OK version 2.1
1942.2-- House Rules: Using the Larry Harris Tournament setup
Paratroopers: Bombers can pick up one Infantry unit and drop off (within flight range but not more than 2 spaces from a friendly land unit) and this Airborne unit may attack at Three the 1st round, then Two 2nd round, then One after that. Bomber may still perform other functions in addition to this.
Note: Bomber may also carry 2 Infantry during non- combat within flight range.
Self-Propelled Artillery: 3-3-2 costing 8 If they roll a one during combat, they can choose the land unit that is hit. These are new units featured in the technology chart.
Light Tanks: 2-2-2 costing 5 ipc
Special rule: After one round of battle the Defender may withdraw one surviving Light Tank unit to any adjacent friendly territory. The Defender may continue to withdraw one surviving unit per round of battle so long as the battle continues. It is always allowed to take its defensive shot before it withdraws. If it is to withdraw, then it must do so before the Attacker starts the next round of battle.
Heavy Tanks: These are 4-4-1-9 units. During combat, they roll first and loses are taken before the defender has any chance to counterattack. These are new units featured in the technology chart.
Volkstrum: The German player may recruit these 1-1-1-2 infantry units each time they first lose an originally controlled Victory City. The quantity of these builds is limited to the current count of originally controlled victory cities. One Volkstrum unit is placed on each originally controlled victory city during the placement phase. Use markers to indicate these units.
Conscripts: The Soviet player may recruit these 1-1-1-2 infantry units each time they first lose an originally controlled Victory City. The quantity of these builds is limited to the current count of originally controlled victory cities. One Conscript unit is placed on each originally controlled victory city during the placement phase. Use markers to indicate these units.
Waffen SS Panzercorps: 4-4-2 costing 8 or convert one Armor for cost of 2 ipc. The German player can have no more than 6 of these at any one time and the presence of each one allows the re-roll of one miss in combat.
Transports plane: 0-0-4 costs 8 ipc takes one Airborne unit in the combat phase or two infantries in non-combat movement. Airborne Infantry are a new dedicated infantry type (can be boosted by artillery and tanks) The drop can be no more than 2 spaces from your land units and can be over oceans. If transports are attacked, they cannot be taken as a causality until the last defending unit is removed (just like transports). They cannot block a tank blitzing or any land unit moving 2 spaces. In those cases, they can be overrun by advancing tanks.
Airborne Infantry (3)(2)(1)-2-1 cost 6 Note: attack 3 in the 1st round, 2 in the 2nd, and 1 in the third and latter, place HBG markers under these. Cannot have more than 6 airborne units at any one time.
Light/Escort Carriers: 0-1-2 costing 8, carries one plane
Battlecruisers: 4-4-2 costing 15, Shore Bombard at 4, takes one hit
Mechanized Infantry: As per OOB
Fighter-Bombers: As per OOB-Tactical Bombers
Research & Development Sequence:
- Buy researcher tokens
- Roll research dice
- Roll breakthrough die
Step 1: Buy Researcher Tokens**
Each researcher token costs 5 IPC’s.
Step 2: Roll Research Dice
For each researcher, you have, roll one die.
-Success: If you roll at least one “6”, you have successfully made a technological breakthrough. Discard all your researcher tokens and continue to step 3.
-Failure: If you do not roll a “6”, your research has failed. Keep your researcher token and continue to the Purchase Units phase of the turn. On each subsequent turn the success becomes easier and is reduced by one each turn: 6, 5,4,3,2, and eventually it is automatic.
Step 3: Roll Breakthrough Die
If you succeed on any research die, you choose any technology within the 1st tier. Additional technology research applied to the same tech category can go to a higher technology as long as you got at least one tech. For example: If you want a technology that is 3rd tier in land technology, you must have at least one 1st tier and one 2nd tier tech in that same category.
Step 4: Mark Development
If your research was successful, place one of your national control markers inside the appropriate advancement box on the research & development chart. Your development becomes effective immediately. Any number of powers may develop the same technology, but powers cannot share their technology.
Radar: Up to 3 Fighters or Fighter-Bombers may scramble to any adjacent areas under attack either on land or at sea.
Super Subs: Your subs now defend at 2, costing 7. Instead of combat and while adjacent to an enemy territory may perform an economic disruption attack by rolling two or less and if succeed, they cost the player 1 ipc. The attacks are capped by the ipc value of the area. Use HBG markers of alternative submarine sculpts for these.
Long Range Aircraft: All aircraft now move two extra spaces.
Underground Factories: When your factories are bombed, count all hits half rounded down.
Rockets: These cost 2 ipc each and have a range of 3 spaces and are only directed against enemy Factories. Once used they must be replaced. Effect: cost the enemy 1 ipc minimally, but potentially can cost them either 2 or 3 ipc. Roll a D6 1-2=1 ipc lost, 3-4=2 ipc lost, 5-6= 3 ipc lost.
Heavy Bombers: 4-2-6 costing 15 ipc. These can SBR with a bonus of +2 ipc lost for each successful bombing run. Use alternative sculpts for these.
Jet Fighters: 4-5-4 costing 15. These units can be used on Carriers. Use HBG sculpts for these.
Mobile Warfare Doctrine: Each Armor unit matched with one Infantry or Mechanized Infantry boosts the latter +1 on the attack.
Convert a Neutral: select one Neutral, the following turn it is under your control and you control the ipc’s and its army is converted to yours.
Lend Lease: Roll one D6 before build phase, Effect result of die roll is immediately deducted from your treasury and the result is added to your Allies treasury for use on his turn.
Naval Radar: Your carriers may scramble their planes in defense if they are 2 sea zones away. Your battleships may fire first preemptively in the attack.
Atomic Bomb: If you already have Heavy Bombers, and Long-Range Aircraft, your bombers can carry one such bomb per turn for 12ipc cost. During an SBR (Note: they must survive AA fire or the bomb is lost) they drop this and it permanently reduces the IPC value of the territory for the duration of the game equal to the result of a D6 roll. Example: Russian Bombers drop on Berlin and roll a 5 and Germany can only place 5 units for the rest of the game. Keep in mind you need the aforementioned two techs.
Rail lines: These costs 3 IPC each and provide a land movement bonus along a continuous chain of built Rail lines. The limit of this movement is the starting IPC value of the territory they began movement from. The ‘chain’ of build rail lines can be broken by a Tactical or strategic Bomber performing a SBR against the rail.
Spy: during Research and development phase, a player may purchase them for 12 IPC each. They can only develop Technology from enemy nations that they themselves have developed. On a roll of 4-6 results in successful development of that weapon. Only one spy can be used at a time and is removed from play if successful.
Tankograd: The Soviets have a special factory that may produce one tank per turn without need for a factory at a reduced rate of 4 IPC. This Tank is placed in Vologda, and if captured ignore this rule.
Archangel Rule: The Soviets have a special aid that allows the building of one mechanized infantry or artillery at a reduced cost of -1, and this is placed in Archangel. If Archangel is enemy occupied, ignore this rule.
Denmark Straights: The western allies cannot enter the Baltic with any unit unless they control both Denmark and Norway at the start of their turn.
Generals: Each major nation can have one General to aid in one combat situation. The first round gets +1 for all land or sea units in one battle per round. The General may also be used in aiding the defense again for that first combat round. Procedure: The unit is placed in the battle during your turn and then moved in an area you expect an attack to be made until it’s your next turn.
Fortifications: Each player may build these units at 12IPC each and place them freely in any controlled territory. They attack at two rolls of 3 or less and must be manned by any land unit to work. They take up to three hits (mark hits with chips). The 4th hit wrecks the Fort. If they are not wrecked, they may repair automatically if not under attack at the start of the turn.
Strategic Oil Centers:
Some players start with areas that include an oil icon. If you capture an oil center that you did not begin the game with you may roll a D6 and collect that amount of IPC each turn you occupy them.
Placements of units outside of factories:
During the unit’s placement phase of your turn, you may place in addition to where a factory is located, one infantry type of unit that you bought in each controlled Victory city you own.
Minor Axis Allies:
The German player may place one infantry or artillery without the need of Factory in one of the following: Romania and Finland
Naval Repair changes:
Battleships and Carriers are no longer are repaired for free. Repair must be done by moving these units to a sea zone adjacent at any controlled or allied factory. You only have to “touch the sea zone” in order to repair. Roll a D6 the result is the cost of repair paid on your next turn. Note: If you have movement points remaining you can continue to move past the point of repair.
Attacks against any part of Finland, Norway or Sweden are only for one round of combat due to the rugged nature of the terrain/weather.
Moving Factories: The Soviet player can move one factory per game to any other area, during his turn. Place a “moved” token over the old factory if the map has it printed.
Setup Changes: Under LHTR “Gen Con Setup” Move the German Bomber to France.
Neutrals: Some nations have their own military forces and economic value in terms of ipc. A list is provided below:
Spain: Territory= 3 ipc. Forces: 7 Infantry, 1 Armor, 1 Mechanized Infantry, 3 Artillery,1 Fighter, 1 Destroyer, 1 Transport.
Turkey: Territory= 3 ipc. Forces: 6 Infantry, 1 Armor, 3 Artillery, 1 Fighter, 1 Destroyer, 1 Transport. Note: control by any player allows travel to or from Turkey and Southern Europe/Bulgaria-Rumanian.
Sweden: Territory= 3 ipc. Forces: 5 Infantry, 1 Armor, 2 Artillery, 1 Fighter, 1 Destroyer, 1 Transport.
Argentina: Territory= 2 ipc. Forces: 4 Infantry, 1 Armor, 1 Artillery, 1 Cruiser, 1 Transport.
All other areas place 2 Infantry