allied surface warships within kamikaze sea zones
    • When one or more eligible targets exist, Japan will receive 4X Green dice and deploy them against surface warships in any combination they choose
    • Allied air units on defending carriers or “in bound” aircraft from other territories may use their dog fight values to destroy kamikaze pilots before they attempt to sink Allied ships
    • Eligible targets for kamikaze pilots include all sea units except submarines

    7. DEPLOY PARTISAN REBELS

    • Look for any originally controlled Allied territories with a city now occupied by an Axis power (not including Hawaii or the Philippines)
    • An Allied player will now roll 4X Red dice within each of those territories to sabotage the enemy’s war effort
    • The Axis power occupying the territory may roll 1X Green die for each Infantry unit within the territory (up to maximum of 4), and each hit will remove 1X success die from the partisan attack

    8. RECRUIT VOLUNTEERS

    • Each major city will now recruit 2 free Infantry units aligned with the power that controls the territory
    • Each minor city will now recruit 1 free infantry unit aligned with the power that controls the territory
    • Cities that sustained damage from both a successful convoy raid, and a successful strategic bombing raid earlier in this missions phase, may not recruit volunteers

    9. RE-ASSIGN SEA / AIR TRANSPORTS

    • With the permission of the current owner, players may hand over control of any number of sea and/or air transports (including none) to an ally power.
    • Transports units that have been reassigned are now swapped out for transport units with colours aligned with the power that now controls them

    10. APPLY NATIONAL ADVANTAGES

    • Use the chart below to introduce the scheduled advantages for the indicated powers, according to which game round it is


  • 1941 DELUXE EDITION - APPLY NATIONAL ADVANTAGES

    Enigma.jpg

    APPLY NATIONAL ADVANTAGES

    Apply the scheduled national advantages on the chart below, according to which strategic missions phase it is.

    Start of the Game

    Germany - Wolf Packs
    German Submarines now get 6X Red dice each to convoy when 2 or more are within the same convoy zone

    and…

    Japan - Super Battleships
    Both Japanese battleships in the setup are now super battleships (place a purple modernized marker underneath)

    1st Strategic Missions Phase

    Soviet Union - Severe Winter
    All units within originally controlled Russian territories may not move for 1 full game round. Also, units outside of originally controlled Russian territories may not enter for 1 full game round (this rule does not effect rail movement)

    and…

    United Kingdom - Radar Towers
    Place a radar tower on London, AA Guns p to 4 in bound aircraft may be scrambled to help defend London and/or any sea zone surrounding London.

    2nd Strategic Missions Phase

    Soviet Union - Call To Arms
    The Soviet Union may place 1 free infantry unit on each originally controlled Russian territory they still control, and 2 total Infantry units in territories with a victory city

    and…

    Soviet Union- Tankograd Factory
    Starting now and going forward, mobilize 1 free Russian tank in Novosibirsk during each place new units phase

    3rd Strategic Missions Phase

    Soviet Union - Street Fighting
    Starting now and going forward, up to 5 Russian infantry defending or attacking within an originally controlled Russian city may now use a 1X Blue die each. Also, enemy Infantry units attacking within those cities will not receive a support bonus from artillery or tanks

    and…

    United States - War Bonds
    Starting now and going forward, all control bonuses that the United States collect for each originally controlled victory city they still control are now doubled

    4th Strategic Missions Phase

    Germany - Atlantic Wall
    Place a fortress bunker in France, this unit supports up to 5 defending infantry giving them 1X blue each, it receives 5X Black dice during the bombardment phase, and it absorbs 5 damage before it is destroyed and removed from the board (supports 1 less infantry for each damage applied)

    and…

    Japan - Banzai Attack
    Starting now and going forward, all Japanese infantry attack with 1X Green die instead of black (no longer receives support bonus)

    5th Strategic Missions Phase

    United States - Military Development

    Starting now and going forward, all newly purchased American Infantry, Fighters, Strategic Bombers, Aircraft Carriers, and Battleships are automatically modernized (use purple modernization markers to identify them)

    and…

    Germany - Military Development

    Starting now and going forward, all newly purchased German Tanks and Fighters are automatically modernized (use purple modernization markers to identify them)

    6th Strategic Missions Phase

    United States - Elite Special Forces

    United Kingdom - Sympathy for the Allies

    All European neutral powers have entered the war on the side of the allies. Use the neutral powers setup chart and fill each territory with UK Europe pieces which are controlled by the UK Europe player.

    7th Strategic Missions Phase

    **Allied Powers - Mussolini Executed **

    If Italy is below 20 IPCs on the income tracker, all Italian units are removed from the board, all their cash on hand is returned to the bank, and all their territories are returned to the original owner (originally controlled Italian territories Italy still controls now become German)

    8th Strategic Missions Phase

    Soviet Union - Hittler Assassinated

    If the Soviet Union control all their originally controlled cities, the war is over… and the Red Army is victorious

    9th Strategic Missions Phase

    United States - The Atom Bomb

    America has successfully developed nuclear weapons, the war is over… The Allies are victorious.



  • 1941 DELUXE EDITION - RESOLVE GROUND COMBAT

    Nowest_021.JPG

    GROUND COMBAT SEQUENCES

    TACTICAL COMBAT SEQUENCE
    1. Deploy “in bound” fighters
    2. Conduct dog fighting
    3. Conduct first strike
    4. Conduct carpet bombing

    GENERAL COMBAT SEQUENCE
    1. Attacker fires
    2. Defender declares casualties
    3. Defender fires
    4. All casualties are removed
    5. Repeat general combat sequence

    TACTICAL COMBAT PHASE - (opening round only)

    1. Deploy “In Bound” Fighters

    • The defender may choose to deploy up to 3 "in bound” fighters which include any that are scrambled and/or any designated

    2. Conduct Dog Fighting

    • A dog fight is triggered when enemy aircraft from both sides are present in battle (dog fighting lasts one round only)
    • Attacking or defending AA Guns may trigger and participate in dog fights
    • Use all dog fight values for each participating unit detailed in their unit profiles
    • Defending Strategic Bombers and Air Transports are considered grounded and may not participate in, or trigger a dog fight
    • All casualties from dog fighting are immediately removed from the board

    3. Conduct First Strike

    • Artillery may conduct a first strike if there are no enemy units with a movement value greater than 2 (including aircraft)
    • A first strike is a free roll separate from general combat rolls
    • All casualties from first strike hits are immediately removed from the board

    4. Conduct Carpet Bombing

    • All attacking strategic bombers will now roll 4X Black each to destroy enemy ground units (may hit defending strategic bombers and air transports, but not units that participated in a dog fight)
    • Casualties from this attack are chosen by the defender, and must be immediately removed from the board
    • After they carpet bomb, attacking strategic bombers may not fire again. Therefore, they are considered home bound and may not absorb hits from defending units during the General Combat Phase.

    GENERAL COMBAT PHASE - (repeat for multiple rounds)

    1. Attacker Fires

    • All eligible attacking units (including first strike units) roll dice to determine the amount of casualties the defender must sustain if any (AA Guns are rolled separately from all other attacking units when enemy aircraft are present)
    • Attacking Strategic Bombers may not roll dice or be used as casualties during the general combat phase

    2. Defender Declares Casualties

    • Defender assigns hits to their defending units, casualties declared may still fire back if eligible
    • Air transports may be used as casualties at a rate of 3:1

    3. Defender Fires

    • All eligible defending units roll dice (AA Guns are rolled separately from all other defending units when enemy aircraft are present)
    • Defending Strategic Bombers are considered grounded and may defend during each combat round until they are destroyed, or the attacker retreats

    4. All Casualties Are Removed

    • Defender and Attacker each remove their casualties from the board

    5. Repeat General Combat Sequence

    • Repeat sequence until one of the following occurs… The defender has no units left, the attacker has no units left, or the attacker retreats


  • 1941 DELUXE EDITION - RESOLVE NAVAL COMBAT

    best.jpg

    NAVAL COMBAT SEQUENCES

    TACTICAL COMBAT SEQUENCE
    1. Deploy “in bound” aircraft
    2. Conduct dog fighting
    3. Conduct first strike capabilities
    4. Resolve submerge option
    5. Conduct depth charge attacks
    6. Conduct carpet bombing

    GENERAL COMBAT SEQUENCE
    1. Attacker fires
    2. Defender declares casualties
    3. Defender fires
    4. All casualties are removed
    5. Repeat general combat sequence

    TACTICAL COMBAT PHASE - (opening round only)

    1. Deploy any In Bound Aircraft

    • The defender (or any ally nation) may choose to deploy up to 3 "in bound” air units into each sea zone under attack
    • In bound aircraft include undesignated fighters scrambling from an adjacent territory with a city, and/or designated air units within range
    • Any designated aircraft within a territory under attack must defend within that territory. Therefore, they
      may not deploy and become an in bound aircraft in a different battle within the same turn.

    2. Conduct Dog Fighting

    • A dog fight is triggered when enemy aircraft from both sides are present in battle (dog fighting lasts one round only)
    • Use all dog fight values for each aircraft detailed in their unit profiles
    • All casualties from dog fighting are immediately removed from the board

    3. Conduct First Strike

    • Tactical bombers may conduct a first strike if no dog fight occurred. a first strike is a free roll separate from general combat rolls
    • Submarines may not be used as casualties from a tactical bomber’s first strike attack, if the submarine has not been spotted.
    • Submarines may now conduct a first strike if enemy destroyers are not present (subs may not hit subs during this phase)
    • All casualties from first strike hits are immediately removed from the board

    4. Submerge Option

    • Submerging is an action for submarines that wish to avoid combat and escape
    • The presence of enemy destroyers does not prevent submarines from submerging during this phase
    • This is the only opportunity a Submarine may submerge before or during general combat, unless they have no eligible targets remaining
    • Any submarines choosing to submerge must be flipped, and turned on their side for reference purposes, they are flipped back upright after combat

    5. Depth Charge Attack

    • Depth charge attack is an action for destroyers triggered by “spotted” enemy submarines submerging
    • Each destroyer will get up to 3X Green dice depending on the number of submarines that have submerged (same as AA Gun rule)
    • Submerged subs can not defend during this phase, and are immediately removed from the board if hit

    6. Conduct Carpet Bombing

    • All attacking strategic bombers will now roll 4X Black each to destroy enemy sea units (may not hit air units that participated in a dog fight)
    • Casualties from this attack are chosen by the defender, and must be immediately removed from the board
    • After they carpet bomb, attacking strategic bombers may not fire again. Therefore, they are considered home bound and may not absorb hits from defending units during the General Combat Phase.

    GENERAL COMBAT PHASE - (repeat for multiple rounds)

    1. Attacker Fires

    • All eligible attacking units (including first strike units) roll dice to determine the amount of casualties the defender must sustain if any (submarines are rolled separately from all other attacking units)

    2. Declare Casualties

    • Defender assigns hits to their defending units, casualties declared may still fire back if eligible
    • Sea transports may be used as casualties at a rate of 3:1

    3. Defender Fires

    • All eligible defending units roll dice, however, submarine dice are rolled separately from all other defending units

    4. Casualties Removed

    • Defender and Attacker each remove their casualties from the board

    5. Repeat General Combat Sequence

    • Repeat sequence until one of the following occurs… The defender has no units left, the attacker has no units left, or the attacker retreats

    CLARIFICATIONS

    • Defenders must immediately declare their casualties after the attacker rolls and before the defender rolls during each combat round
    • Units may attack and defend during each general combat round even if they were involved in the first strike phase or the depth charge phase
    • Submarines that did not submerge during the tactical combat phase must participate in general combat, and may not submerge unless there are only enemy aircraft and submarines remaining
    • Submerged submarines that survived the Tactical combat phase may not resurface to fight during general combat
    • Submerged submarines remain in the same sea zone (placed on their side) and resurface only when combat has ended
    • Submarines may not first strike submarines, nor are they allowed to hit each other during general combat.
    • Aircraft may not scramble into an adjacent sea zone that is being attacked by enemy submarines only
    • Defending sea transports may be used as casualties to absorb enemy hits at a rate of 1:3
    • Each Destroyer using depth charge attack will receive 1X Green per sub submerging up to a maximum of 3


  • 1941 DELUXE EDITION - UNIT PROFILES

    tankograd_4.jpg

    LAND UNITS:

    INFANTRY:
    Movement = 1 Point
    Cost = 3 IPCs
    Capacity = 1 Point
    Attack = 1X Black (1X Green with support bonus)
    Defence = 1X Green

    • Each attacking Infantry will receive a support bonus when paired with either an artillery or an undamaged tank

    CAVALRY:
    Movement = 2 Points
    Cost = N/A
    Capacity = 2 Points
    Attack = 1X Green
    Defence = 1X Green

    • May blitz unoccupied enemy territories

    ARTILLERY:
    Movement = 1 Point
    Cost = 4 IPCs
    Capacity = 2 Points
    Attack = 1X Green
    Defence = 1X Green

    • Each get 1X Green during first strike in battles where no enemy units with a movement value greater than 2 are present (including aircraft)
    • May be towed by a mechanized infantry during the non-combat movement phase

    ANTI-AIRCRAFT GUN:
    Movement = 1 Point
    Cost = 5 IPCs
    Capacity = 2 Points
    Attack = 1X Green
    Defence = 1X Green
    Dog Fight = 1X Black

    • All hits from AA Guns must be applied to enemy aircraft
    • May be towed by a mechanized infantry during the non-combat movement phase

    MECHANIZED INFANTRY:
    Movement = 2 Points
    Cost = 5 IPCs
    Capacity = 2 Points
    Attack = 1X Green
    Defence = 1X Green

    • May each tow 1 Artillery or 1 AA Gun during the non-combat phase only
    • May blitz unoccupied enemy territories when paired with a tank

    TANK:
    Movement = 2 Points (-1 when damaged)
    Cost = 7 IPCs
    Capacity = 3 Points
    Damage = Can absorb hits from Black and/or Green dice only
    Attack = 1X Blue (1X Green when damaged)
    Defence = 1X Blue (1X Green when damaged)
    Repair Cost = 1 IPC (must be within a friendly city)

    • Tanks are classified as armoured vehicles and they require 2 hits to destroy
    • Tanks provide a support bonus to attacking Infantry (not when damaged)
    • Tanks may blitz unoccupied enemy territories during combat movement (not when damaged)

    6e86ecf927e1c019a1e9a03cf65c1dfa.jpg

    AIR UNITS:

    AIR TRANSPORT:
    Movement = 4 Points
    Cost = 6 IPCs
    Capacity = 1 Point
    Attack = N/A
    Defence = N/A
    Dog Fight = N/A
    Convoy = N/A

    • May transport up to 2 Infantry units during the combat movement phase (may not land with troops) or non-combat movement phase (must land with troops)

    WAR PLANE:
    Movement = 3 Points
    Cost = N/A
    Capacity = 2
    Attack = 1X Black (1X Green with superiority bonus)
    Defence = 1X Black (1X Green with superiority bonus)
    Dog Fight = 1X Black
    Convoy = 3X Black

    • Will attack and defend 1X Green when there are no superior enemy aircraft present

    TACTICAL BOMBER:
    Movement = 4 Points
    Cost = 10 IPCs
    Capacity = 3 Points
    Attack = 1X Blue
    Defence = 1X Blue
    Dog Fight = 1X Black
    Bombing Raid = 3X Blue
    Convoy = 3X Red (naval tactical bombers only)
    Reconnaissance Patrol = 1X Black

    • Each receive a first strike if the are no enemy units with a dog fight value present
    • May search for subs during reconnaissance patrol if not designated
    • May bomb enemy cities, including Allied cities that are enemy occupied

    FIGHTER:
    Movement = 4 Points
    Cost = 10 IPCs
    Capacity = 3 Points
    Attack = 1X Blue
    Defence = 1X Red
    Dog Fight = 1X Green
    Convoy = 3X Blue (naval fighters only)

    • May intercept and/or escort bombing raids
    • Interceptors may always choose their enemy’s casualties
    • May be designated for future missions
    • May scramble from a city to defend an adjacent sea zone without the designation requirement
    • May intercept bombing raids on cities they currently occupy without the designation requirement

    STRATEGIC BOMBER:
    Movement = 6 Points (-1 with movement damage)
    Cost = 12 IPCs
    Capacity = 4 Points
    Attack = 4X Black (N/A with weapons damage)
    Defence = 1X Black
    Dog Fight = 1X Black
    Bombing Raid = 4X Red (4X Green with weapons damage)
    Repair Cost = 2 IPCs (must be within a friendly city)

    • Strategic Bombers are classified as air fortresses and they require 2 hits to destroy, Strategic Bomber owners choose between movement damage or weapons damage when they absorb their first hit

    modernized_shipyards_2.jpg

    SEA UNITS:

    SEA TRANSPORT:
    Movement = 2 Points
    Cost = 6 IPCs
    Capacity = 1 Point
    Attack = N/A
    Defence = N/A
    Convoy = N/A

    • May each carry a total of 3 capacity points worth of units
    • May not be used to block enemy movement

    ESCORT CARRIER:
    Movement = 2 Points
    Cost = N/A
    Capacity = N/A
    Attack = N/A
    Defence = 1X Black
    Convoy = N/A

    • May carry up to 4 capacity points worth of eligible air units

    DESTROYER:
    Movement = 2 Points
    Cost = 7 IPCs
    Capacity = 2 Points
    Attack = 1X Green
    Defence = 1X Green
    Depth Charge = 1X Green (up to 3 each)
    Convoy = 3X Green
    Reconnaissance Patrol = 1X Black

    • May search for subs during reconnaissance patrol
      Each Destroyer using depth charge attack will receive 1X Green per sub submerging up to a maximum of 3
    • Will negate first strike from spotted subs, but will not negate first strike from hidden subs

    SUBMARINE:
    Movement = 2 Points
    Cost = 8 IPCs
    Capacity = 2 Points
    Attack = 1X Green
    Defence = 1X Black
    First Strike = 1X Blue
    Convoy = 5X Red

    • Each receive a first strike capability in battles where an enemy destroyer is not present
    • May move through any sea zone ignoring all enemy ships except destroyers, but may not be used to block enemy movement
    • Submarines that are hidden may not be attacked, however, if an enemy attacks surface ships in a sea zone with hidden sub/s present, they may reveal themselves and engage.
    • Hidden subs receive a first strike regardless of enemy destroyers present, however, they are immediately spotted after their first strike
    • Submarines can never hit enemy submarines or aircraft during battle, they are not eligible targets

    CRUISER:
    Movement = 2 Points
    Cost = 12 IPCs
    Capacity = 4 Points
    Attack = 1X Blue
    Defence = 1X Blue
    Dog Fight = 1X Blue
    Shore Bombardment = 1X Blue
    Strategic Bombardment = 1X Blue
    Convoy = 3X Blue

    • Will attack and defend 1X Red during the general combat phase when there are no superior enemy units present

    AIRCRAFT CARRIER:
    Movement = 2 Points (-1 when damaged)
    Cost = 15 IPCs
    Capacity = 3 Points
    Attack = N/A
    Defence = 1X Green (1X Black when damaged)
    Convoy = N/A
    Repair Cost = 3 IPCs (must be adjacent to a friendly city)

    • Aircraft Carriers are classified as capital ships, which require 2 hits to destroy
    • May carry up to 6 capacity points worth of eligible air units (0 when damaged)

    BATTLESHIP:
    Movement = 2 Points (-1 when damaged)
    Cost = 18 IPCs
    Capacity = 5 Points
    Attack = 1X Red (1X Blue when damaged)
    Defence = 1X Red (1X Blue when damaged)
    Dog Fight = 1X Red (1X Blue when damaged)
    Shore Bombardment = 1X Red (1X Blue when damaged)
    Strategic Bombardment = 1X Red (1X Blue when damaged)
    Convoy Raiding - 3X Red (3X Blue when damaged)
    Repair Cost = 3 IPCs (must be adjacent to a friendly city)

    • Battleships are classified as capital ships, which require 2 hits to destroy

    MODERNIZED UNITS:

    -9Qc5hgnTsIXzncwirpSMr8hfKJ1UhmZeMVM49ckSmFo9QXo-gaozzMp8S4r5Kuj.jpg

    US MARINES:
    Movement = 1 Point
    Cost = 3 IPCs
    Capacity = 1 Point
    Attack = 1X Black (1X Blue during air drops and/or amphibious assaults)
    Defence = 1X Green

    • Each attacking US Marine Infantry will receive 1X Blue when performing special operations (air drops and/or amphibious assaults)
    • The support bonus for attacking Infantry still applies for US Marines during all attacks other than special operations (air drops and/or amphibious assaults)

    TIGER TANK:
    Movement = 2 Points (-1 when damaged)
    Cost = 7 IPCs
    Capacity = 3 Points
    Attack = 1X Blue (1X Green when damaged)
    Defence = 1X Blue (1X Green when damaged)
    Repair Cost = 1 IPC (must be within a friendly city)

    • Tanks are classified as armoured vehicles and they require 2 hits to destroy
    • Tanks provide a support bonus to attacking Infantry (not when damaged)
    • Tanks may blitz unoccupied enemy territories during combat movement (not when damaged)

    MESSERSCHMITT Me 262:
    Movement = 4 Points
    Cost = 10 IPCs
    Capacity = 3 Points
    Attack = 1X Blue
    Defence = 1X Red
    Dog Fight = 1X Green
    Convoy = 3X Blue (naval fighters only)

    • May intercept and/or escort bombing raids
    • Interceptors may always choose their enemy’s casualties
    • May be designated for future missions
    • May scramble from a city to defend an adjacent sea zone without the designation requirement
    • May intercept bombing raids on cities they currently occupy without the designation requirement

    SUPER FORTRESS BOMBER:
    Movement = 6 Points (-1 with movement damage)
    Cost = 12 IPCs
    Capacity = 4 Points
    Attack = 4X Black (N/A with weapons damage)
    Defence = 1X Black
    Dog Fight = 1X Black
    Bombing Raid = 4X Red (4X Green with weapons damage)
    Repair Cost = 2 IPCs (must be within a friendly city)

    • Strategic Bombers are classified as air fortresses and they require 2 hits to destroy, Strategic Bomber owners choose between movement damage or weapons damage when they absorb their first hit

    ESSEX CLASS CARRIER:
    Movement = 2 Points (-1 when damaged)
    Cost = 15 IPCs
    Capacity = 3 Points
    Attack = N/A
    Defence = 1X Green (1X Black when damaged)
    Convoy = N/A
    Repair Cost = 3 IPCs (must be adjacent to a friendly city)

    • Aircraft Carriers are classified as capital ships, which require 2 hits to destroy
    • May carry up to 6 capacity points worth of eligible air units (0 when damaged)

    SUPER BATTLESHIP:
    Movement = 2 Points (-1 when damaged)
    Cost = 18 IPCs
    Capacity = 5 Points
    Attack = 1X Red (1X Blue when damaged)
    Defence = 1X Red (1X Blue when damaged)
    Dog Fight = 1X Red (1X Blue when damaged)
    Shore Bombardment = 1X Red (1X Blue when damaged)
    Strategic Bombardment = 1X Red (1X Blue when damaged)
    Convoy Raiding - 3X Red (3X Blue when damaged)
    Repair Cost = 3 IPCs (must be adjacent to a friendly city)

    • Battleships are classified as capital ships, which require 2 hits to destroy


  • 1941 DELUXE EDITION - CHINA RULES

    flying_tiger_2.jpg

    • China does not purchase units, or collect an income the way other nations do. Instead, China will place 1 free infantry on each territory they control during their place new units phase.
    • Also during their place new units phase, look for originally controlled Chinese territories controlled by Japan, but not occupied by a Japanese unit. China will now reclaim control of these territories and immediately place 1 free infantry unit on each
    • Chinese land units may not be loaded onto transport units, nor may Chinese aircraft fly into or through sea zones
    • Chinese units may not enter India, or any originally controlled Russian territories. However, they may attack, defend, and/or deploy within any of the other Asian territorIes
    • If all three territories connecting the Burma Road are controlled by the Allies during their place new units phase, China will receive 1 free mechanized infantry, 1 free artillery, and 1 free AA gun to be placed together on any Chinese controlled territory they choose

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