Advanced Politics Rules Neutral Italy: (Turn 1 only) Italy is neutral unless attacked by the Central Powers.  If attacked (land or sea), then Italy immediately enters the war against the CP.  This includes attacks against Albania and Libya. Otherwise during turn 1 the following restrictions are in place: 1. Italy must stay inside original territories or Albania. It can invade a non-violated neutral. Sea movement is not restricted, however it may not attack CP naval forces. * If Italy used as mobilizing force for a neutral, this does not cause Italy to enter the war. However if Italian forces are mobilized, it can reinforce and/or attack the neutral territory. 2. Allied powers may not move into Italian original territories or Albania.? 3. The CP may enter SZ 17 and conduct amphib assaults against Egypt and Greece without having to battle Italian sea forces. SZ 17 mines are only activated if Italy, Libya, or Albania are attacked. 4. If not attacked, then Italy cannot make a strategic bombing roll (advanced rule). Switzerland, Afghanistan, & Sub-Saharan Africa: Since this territory was essentially all impassable mountains or jungle, attacks (but not defending counter-attacks) are subject to a +1 die roll modifier. Aircraft and tanks are not permitted to move into or fly over. Sub-Saharan Africa is Nigeria, Kamerun, and Belgian Congo, plus island of Madagascar. New Territories; Armenia, Darfur, and Khiva (Khanate): Play as Minor Aligned powers. Armenia and Darfur with Turkey, Khiva with Russia. They each have 1 IPC value. NOTE: Do not mobilize an artillery, they get 1 infantry unit only. Irish Rebellion: In 1913 the Irish Republican Brotherhood created an armed force to break away from the British Empire. The Germans backed this movement, while the British were forced into a position of maintaining their control. Procedure: 1. Ireland starts the game as a British territory. 2. On each German turn, before purchases, Germany rolls 1 die. A modified roll of 6+ will change Ireland to a Minor Aligned Power with Germany. Once converted this rule ends. 3. The German player can modify the roll by +1 for each IPC spent (max +2). 4. The AP player can modify the roll by -1 for each AP land unit (max -2) in Ireland. 5. If a >= 6 roll occurs, Ireland becomes a German Aligned territory (use new overlay). The income value from Ireland is lost from UK, and is open to the first power that takes control (same as any other minor aligned territory). 6. At time of switch, if German units are present and/or Ireland is German controlled and/or AP units are present, then add 1 German infantry and 1 artillery units. If AH or Turkish units are present, or AH or Turkish controlled, then NO German units are added. 7. If AP forces are present, then it is considered contested - Germany is not required to attack. Presence of any CP units in Ireland before change of alignment does not affect the die roll. 8. If Rebellion occurs and control ends up with any AP, return Ireland to UK territory. Advanced Play Rules Strategic Bombing: The K. u. K. Luftfahrtruppen, Deutsche Luftstreitkrafte, Group de Bombardment, Royal Naval Air Service, and Corpo Aeronautico Militare all participated in strategic bombing raids on the enemy during WW1. Procedure: 1. At the beginning of each player’s turn, A-H, Germany, France, Britain, and Italy can roll 1 die to determine if they cause IPC loss to the enemy. 2. A roll of 1 is a hit (Germany to France or Britain, AH to Italy, Italy to AH, and France and Britain to Germany), a roll of 2 thru 5 is a miss, and a roll of 6 is a miss and causes damage by your strategic campaign to be reduced by 1 for the remainder of the war. 3. For a hit, roll another die for damage. A 1, 2, or 3, and that is the IPC loss, a 4, 5, or 6 is 0 IPC loss. The damage is assessed against the IPC count for the next turn. (If neutral Italy rule in use for turn 1, a hit by A-H will also cause Italy to enter the war.) 4. Damaged bombing capability, can be repaired by spending 1 IPC per damage. German Build Center - Munich: Munich was a major embarkation point for units that were to be deployed to the front. Regard Munich in the same manner as India for the UK. USA Setup and Deployment restrictions: USA was the 2nd largest navy in the world at the start of WW1. Remove 3 infantry pieces, and add a CA in SZ 1. Any initial movement of US troops overseas (from USA or Canada) must be to any of the 4 entry ports; Brest (SZ15), Wales, Rome, and/or Karelia (SZ6). PLUS, any territory under US control can be used for initial entry. Once initial landing has been made, no further restrictions for those units apply. Transport done by any AP power has the same landing restrictions. If a power’s primary port is captured or contested, any coastal territory in that country can be designated for landings. If the power’s capital is captured, no US troops can land in that country. The US can begin transporting troops on their turn 3, but cannot engage in combat or put troops in territories outside the US. African Conscription Builds: Note: Add 1 French infantry unit in French Equatorial Africa at start of game. Players can optionally build from IPCs collected from controlled African colonies in Africa. The amount of IPCs available for building is the IPC value of controlled territories at the end of the power’s turn for use in builds for the power’s next turn. The mobilized units will be placed in colonies that were in control at the start of the current turn. ALSO, the African continent is to handled as 2 separate zones; Northern and Sub-Saharan, where the IPCs must be counted and spent separately. The Northern zone is Br. East Africa, north and east to the Mediterranean and Red Seas and then west to Fr. West Africa. Sub-Saharan zone is everything else, plus Madagascar. Only infantry units can be built, and a max of 1 per territory. Initial counts for Northern zone; UK = 4, IT = 2, FR = 4. Sub-Saharan zone; UK = 4, FR = 2, GE = 4. Darfur (Northern zone) is not a colony, but available for Turkish builds if player controls that territory plus enough to build a unit. Any leftover IPCs cannot be carried over to the next turn, though they are available for the power’s other builds. Advanced Sea Rules Destroyers: If a defending transport is eliminated or if transports are the only defenders in a sea zone, each may roll a defending die that represents escorting destroyers. The destroyers get a hit with roll of 1. The attacker has the option to waive hits against transports to avoid this counterattack if the defender also had defending warships. Cruiser ASW: If a submarine attempts to move through a SZ with an enemy cruiser, each CA gets a chance to sink with an ASW roll of 1. Use same process as if moved through sea zone with mines. German African Navy: To represent raiding ships in the Indian Ocean, place 1 German CA in SZ26. British Eastern Fleet: Change the Eastern Fleet arrangement; SZ19: 2 CA, SZ28: 1 TR, SZ27: 1 BB, SZ29: 1 TR French Naval changes: The French navy was not as great as the British or German navies at the start of WW1. Make these changes to provide a better historical representation; remove 1 BB and 1 TR from SZ15, remove 1 CA from SZ16, add 2 CA to SZ15, add 1 TR to SZ22 with 1 IN loaded to represent materials to/from FWA. Submarine Lost Contact: If a sea battle involves ONLY attacking submarines, and all submarines miss, then the defender can choose to a do a lost contact roll instead of a counter-attack. The defender rolls 1 die for the sea zone, and adds 1 for each attacking submarine. A modified die roll of <= 5 and the defender has evaded, as the attacking submarines have lost contact and cannot locate the enemy. Combat in the sea zone is over.