talian 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 4 IPCs; however their defense is reduced to “2”.
2. Axis Influence
As the stage was being set for war, the smaller nations of Europe watched carefully, waiting for the right moment to throw their lot in with one side or the other.
During each game turn keep track of how many national advantages were achieved by each power. At the end of each turn, total the number of Axis National Advantages and the Allied National Advantages, If the axis value is greater, Italy is awarded that many “Influence Points” (represent them with Italian control markers) These points are placed on any the following territories and can be exchanged during the purchase units phase of any Italian turn as follows.
Spain 4 Points – Spain lends its hand to the Axis, at the end of the turn place a free infantry in Italy, also Spain opens its borders briefly, attacks may be made by Italian land forces through France to Gibraltar as if the two territories were connected during the combat and non-combat move phases of this turn.
Spain 8 Points (One time only) – Spain joins the Axis! Its forces are represented by Italians; place one infantry in Morocco Algeria (this may result in combat) and 2 infantry, 1 artillery, 1 fighter and one AA gun, and an Italian control marker in Spain. Spain is now treated as a 2 IPC territory.
Turkey 3 Points – Turkey opens the Dardanelles to Italian forces for one turn.
Turkey 8 Points (One time only) – Turkey joins the Axis! Its forces are represented by Italians; place 4 infantry, one AA gun, and an Italian control marker in Turkey. Turkey is now treated as a 2 IPC territory, Turkey is considered adjacent to Bulgaria Romania by land and furthermore Turkey controls access to sea-zone 16.
Saudi Arabia 2 Points – Axis supported Arab uprising in Trans-Jordan, place one Italian infantry there in the combat move phase. Conduct combat as normal if necessary
Saudi Arabia 6 Points (One time only) – Coup d’ etat! A government in Egypt, Trans-Jordan, or Persia pledges its support for the Axis. Place 1 infantry and 1 artillery in the territory with the least allied units present. Conduct combat if necessary.
3. Axis Cooperation
The European Axis powers cooperated greatly during the early stages of the war, but much less so as Italy’s power waned.
The German and Italian player may utilize each other’s Industrial Complexes; units can only be built at the friendly powers Industrial Complex provided both powers currently satisfy the conditions of at least one of their National Objectives during the current place units phase. The cost of units placed may not exceed 6 IPCs.
4. Trains Run On Time
Fascism brought to Italy a modicum of efficiency, specifically in transportation.
Italian transports may unload into two different territories when conducting amphibious invasions or during the non-combat moves, provided the transport is in an adjacent seazone.
5. Italian African Resistance
The Italian forces stranded in Sub-Saharan Africa continued to fight on in a limited role against the British. However, they were drastically undersupplied.
The territory “Italian Africa” begins the game controlled by Italy and contains one Italian infantry. However, this unit may not move until an Italian or German unit (Including aircraft) arrives in Italian East Africa during a non-combat move phase.
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.
Some of these need SERIOUS work