Grasshopper’s Academy Edition (under construction)



  • GRASSHOPPER’S ACADEMY EDITION - PLAYER’S HANDBOOK

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    NOTABLE DESIGN CREDITS

    Designer - Young Grasshopper
    Play Testers - Hambone, Parker Dill
    Customizers - Young Grasshopper, Tjoek, Map Maker, Duke Caboom, Siredblood
    Rule Book Contributors - Big Al, Baron Munchhausen, SS, Corporal Clegg, Gargantua, Siredblood, Karl7
    Supporters - Doug Friend, YG’s Patrons



  • 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



  • GAME COMPONENTS LIST

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    GAME ACCESSORIES:

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

    20 - Industrial Complexes

    150 - White plastic chips (HBG)
    100 - Red plastic chips (HBG)
    100- Green plastic chips (HBG)
    50 - Blue plastic chips (HBG)

    1 - Set of Money
    (Battle Bucks / Poker Chips / Currency Cards)

    GERMANY:

    9 - Transport Trucks
    8 - AA Artillery
    40 - Infantry
    8 - Artillery
    12 - Tanks
    9 - Tactical Bombers
    8 - Fighters
    4 - Strategic Bombers
    6 - Transport Boats
    6 - Destroyers
    6 - Submarines
    4 - Cruisers
    2 - Aircraft Carriers
    2 - Battleships
    25 - Control Markers

    UNITED KINGDOM: PACIFIC

    6 - Transport Trucks
    8 - AA Artillery
    20 - Infantry
    6 - Artillery
    8 - Tanks
    6 - Tactical Bombers
    8 - Fighters
    6 - Strategic Bombers
    6 - Transport Boats
    6 - Destroyers
    6 - Submarines
    4 - Cruisers
    4 - Aircraft Carriers
    4 - Battleships
    20 - Control Markers

    JAPAN:

    9 - Transport Trucks
    8 - Antiaircraft Artillery
    40 - Infantry
    12 - Artillery
    12 - Tanks
    9 - Tactical Bombers
    16 - Fighters
    8 - Strategic Bombers
    12 - Transport Boats
    12 - Destroyers
    12 - Submarines
    8 - Cruisers
    8 - Aircraft Carriers
    8 - Battleships
    35 - Control Markers

    UNITED KINGDOM: EUROPE

    12 - Transport Trucks
    16 - AA Artillery
    40 - Infantry
    12 - Artillery
    16 - Tanks
    12 - Tactical Bombers
    16 - Fighters
    12 - Strategic Bombers
    12 - Transport Boats
    12 - Destroyers
    12 - Submarines
    8 - Cruisers
    4 - Aircraft Carriers
    8 - Battleships
    20 - Control Markers

    ITALY:

    6 - Transport Trucks
    8 - AA Artillery
    20 - Infantry
    8 - Artillery
    10 - Tanks
    6 - Tactical Bombers
    8 - Fighters
    4 - Strategic Bombers
    6 - Transport Boats
    6 - Destroyers
    6 - Submarines
    4 - Cruisers
    2 - Aircraft Carriers
    2 - Battleships
    25 - Control Markers

    CHINA:

    5 - Transport Trucks
    5 - AA Artillery
    30 - Infantry
    12 - Artillery
    1 - Fighter
    10 - Control Markers

    SOVIET UNION:

    9 - Transport Trucks
    8 - AA Artillery
    40 - Infantry
    8 - Artillery
    10 - Tanks
    9 - Tactical Bombers
    8 - Fighters
    2 - Strategic Bombers
    4 - Transport Boats
    4 - Destroyers
    4 - Submarines
    2 - Cruisers
    2 - Aircraft Carriers
    2 - Battleships
    10 - Control Markers

    UNITED STATES:

    15 - Transport Trucks
    16 - AA Artillery
    40 - Infantry
    12 - Artillery
    12 - Tanks
    15 - Tactical Bombers
    16 - Fighters
    12 - Strategic Bombers
    12 - Transport Boats
    12 - Destroyers
    12 - Submarines
    8 - Cruisers
    8 - Aircraft Carriers
    8 - Battleships
    15 - Control Markers



  • NATIONAL SETUP CHARTS

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    GERMANY: 36 IPCs

    Germany: 8 Infantry, 2 Artillery, 2 AA Guns, 3 Tanks, 1 Strategic Bomber, 1 Factory
    Western Germany: 8 Infantry, 2 Transport Trucks, 3 Artillery, 2 AA Guns, 2 Tactical Bombers, 2 Fighters, 1 Strategic Bomber, 1 Factory
    Czechoslovakia/Hungary: 2 Infantry
    Poland: 3 Infantry, 1 Artillery, 1 Tank, 1 Tactical Bomber, 1 Fighter
    Bulgaria/Romania: 3 Infantry, 1 Tank, 1 Transport Plane, 1 Fighter
    Morocco Algeria: 2 Infantry, 1 Transport Truck, 1 Tank
    France: 3 Infantry, 1 Transport Truck, 1 Artillery, 2 AA Guns, 2 Tanks, 1 Transport Plane, 2 Tactical Bombers, 1 Factory
    Northwestern Europe: 3 Infantry, 1 Artillery, 2 Tanks. 1 Fighter
    Norway: 3 Infantry
    Finland: 1 Infantry

    Sea Zone B-1: 1 Cruiser, 1 Battleship
    Sea Zone A-2: 1 Submarine
    Sea Zone A-3: 1 Submarine
    Sea Zone A-5: 1 Submarine
    Sea Zone A-6: 1 Submarine
    Sea Zone M-1: 1 Transport Boat, 1 Submarine


    UNITED KINGDOM (PACIFIC): 24 IPCs

    India: 4 Infantry, 2 Artillery, 2 AA Guns, 1 Tactical Bomber, 1 Transport Plane, 1 Fighter, 1 Factory
    Burma: 2 Infantry, 1 Fighter
    Kwangtung: 2 Infantry, 1 AA Gun, 1 Fighter
    East Indies: 1 Infantry
    Borneo: 2 Infantry
    New Guinea: 1 Infantry
    Australia: 4 Infantry, 1 Artillery, 2 AA Guns, 1 Fighter, 1 Factory
    New Zealand: 1 Infantry, 1 fighter
    Egypt: 3 Infantry

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


    JAPAN: 23 IPCs

    Japan: 8 Infantry, 2 Artillery, 2 AA Guns, 1 Transport Plane, 2 Tactical Bombers, 2 Fighters, 2 Strategic Bombers, 1 Factory
    Manchuria: 8 Infantry, 2 Artillery, 1 AA Gun, 1 Tank, 2 Tactical Bombers, 2 Fighters
    Kiangsu: 8 Infantry, 2 Artillery, 1 Transport Truck, 2 Fighters
    French Indo-China Thailand: 4 Infantry, 2 Artillery, 1 AA Gun, 1 Tactical Bomber
    Iwo Jima: 1 Infantry
    Okinawa: 1 Infantry, 1 Fighter
    Formosa: 1 Fighter
    Caroline Islands: 2 Infantry, 1 AA Gun

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


    UNITED KINGDOM (EUROPE): 26 IPCs

    United Kingdom: 3 Infantry, 1 Artillery, 3 AA Guns, 1 Transport Plane, 2 Fighters, 1 Tactical Bomber, 1 Strategic Bomber, 1 Factory
    Eastern Canada: 2 Infantry, 1 Artillery, 1 AA Gun, 1 Fighter
    Gibraltar: 1 Infantry, 1 AA Gun, 1 Fighter
    Egypt: 3 Infantry, 2 Transport Trucks, 1 Artillery, 1 AA Gun, 2 Tanks
    Trans-Jordan: 1 Infantry
    Anglo-Egyptian Sudan: 1 Infantry
    Union of South Africa: 2 Infantry, 1 Artillery, 1 Tank

    Sea Zone A-8: 1 Cruiser, 1 Battleship
    Sea Zone A-7: 1 Cruiser, 1 Battleship
    Sea Zone A-5: 1 Transport Boat, 1 Destroyer
    Sea Zone A-6: 1 Destroyer, 1 Aircraft Carrier (w/ 1 Fighter), 1 Cruiser
    Sea Zone A-12: 1 Transport Boat, 1 Destroyer, 1 Cruiser
    Sea Zone M-4: 1 Transport Boat, 1 Destroyer


    ITALY: 13 IPCs

    Italy: 8 Infantry, 2 AA Guns, 2 Fighters, 1 Strategic Bomber, 1 Factory
    Balkans: 3 Infantry, 2 Artillery, 1 AA Gun, 1 Tank
    Morocco Algeria: 2 Infantry, 1 Transport Truck, 1 Artillery, 1 Transport Plane
    Libya: 4 Infantry, 2 Artillery, 1 AA Gun, 2 Tanks

    Sea Zone M-3: 1 Transport Boat, 1 Destroyer, 1 Cruiser
    Sea Zone M-2: 1 Transport Boat, 1 Submarine, 1 Cruiser, 1 Battleship
    Sea Zone M-1: 1 Transport Boat, 1 Destroyer


    CHINA:

    Chinghai: 1 Infantry
    Ningxia: 1 Infantry
    Suiyuan: 3 Infantry
    Hupeh: 2 Infantry
    Fukien: 2 Infantry
    Yunnan: 4 Infantry
    Sikang: 4 Infantry, 1 Transport Truck, 1 Fighter


    SOVIET UNION: 37 IPCs

    Russia: 6 Infantry, 1 Transport Tuck, 2 AA Guns, 1 Tank, 1 Transport Plane, 1 Tactical Bomber, 1 Fighter, 1 Factory
    Archangel: 1 Infantry
    Karelia: 6 Infantry, 1 Transport Truck. 1 Artillery, 1 AA Gun, 1 Fighter, 1 Factory
    Baltic States: 4 Infantry
    Belorussia: 2 Infantry, 1 Artillery
    East Poland: 4 Infantry
    Eastern Ukraine: 2 Infantry, 1 Artillery
    Ukraine: 4 Infantry
    Caucasus: 6 Infantry, 1 AA Gun, 1 Tank, 1 Transport Plane, 1 Factory
    Siberia: 6 Infantry
    Stanovoj Chrebet: 6 Infantry, 1 AA Gun
    Buryatia S.S.R: 3 Infantry, AA Gun

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


    UNITED STATES: 50 IPCs

    Eastern United States: 2 Infantry, 2 Transport Trucks, 2 Artillery, 2 AA Guns, 1 Factory
    Central United States: 2 Transport Trucks, 1 Tank, 1 Strategic Bomber
    Western United States: 2 Infantry, 2 AA Guns, 2 Fighters, 1 Factory
    Hawaiian Islands: 2 Infantry, 1 AA Guns, 1 Transport Plane, 3 Fighters
    Philippines: 2 Infantry, 1 AA Gun, 1 Fighter

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



  • PLAYER ASSIGNMENTS

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    TWO (2) PLAYERS

    Germany - (Player 1)
    UK Pacific - (Player 2)
    Japan - (Player 1)
    UK Europe - (Player 2)
    Italy - (Player 1)
    China - (Player 2)
    Soviet Union - (Player 2)
    United States - (Player 2)


    THREE (3) PLAYERS

    Germany - (Player 1)
    UK Pacific - (Player 2)
    Japan - (Player 1)
    UK Europe - (Player 3)
    Italy - (Player 1)
    China - (Player 2)
    Soviet Union - (Player 3)
    United States - (Player 2)


    FOUR (4) PLAYERS

    Germany - (Player 1)
    UK Pacific - (Player 2)
    Japan - (Player 3)
    UK Europe - (Player 4)
    Italy - (Player 1)
    China - (Player 2)
    Soviet Union - (Player 4)
    United States - (Player 2)


    FIVE (5) PLAYERS

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


    SIX (6) PLAYERS

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


    SEVEN (7) PLAYERS

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


    EIGHT (8) PLAYERS

    Germany - (Player 1)
    UK Pacific - (Player 2)
    Japan - (Player 3)
    UK Europe - (Player 4)
    Italy - (Player 5)
    China - (Player 8 )
    Soviet Union - (Player 6)
    United States - (Player 7)



  • GAME PLAY STRUCTURE

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    ORDER OF PLAY

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

    TURN SEQUENCE

    1. Repair Damaged Units
    2. Purchase New Units
    3. Conduct Combat Movement
    4. Resolve Combat
    5. Conduct Non-Combat Movement
    6. Conduct Convoy Raids
    7. Place New Units and New Recruits
    8. Collect Income and Control Bonuses

    1. REPAIR DAMAGED UNITS:

    • Repair damaged strategic bombers positioned on a friendly city, and/or repair damaged capital ships positioned in sea zones adjacent to a friendly city

    2. PURCHASE NEW UNITS:

    • Purchase new units and put them aside, they don’t get placed on the board until step #6

    3. CONDUCT COMBAT MOVEMENT:

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

    4. RESOLVE COMBAT:

    • Follow steps in the combat sequence to resolve battles by rolling dice over the course of combat rounds

    5. CONDUCT NON-COMBAT MOVEMENT:

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

    6. CONDUCT CONVOY RAIDS:

    • Look for sea units you control in a convoy zone adjacent to an enemy city, and then conduct convoy raids with all eligible units

    7. PLACE NEW UNITS:

    • Place all previously purchased units in territories you control with an industrial complex, and/or in sea zones adjacent to territories you control with an industrial complex (reimburse for units that can’t be legally placed)

    8. COLLECT INCOME:

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


  • SPACES ON THE MAP

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    VICTORY CITIES

    • Each city has a predetermined city point value which are used to determine recruitment bonus, control bonus, and victory scores
    • Any city may support an industrial complex (one per territory)
    • Each originally controlled city provides a recruitment bonus of Infantry units equal to their city point value (to be placed during each Place New Units phase)
    • Cities provide a control bonus equal to their city point value, this income bonus is collected during each collect income phase
    • Cities may repair strategic bombers and/or capital ships during the repair damaged units phase
    • Cities provide Victory points equal to their control bonus to be added during end game scoring

    Washington - 3 city points
    San Francisco - 3 city point
    London - 3 city points
    Moscow - 3 city points
    Ottawa - 1 city point
    Leningrad - 1 city point
    Stalingrad - 2 city points
    Calcutta - 3 city points
    Sydney - 2 city points
    Cairo - 1 city point
    Cape Town - 1 city point
    Hong Kong - 1 city point
    Manila - 1 city point
    Honolulu - 1 city point

    Berlin - 3 city points
    Hamburg - 2 city points
    Paris - 3 city points
    Rome - 3 city points
    Tokyo - 3 city points
    Shanghai - 2 city points

    Axis powers starting city point total = 16
    Allied powers starting city point total = 26



  • POLITICAL SITUATIONS

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    STARTING RELATIONSHIPS

    The Axis Powers:
    Germany, Italy, and Japan make up the Axis powers and all begin the game at war with the Allies.

    The Allied Powers:
    United Kingdom (Europe and Pacific), United States, Soviet Union, and China make up the Allied powers and all begin the game at war with the Axis.

    VICTORY CONDITION

    How To Win:
    The side with the most Victory Points at the end of round 10 will win the war.



  • NATIONAL ADVANTAGES

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    APPLYING NATIONAL ADVANTAGES

    Apply the scheduled national advantages on the chart below, according to which game round it is (0 means to begin the game, therefore, Germany immediately has wolf packs).

    START OF GAME #0

    Germany - Enigma Machine

    • All attacking German submarines get first strike regardless of enemy destroyers present

    United Kingdom - Radar Tower

    • The UK may now purchase radar towers, all AA Artillery in a territory with a radar tower will now deal critical hits, and up to 3 fighters may scramble to defend an adjacent sea zone

    END OF ROUND #1

    Soviet Union- Tankograd

    • All UK Europe destroyers (tan pieces only) during the tactical combat phase may now depth charge attack submerged submarines @3 or less.

    Radar Tower

    • Immediately place 1 radar tower on any UK Europe or UK Pacific city. All fighters that scramble and/or intercept from that city may now dog fight @3 or less.

    END OF ROUND #2

    END OF ROUND #3

    END OF ROUND #4

    END OF ROUND #5

    END OF ROUND #6

    END OF ROUND #7

    END OF ROUND #8

    Russia may now mobilize 1 free tank in Novosibirsk during each place new units phase

    3. United States - US Marines
    America may now purchase US Marine Infantry units

    4. Soviet Union - Street Fighting
    All Russian Infantry now defend @3 (or less) within Leningrad and/or Stalingrad

    5. Germany - Tiger Tanks
    Germany may now purchase Tiger Tanks

    6. Japan - Banzai Attack
    All Japanese Infantry now attack @2 (or less), support bonuses no longer apply to them

    7. United States - Super Fortresses
    America may now purchase Super Fortresses

    8. Japan - Kamikaze Pilots
    Any number of Japanese Fighters may use their full range to attack enemy sea units (without needing a legal landing spot). Japanese fighters used in this manner are immediately removed from the board after the battle (if not already destroyed during combat).

    9. Germany - Jet Fighters
    Germany may now purchase Jet Fighters

    10. Allied Powers - Mussolini Executed

    All Italian units are now removed from the board, all originally controlled Italian territories still under Italian control now become German, and all conquered territories under Italian control are now liberated by the original controller

    11. Soviet Union - Hittler Assassinated

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

    12. United States - The Atom Bomb

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



  • THE PURCHASE NEW UNITS PHASE

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  • THE COMBAT MOVEMENT PHASE:

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  • THE DEPLOY DEFENSIVE OPTION PHASE

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  • THE RESOLVE COMBAT PHASE

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    COMBAT SEQUENCE

    1. Strategic Bombing Raids
    2. Airborne Assaults
    3. Amphibious Assaults
    4. Naval Battles
    5. Ground Battles
    6. Convoy Raids


    Boeing_Fortresses.jpg

    STRATEGIC BOMBING RAID SEQUENCE

    2. Conduct Single Round Dog Fight
    3. Remove Casualties
    4. Escorts and Interceptors Disengage
    5. Guns Conduct AA Barrage (use dog fight values)
    6. Remove Casualties
    7. Choose Bombing Targets
    8. Apply Damage and/or Losses


    Airborne_Assault_Troops_2.jpg

    AIRBORNE ASSAULT SEQUENCE

    1. Guns Conduct AA Barrage (use dog fight values)
    2. Remove Casualties
    3. Drop Paratroopers
    3. Transport Planes Disengage
    4. Troops Wait For Ground Support


    4444.jpg

    AMPHIBIOUS ASSAULT SEQUENCE

    1. Units Conduct First Strike
    2. Ships Conduct AA Barrage
    3. Strategic Bombers Conduct Carpet Bombing
    4. Strategic Bombers Disengage
    5. Destroyers Conduct Depth Charge Attack
    6. Remove Casualties
    7. Resolve General Combat Rounds
    8. Conduct Shore Bombardments
    9. Resolve Ground Ground Combat


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    NAVAL BATTLE SEQUENCE

    3. Conduct First Strike
    1. Conduct AA Barrage
    2. Conduct Carpet Bombing
    1. Conduct Depth Charge Attack
    4. Resolve General Naval Combat


    Nowest_021.JPG

    GROUND BATTLE SEQUENCE

    1. Conduct Depth Charge Attack
    2. Conduct Carpet Bombing
    3. Conduct First Strike
    4. Resolve General Naval Combat


    Enigma.jpg

    CONVOY RAID SEQUENCE

    1. Search for Occupied Convoy Zones
    2. Confirm Possibility of Convoy Raid
    3. Roll Dice to Raid Convoys
    4. Access Losses for Enemy
    5. Enemy Pays for Losses



  • THE PLACE NEW UNITS PHASE



  • THE COLLECT INCOME PHASE



  • ESCORTS, INTERCEPTORS, AND SCRAMBLING FIGHTERS

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  • CONDUCTING AN ANTI-AIRCRAFT BARRAGE

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  • STRATEGIC BOMBING RAIDS AND CARPET BOMBING

    around_the_clock_bombing_6.jpg



  • SUBMERGING SUBMARINES AND DEPLOYING DEPTH CHARGES

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  • 1941 ACADEMY 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.
    • 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 territory (except India) connected by the road


  • GROUND COMBAT SEQUENCES



  • NAVAL COMBAT SEQUENCES



  • 1941 ACADEMY EDITION - LAND UNIT PROFILES

    tankograd_4.jpg

    INFANTRY:
    Movement = 1 Point
    Cost = 3 IPCs
    Capacity = 1 Point
    Attack = @1 (@2 with support bonus)
    Defence = @2

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

    TRANSPORT TRUCK:
    Movement = 2 Points
    Cost = 4 IPCs
    Capacity = 2 Points
    Attack = N/A
    Defence = N/A

    • May transport up to 3 capacity points of eligible land units during the non-combat phase. Eligible units include infantry, artillery, and/or AA guns

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

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

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

    • All hits from AA Guns must be applied to enemy aircraft
    • May be towed by a transport truck during the non-combat movement phase
    • These guns get one die per gun regardless of how many enemy aircraft present, they may also attack and defend during multiple combat rounds

    TANK:
    Movement = 2 Points
    Cost = 6 IPCs
    Capacity = 3 Points
    Attack = @3
    Defence = @4

    • Tanks provide a support bonus when paired with an attacking Infantry unit
    • Tanks may blitz unoccupied enemy territories during combat movement


  • 1941 ACADEMY EDITION - AIR UNIT PROFILES

    6e86ecf927e1c019a1e9a03cf65c1dfa.jpg

    AIR TRANSPORT:
    Movement = 4 Points
    Cost = 6 IPCs
    Build Queue = N/A
    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
    Build Queue = 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
    Build Queue = N/A
    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
    Build Queue = N/A
    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
    Build Queue = 1 Round
    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


  • 1941 ACADEMY EDITION - SEA UNIT PROFILES

    modernized_shipyards_2.jpg

    SEA TRANSPORT:
    Movement = 2 Points
    Cost = 6 IPCs
    Build Queue = N/A
    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
    Build Queue = 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
    Build Queue = N/A
    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
    Build Queue = N/A
    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
    Build Queue = N/A
    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 = 16 IPCs
    Build Queue = 1 Round
    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
    Build Queue = 1 Round
    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

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