Big Ben = 2 superbowls a 15 -0 start his rookie season and deffinitivly the strongest QB in the league when it comes down to breaking tackles and getting the job done.
Posts made by Detuite
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RE: Best NFL QB of the decade
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RE: Which NFL team(s) do you root for?
There is no way i’m the only black and gold fan in this forum, Come on steeler nation stand up and be proud. With no offencive line to speak of and still gonna be the #2 seed.
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RE: Let's Talk About Tech, Baby!
Ok I see were your coming from ill change the name because your right this tree really doesn’t have much to do with technology, but i really couldn’t think of a new tital that people seeing the forum would understand. ( A breakdown of a euro game going on right now 5 turns in.
Germany- Lv1 paratroopers, Lv1-2and3 Advanced Artillery training, Lv1 Recruit, Lv1 Cargo Craft, Lv1and2 Divebombers, Lv1and2 Adv Submarines, Lv1 False Intellegence, And Lv1and2 Warbonds.
Soviet Union- Lv1and2 Advanced Artillery Training, Lv1 Recruit, Lv1 Fighter Training, Lv1 DiveBombers, Lv1 Increased Factory Production, Lv1-2and3 Warbonds.
United Kingdom- Lv1 Paratroopers, Lv1 Advanced Artillery Training, Lv1 Cargo Craft, Lv1 Shipyards, Lv1 Radar, Lv1 Warbonds.
Italy- Lv1 Marines, Lv1 Recruit, Lv1and2 Advanced Transports, Lv12and3 warbonds
USA- Lv1 Paratroopers, Lv1 Recruit, Lv1 Cargo Craft, Lv1 Divebombers, Lv1 Advanced Bombers, Lv1 Battle Cruisers, Lv1 Adv Transports, Lv1 Increased Factory Production, Lv1 Warbonds, Lv1 Diplomacy
Im thinking of removing the + 1 movement from air and naval bases and just having them for scramble and ship repair.
Thanks again for the input im going to think on this some more and change a few titles.
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RE: Let's Talk About Tech, Baby!
iperious leader I hear where your coming from about advanced artillery not being a tech , I don’t consider my tech tree to acually be just techs, but also traing and politics. In any war certain amounts of scrap metal will be bought by the government smoldered down and use for machines of war, so if scrap prices drop technicly so does the price of what ever it is being used to build. And advanced artillery and paratroopers is more of a traing program to make your troops better at what they do , practice makes perfect. And warbonds were there and did suplement a good amount of government money. That’s why I use the system I use because take Airborne Rangers for example you don’t hand a grunt a parachute and expect him to know how to use it which is my reson for not using OOB tech, the more times you jump the better you get. I’m not sure if you were even talking about my system but I just want to say there not just techs but techs, training, political advances and production of machinery by the lowest bidder.
thank you for the feed back and were playing a game europe40 now, were at turn four and a total of 35 tech,s have been learnedbetween the 6 nations. -
RE: Let's Talk About Tech, Baby!
Reading these forums it seems to me that most people dont like the randomness and the impossablity of achieving breakthroughs. Using this setup aloud every country the oppertunity of at least a few Lv1 techs and even some Lv2s. By using this tree smaller country’s most likely will never get Lv3’s. I’ll use Japan and America for my example of round 1
Japan turn 1 purchase phase- Tech’s advanced fighter, dive bombers, battle cruisers and advanced shipyard. They succeeded on all of thier level 1 techs and keeped 1 IPC’s for their next turn.
America turn 1 purchase phase- Tech’s Diplomacy, warbonds, advanced shipyards advanced battleships, battle cruisers, marines, recruit, artillery, cargo carriers and paratroopers. They succeeded on hitting only warbonds, advanced shipyards, paratroopers, diplomacy and marines.At this rate the battle for the pacific is going to be epic.
And the tech race between germany and russia is equally exciting.Technology Tree
Advanced Technique’s
1) MARINES
Lv 1- Shock and Awe- 3 IPC’s -Marines can now retreat back to their respected landingcraft.
Lv 2- Marine Combat Training- 5 IPC’s -Marines leaving landingcraft during an amphibious assault now attack at a 2 without artillery, a 3 with artillery.
Lv 3- Advanced Combat Training- 8 IPC’s -Marines leaving landingcraft during an amphibious assault now attack at a 3, not stackable with the artillery bonus.
2) Paratroopers
Lv 1- Surprise Assault- 3 IPC’s -Paratroopers attacking out of bombers now attack at a 2, not stackable with artillery bonus.
Lv 2- Supressive Fire- 4 IPC’s -While Paratroopers are active in a battle enemy artillery defend at a -1.
Lv 3- Sabotage- 8 IPC’s -While Paratroopers are active in a battle enemy tanks defend at a -1.
3) Advanced Artillery Units
Lv 1- Salvo- 3 IPC’s -Artillery active in a battle now have the ability to assist 2 infantry at once.
Lv 2- Advanced Defencive positions- 6 IPC’s -Artillery active in a defencive battle now defend on a 3.
Lv 3- Advanced Artillery Training- 6 IPC’s -Artillery active in battle now have the ability to assist 3 infantry at once.
4) Advanced Mechanized Units
Lv 1- All or Nothing- 4 IPC’s -Mechanized units attacking along with tanks can now carry along 1 infantry unit as well.
Lv 2- Improved Weapons- 4 IPC’s -Mechanized units attacking along with tanks now attack at a 2.
Lv 3- Improved Armor- 6 IPC’s -Mechanized units under attack now defend at a 3.
5) Recruit
Lv 1- Local Recruitment- 3 IPC’s -Each turn place 1 infantry in your nations capitol.
Lv 2- Expanded Recruitment- 6 IPC’s -Each turn place 1 infantry in every original victory city you still own.
Lv 3- Auxillery Forces- 6 IPC’s -Each turn place 1 infantry in every captured victory city.
6) Armor
Lv 1- All or Nothing- 5 IPC’s -Tanks can now carry 1 infantry with them on a blitz.
Lv 2- Long Range Cannon- 7 IPC’s -Tanks being attacked by land units now get a preemptive attack against them.( Only usable against land units )
Lv 3- Iron Wall- 10 IPC’s -All tanks being attacked now defend on a 4Advanced Aircraft
1) Cargo Craft
Lv 1- Pressure Stabilizer- 3 IPC’s -Bombers can carry 2 paratroopers to the front line. (Bombers can not attack.)
Lv 2- Oxygen Stabilizer- 5 IPC’s =Bombers can carry 3 paratroopers to the front line. (Bombers can not attack.)
Lv 3- Hull expansion- 8 IPC’s -Bombers can carry 4 paratroopers to or beyond the front line. (Bombers can not attack.)
2) Advanced Fighters
Lv 1- Improved Motors- 5 IPC’s -Fighters add a +1 to movement.
Lv 2- Improved Weapons- 7 IPC’s -Fighters active as escorts or interceptors on bombing runs add a +1 to attack.
Lv 3- Improved Hull- 12 IPC’s -Fighters active in a battle now defend at a +1.
3) Dive Bombers
Lv 1- Improved Motors- 5 IPC’s -Tactical bombers add a +1 to movement.
Lv 2- Armor Percing Round- 7 IPC’s -Preemptive Strike vs tanks when not accumpanied by AA guns.
Lv 3- Torpedos- 14 IPC’s -Preemptive strike vs all ships without AA capability. (Destroyers need be present for attacks on subs.)
4) Advanced Bombers
Lv 1- Improved Motors- 5 IPC’s -Bombers and a +1 to movement.
Lv 2- Heavy Payload- 7 IPC’s -Bombers now roll 2D6 for accumulated damage to enemy structures.
Lv 3- Gunny Training- 8 IPC’s -Bombers get a +2 to attack when going against interceptors during bombing runs.Advanced Naval Units
1) Advanced Battleships
Lv1- Improved Turbines- 7 IPC’s -Add a +1 to movement.
Lv 2- Advanced AA Ordanence- 7 IPC’s -Preemptive Strike vs incoming aircraft at a 1 on a 1D6.
Lv 3- Broadside- 12 IPC’s -Battleships active in a sea battle or amphibious assault now get two shots at a 3 on a 1D6.
2) Battle Cruisers
Lv 1- Improved Turbines- 7 IPC’s -Add a +1 to movement.
Lv 2- Advanced AA Ordanence- 7 IPC’s -Preemptive Strike vs incoming aircraft at a 1 on a 1D6.
Lv 3- Aircraft Catapult- 10 IPC’s -Cruisers can now carry 1 aircraft on their deck.
3) Advanced Submarines
Lv 1- Improved Turbines- 5 IPC’s -Add a +1 to movement.
Lv 2- Long Range Torpedos- 7 IPC’s -Add a +1 to attacks.
Lv 3- Rubber Paint- 10 IPC’s -Disregard all destroyer benefits and surprise strike at a +1.
4) Advanced Transports
Lv 1- Improved Turbines- 5 IPC’s -Add a +1 to movement.
Lv 2- Evade- 5 IPC’s -Transports can evade the enemy on a roll of 1 on a 1D6 and flee to friendly waters.
Lv 3- Advanced Hull Structure- 8 ICP’s -Transports can now carry up to 4 infantry.
5) Advanced Destroyers
Lv 1- Improved Turbines- 5 ICP’s -Add a +1 to movement.
Lv 2- Hedgehog Morters- 8 ICP’s -When active in a battle add +3 if destroyer is targeting a submarine.
Lv 3- Loading Ramps- 8 ICP’s -Destroyers now act as transports able to carry troops the same as a basic transport.
6) Advanced Carriers
Lv 1- Improved Turbines- 7 ICP’s -Add a +1 to movement.
Lv 2- Advanced AA Ordanence- 7 ICP’s -Preemptive Strike vs incoming aircraft at a 1 on a 1D6.
Lv 3- Reinforced Deck- 12 ICP’s -Carriers can now carry 3 fighter / tactical bombers.
7) Advanced Shipyards
Lv 1- Extra Scrap- 8 ICP’s -Transports, submarines and destroyers cost 1 IPC less.
Lv 2- Metallergy- 10 ICP’s -Cruisers and carries cost 2 IPC’s less.
Lv 3- Advanced Metallergy- 12 ICP’s -Battleships cost 4 IPC’s less.Political Upgrades
1) False intelligence
Lv 1- False Defencive Report- 8 ICP’s -The defending army can choose 1 battle a turn to try and deliver false information to the attacking enemy before the combat round. The result of a roll of 1 on a 1D6 sends 25% (rounded down) of the attacking army fleeing back to a friendly territory.(attacker chooses which troops retreat)
Lv 2- False Attacking Report- 8 ICP’s -The attacking army can choose 1 battle a turn to try and deliver false information to the defending enemy before the combat round. The result of a roll of 1 on a 1D6 sends 25% (rounded down) of the defending army fleeing back to a friendly territory.(defender chooses which troops retreat, can not be used if defenders have nowhere to flee to.)
Lv 3- Upgraded Reports- 10 ICP’s -Falseifing reports now hit on a roll of 2 on a 1D6
2) Increased Factory Production
Lv 1- Recruiter Training- 8 ICP’s -Minor industrial complexes can now produce 6 units.
Lv 2- Advanced Industry- 8 ICP’s -Artillery, tanks, mechanized infantry and AA guns cost 1 IPC less.
Lv 3- Advanced Aviation- 8 ICP’s -Fighters, tachticalbombers and bombers cost 2 IPC’s less.
3) Radar
Lv 1- AA Team Training- 6 ICP’s -AA guns now defend at a +1.
Lv 2- Intercepter Training- 6 ICP’s -Intercepting fighter defend on a +1
Lv 3- Advanced AA Team and Intercepter Training- 10 ICP’s -AA teams and intercepters now defend at a +1.
4) War Bonds
Lv 1- Donations- 5 ICP’s -Roll 1D6 and collect that income at the purchase phase of your turn.
Lv 2- Help The Cause- - 5 ICP’s -Roll 1D6 and collect that income at the purchase phase of your turn.
Lv 3- Dire Straits- - 5 ICP’s -Roll 1D6 and collect that income at the purchase phase of your turn.
5) Diplomacy
Lv 1- Local Aid- 7 IPC’s -Gain a +1 on your diplomatic rolls.
Lv 2- Silver Tounge- 10 IPC’s -Gain a +1 on your diplomatic rolls.
Lv 3- Golden Tounge- 13 ICP’s -Gain a +1 on your diplomatic rolls.Technology Breakthrough Rules
Step 1- On your purchase unit phase name which tech’s you want to research and pay the required amount of IPC’s. There are no limits to how many tech’s you can learn per turn but you have to learn them in order and only one Lv per turn. ie… turn 1 you can learn a Lv 1 tech if you are successeful, on turn 2 you can learn Lv 2 then Lv 3 on turn 3 if you succeeded with your Lv 2 upgrade.
Step 2- Roll 1 die per tech paid for and recieve Lv 1 tech’s on a roll of 4,5 or 6 on a 1D6, Lv 2 tech’s on a roll of 5 or 6 on a 1D6 and
Lv 3 tech’s on a roll of 6 on a 1D6.
Step 3- You Recieve your tech’s at the end of your turn to allow for rearmorment and training to take place, all tech’s learned on your turn will be in effect on your armies next turn defencive or offencive.- All technologies are stackable unless mentioned above.
- Repeatable tech tokens are suggested.
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RE: My finalized tech system
American marines dont, but these aren’t just americans don’t forget. I would never use Lv1 but it’s the only way to get Lv2 and Lv3.
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My finalized tech system
We have used this tech system the last time we played and i had no complaining about randomness and bad die rolls. Everyone got what they wanted and even forced some to upgrade in certain areas so they weren’t undermanned in certain situations. The rules are listed at the bottom of this page.
Technology Tree
Advanced Technique’s
- MARINES
Lv 1- Shock and Awe- 3 IPC’s -Marines can now retreat back to their respected landingcraft.
Lv 2- Marine Combat Training- 5 IPC’s -Marines leaving landingcraft during an amphibious assault now attack at a 2 without artillery, a 3 with artillery.
Lv 3- Advanced Combat Training- 8 IPC’s -Marines leaving landingcraft during an amphibious assault now attack at a 3, not stackable with the artillery bonus. - Paratroopers
Lv 1- Surprise Assault- 3 IPC’s -Paratroopers attacking out of bombers now attack at a 2, not stackable with artillery bonus.
Lv 2- Supressive Fire- 4 IPC’s -While Paratroopers are active in a battle enemy artillery defend at a -1.
Lv 3- Sabotage- 8 IPC’s -While Paratroopers are active in a battle enemy tanks defend at a -1. - Advanced Artillery Units
Lv 1- Salvo- 3 IPC’s -Artillery active in a battle now have the ability to assist 2 infantry at once.
Lv 2- Advanced Defencive positions- 6 IPC’s -Artillery active in a defencive battle now defend on a 3.
Lv 3- Advanced Artillery Training- 6 IPC’s -Artillery active in battle now have the ability to assist 3 infantry at once. - Advanced Mechanized Units
Lv 1- All or Nothing- 4 IPC’s -Mechanized units attacking along with tanks can now carry along 1 infantry unit as well.
Lv 2- Improved Weapons- 4 IPC’s -Mechanized units attacking along with tanks now attack at a 2.
Lv 3- Improved Armor- 6 IPC’s -Mechanized units under attack now defend at a 3. - Recruit
Lv 1- Local Recruitment- 3 IPC’s -Each turn place 1 infantry in your nations capitol.
Lv 2- Expanded Recruitment- 6 IPC’s -Each turn place 1 infantry in every original victory city you still own.
Lv 3- Auxillery Forces- 6 IPC’s -Each turn place 1 infantry in every captured victory city. - Armor
Lv 1- All or Nothing- 5 IPC’s -Tanks can now carry 1 infantry with them on a blitz.
Lv 2- Long Range Cannon- 7 IPC’s -Tanks being attacked by land units now get a preemptive attack against them.( Only usable against land units )
Lv 3- Iron Wall- 10 IPC’s -All tanks being attacked now defend on a 4
Advanced Aircraft
- Cargo Craft
Lv 1- Pressure Stabilizer- 3 IPC’s -Bombers can carry 2 paratroopers to the front line. (Bombers can not attack.)
Lv 2- Oxygen Stabilizer- 5 IPC’s =Bombers can carry 3 paratroopers to the front line. (Bombers can not attack.)
Lv 3- Hull expansion- 8 IPC’s -Bombers can carry 4 paratroopers to or beyond the front line. (Bombers can not attack.) - Advanced Fighters
Lv 1- Improved Motors- 5 IPC’s -Fighters add a +1 to movement.
Lv 2- Improved Weapons- 7 IPC’s -Fighters active as escorts or interceptors on bombing runs add a +1 to attack.
Lv 3- Improved Hull- 12 IPC’s -Fighters active in a battle now defend at a +1. - Dive Bombers
Lv 1- Improved Motors- 5 IPC’s -Tactical bombers add a +1 to movement.
Lv 2- Armor Percing Round- 7 IPC’s -Preemptive Strike vs tanks when not accumpanied by AA guns.
Lv 3- Torpedos- 14 IPC’s -Preemptive strike vs all ships without AA capability. (Destroyers need be present for attacks on subs.) - Advanced Bombers
Lv 1- Improved Motors- 5 IPC’s -Bombers and a +1 to movement.
Lv 2- Heavy Payload- 7 IPC’s -Bombers now roll 2D6 for accumulated damage to enemy structures.
Lv 3- Gunny Training- 8 IPC’s -Bombers get a +2 to attack when going against interceptors during bombing runs.
Advanced Naval Units
- Advanced Battleships
Lv1- Improved Turbines- 7 IPC’s -Add a +1 to movement.
Lv 2- Advanced AA Ordanence- 7 IPC’s -Preemptive Strike vs incoming aircraft at a 1 on a 1D6.
Lv 3- Broadside- 12 IPC’s -Battleships active in a sea battle or amphibious assault now get two shots at a 3 on a 1D6. - Battle Cruisers
Lv 1- Improved Turbines- 7 IPC’s -Add a +1 to movement.
Lv 2- Advanced AA Ordanence- 7 IPC’s -Preemptive Strike vs incoming aircraft at a 1 on a 1D6.
Lv 3- Aircraft Catapult- 10 IPC’s -Cruisers can now carry 1 aircraft on their deck. - Advanced Submarines
Lv 1- Improved Turbines- 5 IPC’s -Add a +1 to movement.
Lv 2- Long Range Torpedos- 7 IPC’s -Add a +1 to attacks.
Lv 3- Rubber Paint- 10 IPC’s -Disregard all destroyer benefits and surprise strike at a +1. - Advanced Transports
Lv 1- Improved Turbines- 5 IPC’s -Add a +1 to movement.
Lv 2- Evade- 5 IPC’s -Transports can evade the enemy on a roll of 1 on a 1D6 and flee to friendly waters.
Lv 3- Advanced Hull Structure- 8 ICP’s -Transports can now carry up to 4 infantry. - Advanced Destroyers
Lv 1- Improved Turbines- 5 ICP’s -Add a +1 to movement.
Lv 2- Hedgehog Morters- 8 ICP’s -When active in a battle add +3 if destroyer is targeting a submarine.
Lv 3- Loading Ramps- 8 ICP’s -Destroyers now act as transports able to carry troops the same as a basic transport. - Advanced Carriers
Lv 1- Improved Turbines- 7 ICP’s -Add a +1 to movement.
Lv 2- Advanced AA Ordanence- 7 ICP’s -Preemptive Strike vs incoming aircraft at a 1 on a 1D6.
Lv 3- Reinforced Deck- 12 ICP’s -Carriers can now carry 3 fighter / tactical bombers. - Advanced Shipyards
Lv 1- Extra Scrap- 8 ICP’s -Transports, submarines and destroyers cost 1 IPC less.
Lv 2- Metallergy- 10 ICP’s -Cruisers and carries cost 2 IPC’s less.
Lv 3- Advanced Metallergy- 12 ICP’s -Battleships cost 4 IPC’s less.
Political Upgrades
- False intelligence
Lv 1- False Defencive Report- 8 ICP’s -The defending army can choose 1 battle a turn to try and deliver false information to the attacking enemy before the combat round. The result of a roll of 1 on a 1D6 sends 25% (rounded down) of the attacking army fleeing back to a friendly territory.(attacker chooses which troops retreat)
Lv 2- False Attacking Report- 8 ICP’s -The attacking army can choose 1 battle a turn to try and deliver false information to the defending enemy before the combat round. The result of a roll of 1 on a 1D6 sends 25% (rounded down) of the defending army fleeing back to a friendly territory.(defender chooses which troops retreat, can not be used if defenders have nowhere to flee to.)
Lv 3- Upgraded Reports- 10 ICP’s -Falseifing reports now hit on a roll of 2 on a 1D6 - Increased Factory Production
Lv 1- Recruiter Training- 8 ICP’s -Minor industrial complexes can now produce 6 units.
Lv 2- Advanced Industry- 8 ICP’s -Artillery, tanks, mechanized infantry and AA guns cost 1 IPC less.
Lv 3- Advanced Aviation- 8 ICP’s -Fighters, tachticalbombers and bombers cost 2 IPC’s less. - Radar
Lv 1- AA Team Training- 6 ICP’s -AA guns now defend at a +1.
Lv 2- Intercepter Training- 6 ICP’s -Intercepting fighter defend on a +1
Lv 3- Advanced AA Team and Intercepter Training- 10 ICP’s -AA teams and intercepters now defend at a +1. - War Bonds
Lv 1- Donations- 5 ICP’s -Roll 1D6 and collect that income at the purchase phase of your turn.
Lv 2- Help The Cause- - 5 ICP’s -Roll 1D6 and collect that income at the purchase phase of your turn.
Lv 3- Dire Straits- - 5 ICP’s -Roll 1D6 and collect that income at the purchase phase of your turn. - Diplomacy
Lv 1- Local Aid- 7 IPC’s -Gain a +1 on your diplomatic rolls.
Lv 2- Silver Tounge- 10 IPC’s -Gain a +1 on your diplomatic rolls.
Lv 3- Golden Tounge- 13 ICP’s -Gain a +1 on your diplomatic rolls.
Technology Breakthrough Rules
Step 1- On your purchase unit phase name which tech’s you want to research and pay the required amount of IPC’s. There are no limits to how many tech’s you can learn per turn but you have to learn them in order and only one Lv per turn. ie… turn 1 you can learn a Lv 1 tech if you are successeful, on turn 2 you can learn Lv 2 then Lv 3 on turn 3 if you succeeded with your Lv 2 upgrade.
Step 2- Roll 1 die per tech paid for and recieve Lv 1 tech’s on a roll of 4,5 or 6 on a 1D6, Lv 2 tech’s on a roll of 5 or 6 on a 1D6 and
Lv 3 tech’s on a roll of 6 on a 1D6.
Step 3- You Recieve your tech’s at the end of your turn to allow for rearmorment and training to take place, all tech’s learned on your turn will be in effect on your armies next turn defencive or offencive.- All technologies are stackable unless mentioned above.
- Repeatable tech tokens are suggested.
- MARINES
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RE: #7
Accually i tried bet theres a 20,000 word limit apperently and i didnt fell like counting, sorry for the numbers its accually a book that broke down real quick.
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RE: #7
A few things i missed Railstations cost 8 ipc’s and can be placed on any territory, and can move upto 12 ipc’s worth of land units a turn.
National advantages- roll 1D6 and claim that NA for the entirety of the game each country only gets the 1, Uk-E and UK-P each get there own to use.
Also thinking about a moral boost rule- after a complete round of battle and the cassualties are chosen if one side did not land a single hit on the other, than the other side attacker of defender gets a +1 bonus to attack or defence.
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#7
This was using Alpha#1 troop positions and national objectives.
Most of these rules came from this forum, some i have remade or rewrote or made myself so credit for this goes to everyone in this forum.
My playing group and i have played 4 games with these rules and i got to tell ya it was pretty fun. An equal split between axis and allie victories.
If i made any mistakes please let me know so i can remedy them, and if there are any questions i will answer them as quickly as i can.
Sorry the posts were so long , but give this rule book a shot i think you will all enjoy yourselves.
Thanks Detuite
ps i made the railroad markers and coastal fortification marker on paint and printed them on picture paper.
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#6
France National Advantages
1. French Foreign Legion- The tradition of the foreign legion persisted throughout the war; though they had to rely on the support of the other allied powers these soldiers fought the axis valiantly.
If France does not control its capital then the western allies may purchase units for France. The US and UK players may roll a die during their purchase units phase and spend that much of their IPCs on French land units this turn. The unit(s) is placed in either England or any territory controlled by France that contains at least one other allied unit.
2. Vive le Resistance!- Though the French government had capitulated, its populace resisted occupation. Covert actions and clandestine operations harried the German war effort in western Europe.
Two facilities controlled by Germany in France (industrial complex, port, airbase) take one point of strategic damage during the French turn. If a French unit kills a German unit during the French turn then roll for how much strategic damage each of these facilities suffers.
3. Free France– Though driven from their homeland the Free French fought on from the colonies. Once France has fallen, you may establish a new capitol in French Equatorial Africa.
This happens one full turn after Paris has been captured by the axis. From that point on you may begin collecting income again and purchasing units. Place a free minor industrial complex in French Equatorial Africa. Your capitol returns to France after it has been liberated.
4. Joint Strike- The most powerful strike in the war was the joint Allied assault on Normandy. The planning required to launch this simultaneous invasion has never been equaled.
Once during the game at the start of a round (before the German turn), you may declare a joint strike. That round, you complete your turn as normal, except you must skip combat move, conduct combat, and noncombat move phases. On those phases of the U.S. turn, the U.S. player uses your units in his or her combat move, conduct combat, and noncombat move phases together with his own units. You and the U.S. player must agree on attacking casualties, or the opposing player gets to choose them. Antiaircraft fire is rolled separately against each nationality of air units; all anti-French dice are rolled before any anti-U.S. die is rolled. National advantages still only apply to the units of the power that gained the development or has the advantage. A joint strike may not be called off once it is declared.
5. Le Fantasque class destroyer– The Fantasque was the fastest class of destroyer ever built.
French destroyers roll at the same time as submarines. Any unit that they kill is immediately removed from play and does not get an opportunity to roll their attack or defense.
6. Char B1 Tanks– The Char B1 tank was among the most powerfully armed and armoured tanks of its day.
French tanks defend at a 4 or less during the first round of combat.German National Advantages
1. Flak 88s– The 88 mm gun anti-aircraft and anti-tank artillery gun was one of the most recognizable German weapons of the war.
German anti aircraft batteries may fire at attacking enemy tanks and mechanized infantry. This works identically to anti aircraft fire against incoming planes. Roll 1d6 for every attacking Tank or mechanized infantry before the attackers roll. Every one that you roll immediately destroys an armor or mechanized unit and said unit is immediately removed from the board.
2. Heavy tanks- The massively powerful King Tiger was virtually impervious to Allied tank guns and capable of dominating the battlefield. A single Royal Tiger tank could halt the advance of a complete armored division.
Your tanks attack and defend at a 4 during the first round of combat.
3. Luftwaffe Dive-Bombers- The allies would learn to fear German stuka aces like Hans Rudel.
German tactical bombers roll 2 dice apiece and choose the best result during the first cycle of a land combat in which Germany is the attacker.
4. Atlantic Wall- Stretching from Spain to Denmark and even to Norway the German Military made use of extensive defensive fortifications to keep the western allies off the continent.
During any amphibious assault your Infantry and Artillery defend on a ‘3’ during the first round of combat. Also, Germany gets a free AA Gun in any territory it controls during Setup.
5. German Scientists- Germany prided itself on being the most technologically advanced army at the start of the war. It was in their interest to see this trend continue into the latter stages of the war.
Germany may make one roll for tech for free (or one more additional roll) if it currently satisfies the conditions of a National objective. In addition, German tech rolls always cost 4.
6. Panzer Blitz- The Panzer corps was one of the most feared forces of the war, primarily for its mobility and efficiency.
If your attacking forces destroy all defending units in a territory in one cycle of combat; or, if no combat was necessary, any surviving tanks in the attacking force may move 1 territory during the non-combat move phase.Japanees National Advantages
1. Indian National Army- The Indian National Army was an armed force formed by Indian nationalists in 1942 in Southeast Asia during World War II.The aim of the army was to overthrow the British Raj in colonial India, with Japanese assistance. Initially composed of Indian prisoners of war captured by Japan in her Malayan campaign and at Singapore, it later drew large numbers of volunteers from Indian expatriate population in Malaya and Burma.
Whenever Japan captures one of the following British controlled territories (west India, India, Burma, Shan State, Ceylon, or Malaya) and destroys a British unit in the process, you may place down a free infantry unit on the territory. Place down two additional free infantry if you destroyed a British tank or fighter while capturing the territory.
2. Combined Fleet- The Combined Fleet was the main ocean-going component of the Imperial Japanese Navy, analogous to the German High Seas Fleet. With the start of the Pacific War with the attack on Pearl Harbor by the Combined Fleet’s Kido Butai, the Combined Fleet was almost synonymous with the Imperial Japanese Navy, as it comprised the battleships, aircraft carriers, aircraft, and the components that made up the main fighting strength of the IJN.
The defense values for your Aircraft carriers, Destroyers, Cruisers, and Battleships are increased by one as long as one of each of these types of vessels is present in the seazone being attacked.
3. Island Defenders- When the time came to defend against American amphibious invasions, the Japanese prepared their positions well and fought tenaciously. Japanese soldiers hid in fortified caves armed with hidden machine guns and explosives; American forces often lost many men before clearing the Japanese out from each cave or other hiding place.
All infantry defending on Pacific islands (this includes Japan but not New Zealand) get to roll two dice in combat and pick the best result from the dice. If the dice hit both times it is not counted as two hits except for the first round of combat.
4. Tokyo Express- Japanese commanders frequently used destroyer convoys to ferry troops to the front lines, this was nicknamed the ‘Tokyo Express’ by American Troops.
Each of your destroyers may act as a transport for one infantry. These destroyers follow the same rules for loading and offloading units as transports do. Destroyers that transport may participate in combat that round
5. Zero Aces- Japanese pilots had been at war in China for almost 5 years gaining valuable experience, combined with the potent aircraft the “zero” it proved to be a deadly combination. However, as the war dragged on and pilots were lost the experience went with them.
Set aside six fighters of your choosing during set up and instead place them with suitable markers beneath. (The Kamikaze tokens should suffice). These six fighters operate exactly as normal fighters; however they re-roll misses when attacking and defending. Zero Aces can not be replaced; once they’re gone, they’re gone.
6. Super Battleships Japan’s Battleships were the largest and most powerful ever constructed. In battle these ships made short work of enemy vessels.
When attacking or defending Japanese battleships may choose to fire normally at ‘4’ or make a broadside attack. Each battleship may roll two dice that require a ‘3’ or less to hit. Damaged battleships may not elect to fire broadside. Battleships may also fire broadside when conducting shore bombardment.Italian National Advantages
1. Light Tanks- Italy’s tanks were not on the same level as the modern armor of other nations, however this reduced capability came with a reduced cost.
Italian tanks have a reduced cost of 5 IPCs; however their defense is reduced to ‘2’ if the attacking force contains tanks.
2. Axis Allies- Though Spain never officially joined the war, Spanish fascists volunteered for both the German and Italian armies. Diplomats had approached Spain on the issue of joining the war but were met with reluctance. Had luck favored the axis slightly more, Spain may have entered into the axis willingly.
Italy receives a free infantry at the end of its turn to represent Spanish volunteers if it achieved a national objective this turn. If Italy and Germany achieved a combined 5 national advantages by the end of an Italian turn then Spain (and all its possessions) joins the war as an Italian controlled territory.
3. Axis Cooperation- Though Italy was looked upon as a junior partner in the axis, in the Mediterranean Italy was the leader, sometimes the chagrin of the Germans of the Afrika Corps.
German and Italian units can use one of each others transports in their non-combat move phases as long as the movement is only made in the Mediterranean.
4. Strike Cruisers- Italy’s large navy was supported by only a few naval bases, the cruisers in the fleet were built with endurance in mind.
Italian cruisers may do not need to begin their turn at a friendly port to move +1, They need pass through or end their turn in a sea zone supported by a friendly naval base. Italian cruisers may also escort a ship of lesser value at 1:1 that can accompany it during this move. (This move may include moving 3 to a friendly naval base from open water)
5. Italian Frogmen- The Italian navy was notorious for launching frogmen attacks on allied ships in port. Though they rarely sent ships to the bottom of the ocean, they created panic and disorder at allied naval bases.
As long as Italy has an operational port it may launch frogmen attacks once per turn during its purchase units phase. Choose an enemy in contact with the Mediterranean and roll a die. 1, 2, or 3 is dealt in strategic damage. 4, 5, and 6 damages a ship if present. A battleship or aircraft carrier becomes damaged (allied player(s) choose which ship)
6. Live to Fight another Day- The Italian military often found itself outclassed when attacking entrenched allied forces, this stemmed from the lack of initiative on the part of the average Italian soldier; this sense of self preservation had some benefits.
Once per game during the Italian turn, after attacks are declared and combat begins the Italian player may choose to, after the first round of combat ends and casualties have been allocated for both sides, return all casualties (friend and foe!) to the game board and immediately conduct a retreat as normal. Units taken as casualties from anti-aircraft fire, or submarine “first strike” may not be returned to the game board and are removed as normal. This ability may not be used in a combat involving paratroopers or an amphibious invasion. -
#5
Soviet National Advantages
1. Tankograd - In 1940 engineers in the Chelyabinsk Tractor Plant began production of Soviet tanks (T-34, SU-152). Due to the rapid establishment of tank construction on a massive scale in 1941, Chelyabinsk gained the nickname Tankograd (‘Tank City’). In 1945 the plant was awarded the Order of Kutuzov, 1st Class, and other honours for its efforts in helping to defeat Nazi Germany.
Soviet tanks cost 5 ipcs.
2. Sharashka – The secret Gulag research facilities developed many advanced designs for the USSR.
The USSR gets one free tech dice to roll each turn.
3.Partisans – Unconquerable Soviet Partisans continued fighting the Germans even when all hope seemed lost.
Soviet infantry may enter and pass through the Pripyet marshes. Additionally, Germans must leave at least one ground unit in any soviet starting territory in order to retain control of the province. At the end of the German turn any un-garrisoned province in the USSR’s starting territories will revert to Soviet control. Russia places a free infantry in any provinces liberated by partisans.
4. Red Army Conscription- The Soviet Union’s most valuable asset was its vast manpower reserves, conscription got men to the front lines, but didn’t guarantee success.
Once per game, at any time, the Soviet player may declare he is beginning a mass conscription. During the next Soviet “purchase units” phase, infantry cost only 2 IPCs, provided that only infantry are bought this turn.
5. Katyusha Rockets- The Soviets were able to supplement their artillery with massed batteries of rocket launchers. The sheer volume of fire more than compensated for any lack of accuracy.
When attacking, Artillery and the infantry they support re-roll any die that fail to hit on the first round of combat.
6. Heavy Industry – “We are fifty or a hundred years behind the advanced countries. We must make good this distance in ten years. Either we do it, or they will crush us.” – Joseph Stalin. Place a free minor industrial complex in Amur, Ukraine, and Novosibirsk. Additionally, you may chose one unit type (besides infantry) to mass produce. For the rest of the game that unit costs 1 ipc less than normal to build.Anzac National Advantages
1. Tenacious Defense- ANZAC forces often found themselves in far flung locales, often with little to no support. When alone these forces fought on to the bitter end, knowing they might never see home again spurred them on to acts of true courage.
If there is only one ANZAC unit present in combat (even with other allied units) then that ANZAC unit requires 2 hits to destroy and defends at +1.
2. Bushwhackers- The Australian New Zealand corps were made up of tough men who could handle themselves in the outback. So much so that practically every one on the islands was capable of soldiering in at least some capacity.
ANZAC infantry can be mobilized in any originally controlled ANZAC territory with an IPC value. The first time Japan attacks an ANZAC territory with an IPC value, place that many ANZAC infantry there.
3. Australian Commandos - Australia formed several small-scale raiding and reconnaissance forces. One of these forces, Z Special Unit, conducted raids far behind the front line, including a successful raid on Singapore in September 1943.
Before the ANZAC combat phase of every turn, the ANZAC player may attempt to sabotage a Japanese air or naval base. Pay 3 ipcs and pick a single Japanese coastal fortification, naval or Airbase. Roll 1d6 damage to the facility (minimum 1). Thus, a roll of 4 would result in 4 damage to the facility.
4. Imperial War Cabinet - The Imperial War Cabinet was created by British Prime Minister David Lloyd George in the spring of 1917 as a means of co-ordinating the British Empire’s military policy during the First World War. Winston Churchill revived the Imperial War Cabinet during the Second World War at the insistence of Australian Prime Minister John Curtin.
ANZACS units in Europe make their combat and noncombat moves during the British player’s turn. This works like joint strike. The British player chooses casualties in joint operations and any territory taken by Anazac forces in Europe goes to the United Kingdom’s European income.
5.The Australian 1st Armoured Division - The 1st Armoured Division formed a key element of Australia’s defences against a feared Japanese invasion. .
ANZAC Tanks hit at a 4 or less when defending the Australian mainland
6. Maroubra Force - Maroubra Force was the name given to the Australian infantry force that defended Port Moresby, Papua New Guinea from the Japanese. They successfully fought a month long delaying action through the debilitating terrain of the Owen Stanley Range, before being reinforced and finally driving off the Japanese just outside of Port Moresby. ANZAC infantry defending New Guinea and Dutch New Guinea take two hits to kill. Any infantry units that survive combat are immediately healed.
ANZAC infantry defending New Guinea and Dutch New Guinea take two hits to kill. Any infantry units that survive combat are immediately healed.British National Advatages ( London )
1. Night Bombing Raids- Due to their inability to provide fighter cover for their bombers the British used the darkness to their advantage, though this proved detrimental to their accuracy.
British bombers may choose to conduct a night bombing raid. The strategic bombing run may not be subjected to the “interceptors” rule but may still be targeted by AA guns as normal. In addition, strategic bombing raids conducted in this way roll two dice and choose the lower result. Heavy bombers roll one die only.
2. Joint Strike- The most powerful strike of the war was in the joint allied assault on Normandy. The planning required to launch this simultaneous invasion has never been equaled.
Once during the game at the start of a British turn, you may declare a joint strike. That round, you complete your turn as normal, except you must skip your combat move, and conduct combat phase. You may conduct non-combat moves as normal. On those phases of the U.S. turn, the U.S. Player uses your units in his or her combat move, and conduct combat phases, together with his own units. You and the U.S. player must agree on attacking casualties and on who takes possession of any captured territories, or the opposing player gets to choose. Antiaircraft fire is rolled separately against each nationality of air units; all anti-U.K. dice are rolled before any anti-U.S. die is rolled. A joint strike may not be called off once it is declared.
3. Technology Sharing- The United Kingdom Pacific and United Kingdom Europe exchanged technology and techniques that combined to create machines that were more than the sum of their parts. The P-51 Mustang combined a British Engine with an American body and resulted in one of the most survivable and maneuverable fighters of the war.
During the research and development phase, the UK-E and UK-P players may re-roll as many dice as the other player has breakthroughs. (If the UK-P has made 3 breakthroughs, the UK-E may re-roll 3 of its dice, if it elects to roll that many)
4. The Great Liberation- The United Kingdom was safe harbor to the exiled governments of multiple nations under axis domination, these oppressed peoples were eager to help the war effort, if given the chance.
The first time the following territories are captured by the Allies, place one UK infantry there: Norway, Denmark, Belgum/Holland, Yugoslavia, Greece, and West Poland. If the UK is the power that captures one of these territories, place UK infantry equal to the IPC value of the territory there.
5. Canadian Patriotism- At the end of the Second World War, Canada possessed the third-largest navy and fourth-largest air force in the world, as well as the largest volunteer army ever fielded. Conscription for overseas service was introduced only near the end of the war, and only 2,400 conscripts actually made it into battle.
Recieve a 2 ipc refund at the end of your turn for every unit (besides infantry) that you built in Canada.
6. Enigma Decoded- Working in a secret facility in Bletchley Park, Alan Turing’s cryptographers broke the codes of the Nazi Enigma machines. They could then send false messages back. Once per game, when Germany finishes its combat move phase but before its conduct combat phase, you may make one special move. You may move any number of your units from an adjacent space into any one friendly space being attacked by Germany. Alternatively, you may move any number of your units from a space being attacked by Germany into an adjacent friendly space, but you must leave at least one unit behind.
This special move otherwise follows the rules for a noncombat move. If your units survive, they remain in the space to which they were moved.British National Advatages ( India )
1. Joint Strike- The most powerful strike of the war was in the joint allied assault on Normandy. The planning required to launch this simultaneous invasion has never been equaled.
Once during the game at the start of a British turn, you may declare a joint strike. That round, you complete your turn as normal, except you must skip your combat move, and conduct combat phase. You may conduct non-combat moves as normal. On those phases of the U.S. turn, the U.S. Player uses your units in his or her combat move, and conduct combat phases, together with his own units. You and the U.S. player must agree on attacking casualties and on who takes possession of any captured territories, or the opposing player gets to choose. Antiaircraft fire is rolled separately against each nationality of air units; all anti-U.K. dice are rolled before any anti-U.S. die is rolled. A joint strike may not be called off once it is declared.
2. Technology Sharing- The United Kingdom Pacific and United Kingdom Europe exchanged technology and techniques that combined to create machines that were more than the sum of their parts. The P-51 Mustang combined a British Engine with an American body and resulted in one of the most survivable and maneuverable fighters of the war.
During the research and development phase, the UK-P and UK-E players may re-roll as many dice as the other player has breakthroughs. (If the UK-E has made 3 breakthroughs, the UK-P may re-roll 3 of its dice, if it elects to roll that many)
3. Cripps Mission- The Cripps mission was an attempt in late March 1942 by the British government to secure Indian cooperation and support for their efforts in World War II. The purpose of the mission was to negotiate with the Indian National Congress a deal to obtain total co-operation during the war, in return of progressive devolution and distribution of power from the crown and the Viceroy to elected Indian legislature. However, the talks failed, having failed to address the key demand of a time frame towards self-government.
Once per game, during the British collect income phase, the British player may promise independence for India. India, West India, Burma, and Shan States immediately become neutral countries and any allied pieces in those territories move to the nearest allied controlled province. From that point on the UK’s European and Pacific incomes are combined and a free minor industrial complex is placed on British Columbia. If any of the Indian territories are attacked they receive ten infantry.
4. Chindits- The Chindits were a British India “Special Force” that served in Burma and India in 1943 and 1944 during the Burma Campaign in World War II. They were formed into long range penetration groups trained to operate deep behind Japanese lines.
Your infantry may perform attacks for one round and immediately retreat from where they came. Japanese defenders do not fire back. This is only to be used in mainland Asia.
5. The Sun Never Sets on the Empire- With possessions and holdings around the globe the United Kingdom was held together by a chain of bases, each filled with men ready to protect the crown’s possessions.
The United Kingdom may mobilize one infantry per turn at a port, airbase, or victory city that it controls.
6. Night Bombing Raids- Due to their inability to provide fighter cover for their bombers the British used the darkness to their advantage, though this proved detrimental to their accuracy.
British bombers may choose to conduct a night bombing raid. The strategic bombing run may not be subjected to the “interceptors” rule but may still be targeted by AA guns as normal. In addition, strategic bombing raids conducted in this way roll two dice and choose the lower result. Heavy bombers roll one die only.China National Advantages
1. Unforgiving Wilderness- China in the 1930’s and 40’s was hardly mapped, let alone industrialized. Japanese forces found it difficult to get deep into china without getting bogged down.
Axis tanks may not blitz in China, they may still move 2 spaces normally. Only two axis aircraft can land in a Chinese territory that is worth only 1 IPC may not
2.Burma Road- The British used the Burma Road to transport war materiel to China before Japan was at war with the British.
In addition to normal rules involving the Road, the US or the United Kingdom may purchase 1 artillery unit for China on every turn that the road remains in allied hands. This unit must be placed on Szechwan.
3.Operation Zet- Operation Zet was a secret operation of the Soviet Union to provide military and technical resources to the Republic of China as a part of the Sino-Soviet Non-Aggression Pact.
Soviet and Japanese forces may clash in the Chinese interior (ie provinces that do not border the Soviet Union) without a declaration of war.
4.Eight Route Army- At the start of World War II, the 8th Route Army infiltrated itself behind Japanese lines in Northern China, where it established many bases of operations. It recruited Chinese semi-trained militia. In 1937, the army had 30,000~ 40,000 troops. It grew to 156,000 in 1938 and 400,000 in 1940, and 600,000 in 1945.
If Chinese Infantry survive at least one round of combat when defending against a Japanese attack, then these units may choose to melt away into the countryside. For all intents and purposes treat this like when submarines submerge. The Japanese occupy the province and, on the next Chinese turn, the Chinese units are back in play. The Chinese player must either have these units attack the province or move on to another province. These units may chose to attack provinces behind the Japanese lines, causing Chaos in the rear.
5.The Hump- The Hump was the name given by Allied pilots in the Second World War to the eastern end of the Himalayan Mountains over which they flew military transport aircraft from India to China to resupply the Chinese war effort of Chiang Kai-shek and the units of the United States Army Air Forces based in China. The allied commitment to supply China enables the Chinese to resist even when the situation seems hopeless.
The British empire and the United States may transfer up to 6ipcs in total to China every turn as long as India and Szechwan remain in allied hands. The Nationalist Chinese regime is corrupt, however, and the allies must spend two ipcs for every ipc that they wish to transfer to China.
6. The United Front- The war with Japan forced the Kuomintang and the Chinese Communist Party to suspend the Chinese civil war and form an alliance.
Once per game the nationalist may declare that the United Front is in effect. For that turn only an influx of communist guerilla fighters reduces the cost of Chinese infantry by 1 ipc.United States Of America National Advantages
1. Remember Pearl Harbor- A frequent rallying cry in the United States reflected the critical importance of the naval base at Pearl Harbor. This important location served as a hub for American units on their way deeper into the pacific.
After the United States is at war with Japan, the US player may place one air, sea or land unit at Hawaii if it is still controlled (or sea zone 26) during its place units phase if there are no axis ships in sea zone 26. You may place an air unit and a sea unit and a land unit.
2. Manhattan Project- The research and development infrastructure of the United States yielded advances as destructive as the Atomic Bomb and as humane as penicillin.
When rolling for technological breakthroughs, the United States achieves a breakthrough on 5’s also. This can result in two breakthroughs achieved a turn if the US player rolls a 5 and a 6.
3. Marines- Amphibious assaults were commonplace for American forces, none were better than the troops of the USMC.
Your infantry attack on a 2 in the first cycle of the land combat portion of an amphibious assault. Even if supported by artillery, their attack remains 2.
4. Army Corps of Engineers- Behind the front lines the United States built infrastructure networks that served the G.I.’s in ways they took for granted. Fuel, food and ammunition shortages were rare for the U.S. army all thanks to the network of bases built by the Corps.
US Industrial complexes, air bases, and naval bases each cost 5 IPCs less. The US player may construct air bases and naval bases on friendly territories if there is a US infantry there.
5. Resilient Carriers- The American carriers of the war were equipped with state of the art firefighting equipment and thicker decks, making them all the much more durable.
American Carriers can sustain 3 hits before they are sunk. After the first hit, the carrier can only hold one plane, mark it with a damage counter beneath, after a second hit the carrier can hold no planes, and is reduced to a move of “1” and a defense value of “1”.
6. The Fast Carrier Task Force- From the start of the Pacific War the US fleet contained what are referred to as “fast carrier task forces.” But the formation known as “The Fast Carrier Task Force” came into being in late 1943, after the arrival in the Central Pacific of the first ships of the Essex and Independence classes. This force was the Pacific War’s equivalent of the great gun-armed battlefleets of earlier conflicts. By the time of the Battle for Leyte Gulf it had already proved itself to be one of the most potent instruments in the history of naval warfare -obliterating Japanese air power, and sweeping enemy warships and merchant shipping from the seas, wherever it had ventured.
Designate one fleet with at least one carrier as The Fast Carrier Task Force. Every vessel in this fleet has a move of three. The number of ships in the fleet is limited by the number of carriers in the fleet. You may bring along either one Battleship or two vessels of any other type for each carrier in the fleet. You may add additional ships to the fleet at anytime as long as there are enough carriers to support the new ships. If the Fast Carrier Task Force is destroyed, you may designate a new fleet as your Fast Carrier Task Force. You may only field 1 Fast Carrier Task Force at a time. -
#4
Game Play
Scorched Earth- You may set fire to your facilities during your mobilize new units phase in order to prevent them from being used by the enemy. You must have at least 1 unit per facility in said territory. Specify which facility(s) you are going to set a flame then roll 1D6 for minor ic’s, rail yards and air and naval bases. And 2D6 for major ic’s and coastal fortifications.
Collateral Damage- When an airbase or navalbase receives full damage (6 damage) from a single strategic bombing run or rocket attack, 1 hit is scored on air/naval units present. For naval it must be a surface warship in a adjacent seazone. defender chooses casualty. You can only choose aircraft that have not intercepted this or another bombing raid this turn, or who have not scrambled this turn since none of these planes are on the ground at the time of your strategic bombing raid.
Organized Retreat- Any defenders who survived any given round of battle may opt to preform an organized retreat to a adjacent friendly territory. You have to leave at least 1 unit behind to act as a rear guard and the other units (each type of unit rolled independently) score a hit against the attackers at a roll of 1 on a 1D6, successfully retreat on a roll of 2,3 or 4 on a 1D6 and fail to retreat on roll of a 5 or 6 on a 1D6.
Coastal Fortifications- A coastal fortification may be built on any island or coastal territory for the cost of 12 ipc’s.Only one fortification can be built in a territory and can not be moved after placed. During amphibious assaults all defending land units get a preemtive attack for the first round of battle at half thier defending roll rounded up. (minimum 1) ie… tanks at a 2. infantry, mechanized infantry, and artillery at a 1. Any attacking units hit are removed before thier attack rolls. The defender chooses his casualty(s) from any land units performing the amphibious assault, ships performing bombardments or aircraft used in the attack. Fortifications take 6 hits to dismantle this ability and are sucseptable to strategic bombings by strategic bombers and tactical bombers. And are sucseptable to the scorched earth rule. Cost 2ipc’s per each damage marker removed.
Rail Yards- Land units positioned at rail yards at the beginning of thier non-combat move phase can move an additional space.
Major industrial complexes can only mobilize 10 units per turn minus the number of damage markers they have. For example a major IC with 6 damage markers can produce only 4 units. A major IC can only receive up to 15 damage markers, after that they are no longer assigned.
Minor industrial complexes can only mobilize 3 units per turn minus the number of damage markers they have. For example a minor IC with 2 damage markers can produce only 1 unit. A minor IC can only receive up to 6 damage markers, after that they are no longer assigned damage markers.
Damage Repairs… the removal of damage markers, is done during the controlling player’s - Phase 1: Purchase & Repair Units.
IT COST 2 IPCs to remove each damage marker…
All 3 Minor ICs in the continental US automatically are immediately converted to Major ICs when the US is at war. They can be upgraded at any time for 20 IPCs. -
#3
Political Rules
British Government in Exile- In the event that London is captured by the Axis, the Canadian government will function independently with Ottawa as its capital beginning on their next turn, allowing them to continue to collect IPC’s and purchase units. If London is liberated, the Canadian government will return to the control of the British Empire. A Canadian Roundel will be placed on the IPC chart at 7 (assuming all of Canada is under Allied control). Canada functions the same as any other country.
Relinquish Command- This option is for mixed military’s in the same territory only. The smaller of the two forces may relinquish thier force’s command over to thier larger counterparts, it takes an entire turn for the new commander to take full command ie… anzac hands over control of his units in Egypt to the British commander, the british commander takes control of the anzac units two turns following the change,on the first turn he takes command, on the second turn he can issue orders. For this to work the recieving force has to have at least one more unit than the giving force.
Technology Capture- When a territory is captured the occupying force may make a single tech roll for every technology the captured country had. You roll for each individual tech at a time. (See occupying a territory rule)
Occupying a Victory City- A victory city is not considered occupied unless there is at least 12 IPC’s worth of units in the conquered territory for the conquered players turn following the takeover. If there are insuficiant troops in said territory than the conquered player can still place troops in said territory if there is a opperational IC. (placing these units follow the same rules as placing ships in a hostile sea zone ie… the conquerer decides whether to fight or flee on thier next turn.) If there are sufficiant troops than territories IPC’s are switched over.
Strict Neutral Convertion- You can try to have a strict neutral sway your way by rolling a 6 on a 1D6 and a cost of 5 IPC’s per IPC that country generates. This happens after the purchase unit phase and before the conduct combat phase. Tell all players which country(s) you wish to try to sway to your side, you have to have at least 1 infantry unit capable of landing in said country(s) on the combat movement phase on the same turn as a negotiator, this unit only moves into the country if you are successful in swaying it to your side. If successful claim the countries infantry and IPC output.
Attacking a Strict Neutral- If you attack a strict neutral all remaining strict neutrals in that block become Pro(your enemy).
BLOCKSSouth America Europe Middle East
Venezuela- 2ipc’s, 2inf Sweden- 3ipc’s, 6inf Turkey- 2ipc’s, 8inf
Argentina- 2ipc’s, 4inf Switzerland- 2inf Saudi Arabia- 2ipc’s, 2inf
Chile- 2ipc’s, 2inf Portugal-1ipc’s, 2inf Afganistan- 2inf
Equador Spain- 2ipc’s, 6inf
Peru Africa
Bolivia Asia Angola- 1ipc’s, 2inf
Paraguay Olgiy- 2inf Mozambique- 1ipc’s, 2inf
Uruguay Dzauhan- 1inf Rio-De-Oro
Columbia Ulaanbaatar- 1inf Portugese Guinea
Byant Uhaa- 1inf Sierra Leone
Tsagaan Olom LiberiaIf the Soviet Union- is at war with Axis powers on only one map, it is still under the restrictions of being a neutral power. In other words, war with Japan lifts those restrictions from the USSR on the Pacific map only, and war with Germany and/or Italy lifts those restrictions on the Europe map only.
IPC income from West India (2) now goes to Calcutta.
IPC income from British Columbia now goes to London.
Note: With these income changes United Kingdom Pacific now makes 17 IPCs and United Kingdom now makes 28 IPCs
The United States may declare war on the Axis if London and/or any territory in North America is captured by an Axis power. -
#2
Land Units
Combined Arms- Mechanized Infantry may transport on land unit of equal or lesser value when paired with a tank. All units must begin thier movement from the same location.
Blitzkrieg- Tanks and Mechanized Infantry that only moved one space in combat movement and successfully cleared the enemy land territory in the first combat round can preform either: A) attack a new territory adjacent to the first, B) retreat to an adjacent territory during NCM to avoid possible enemy counterattck.
Artillery Bombardment- Your artillery aboard your transports may conduct one round of bombardment during the first round of an amphibious assault. ( Artillery do not land untill the second round of combat and do not assist infantry in the first round.) Artillery bombard at a 2. Heavy artillery has no effct during bombardment.
Reinforcements- If there are any surviving defenders after any given round of battle the defending force may send reinforcements from adjoining territories. The maximum reinforcements can only be equal or less then the attacked territories IPC’s. ( Only infantry and artillery may reinforce. ) You can reinforce at the end of every combat round after casualties have been decided.
AA Guns are no longer captured; they are removed from play after the territory is captured.
The cost of AA guns now cost 5 IPCs.Naval Units
Blockade- To blockade an opponent controlled Island, you must surround all seazones that it touches with surface ships. When you do that, you prevent all IPCs produced from that territory from being received by the controlling player. When blockading an Island with a factory(United Kingdom, Japan, Australia, New Zealand) you are not blockading the income of that Island, you are blockading income from all other territories from being used on that island. Example(you have the sea zone surrounding Japan under control with surface ships. Japan is now considered to have at least 2 seperate sets of income). These sets of income can not be mixed together untill the seazone surrounding the Island becomes friendly. The only income that the factory in Japan could use is the 8 IPCs from Japan each turn. If Japan has any other Factories, those ones can use the other IPC gained from controlled territory as long as there wasn’t any blockading Issues.
Submarines no longer fire a special “sneak attack” shot at unescorted transports. Transports are not allowed to unload land units for an amphibious assault in a sea zone containing any enemy subs unless at least one friendly warship was also present in the sea zone at the end of the Combat Move phase.
Naval bases provide additional range and repairs to naval units. If a naval base has 3 damage markers it can no longer provide these services. A naval base can only receive up to 6 damage markers, after that they are no longer assigned damage markers. -
Best 4 games i have ever played rule book #1
Air Units
Combat Air Patrol (CAP)- CAP is a special feature involving fighter planes. During the non-combat move phase, you may initiate a CAP by moving fighter planes that have not move this turn from any territory to an adjacent sea zone. Cap fighters may not be moved into sea zones in which enemy units are present. During the enemy’s turn the CAP planes will stop all enemy ships (except subs) from moving through that sea zone.Naval units that move into the sea zone must stop, and a battle will then be fought. An enemy player may move air units through the sea zone without being stopped by the CAP. An enemy player may move planes into the sea zone with the CAP to engage the CAP, or to fly to an island within the sea zone to engage ground units there. CAP fighters only defend said sea zone they do not defend the territory from which they are defending. This may or may not be part of a planned Amphibious Assault. As stated earlier, your CAP must land on the collect income phase of your next turn. Fighters on CAP may land on any friendly land territory that is adjacent to the sea zone or any friendly carrier, island or island group that is within the sea zone. If a CAP fighter cannot land because there is no friendly landing place, then the fighters are lost and removed from play. Having landed, the fighters may now move as normal. (The CAP rule is stackable with the scrambling rule. ie… 2 fighters are on CAP off the coast of midway, if the U.S scrambles three fighters from midway there are now 5 fighters defending the seazone and there does not have to be friendly surface ships involved.
Fly Overs- Stand Alone AA guns fire every time enemy aircraft fly over them 1 shot per aircaft. If enemy aircraft are fliing over a territory with an active airbase you may inercept with as many fighters that you have in said territory.
Scramble- rules have been changed. They now read:
Scrambling is a special action that can take place at the beginning of this phase (Phase 3: Conduct Combat (Powers at War Only), and it must be completed before any combat occurs. A quick reaction team of no more than 3 defending fighters and/or tactical bombers (strategic bombers can’t scramble) located on islands and coastal territories that have operative air bases can be scrambled to defend against attacks in the adjacent sea zones. Air units can only be scrambled to help friendly naval units in adjoining sea zones that have come under attack, or they can also be scrambled to resist an amphibious assault. They may defend against the enemy ships conducting the amphibious assault even if friendly ships are not present. In either case, resolve combat as usual during the Conduct Combat phase.
Scrambled fighters and tactical bombers are defending, so refer to their defense values and abilities when resolving combat. They can’t participate in any other battles during that turn, including a battle on the island or territory from which they were scrambled.
In situations where a sea zone is served by more than one airbase, Korea and Japan into sea zone 6 for example, each of the territories (or both in this case) can scramble up to 3 fighters and/or tactical bombers. On the other hand, if Korea is specifically being attacked by an amphibious force, and there is no sea battle occurring, only the aircraft in Korea can participate in the scramble.
To sum it up: If there is a sea battle, involving an amphibious assault or not, all neighboring aircraft that meet the scramble requirements can participate in the sea battle. If there is only an amphibious assault and there is no sea battle, only the territory be attacked from the sea can scramble up to 3 aircraft.
All scrambled air units must return to their original island or territory from which they were scrambled. If the enemy captures those locations, the units can move one space to land in a friendly territory or on a friendly aircraft carrier. If no such landing space is available, the units are lost. Surviving scrambled air units land during that turn’s Noncombat Move phase, before the attacker makes any movements.
Strategic Bombing Raids procedure:
• Escorts fire @1, and interceptor casualties are immediately removed.
• Bombers fire @ 1 and interceptors fire @ 2. Remove bomber and interceptor casualties
• Surviving bombers are assigned a target
• The target fires its AA guns at the attacking aircraft - @1
• Surviving bombers attack their target, looking for the highest number possible.
Prior to the AA gun fire the surviving bombers are assigned a specific target (IC, airbase or naval base) if more than one type is in the territory.
When bombing, each Strategical bomber rolls one die. The number rolled +1 is the total number of hits the target will receive. Gray chips are placed under the target for each hit scored.
Tactical Bombers can also conduct bombing raids. They follow the exact procedure as presented above. Tactical Bombers are limited to attacking only naval bases and airbases, however.
Tactical bombers also roll one die. Again that number rolled is the number of hits the target receives. Do not add 1 to the dice roll when bombing with Tactical bombers.
Airbases provide additional range and the ability to scramble. If an airbase has 3 damage markers it can no longer provide these services. An airbase can only receive up to 6 damage markers, after that they are no longer assigned damage markers. Note: Aircraft can still land in territory whose airbase is out of service. -
A question regarding paratroopers
Can paratroopers fly over occupied enemy tt’s and drop into a empty enemy tt.
lets say you have 3 transports in a sea zone can 1 enemy fighter or 1 enemy surface ship destroy all of them on 1 attack
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RE: A few questions.
Question #5 Using north america as an example; germany has 5 inf and 2 tanks in eastern U.S. U.S has 2 inf in central and 2 in western, can germany kill the units in central with nothing but inf and then blitz through central with thier tanks to western.
#6 Can german fighters in southern italy scramble in defence of the italian fleet off the coast.
I know these questions are probably dumb and i believe i know the answers to them but, my play group requires answers ( untrusting pr*cks that they are ).
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RE: A few questions.
Regarding question #4 what if japan did not occupy french indo china could america still take it and build an IC