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Grasshopper & Gargantua's 3G40 Deluxe Edition (Updated October 20th, 2018)
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GRASSHOPPER & GARGANTUA’S GLOBAL 1940 DELUXE EDITION
3G40
Directors - Young Grasshopper, Big AL (Mike Tyson)
Executive Producers - Gargantua, Hambone, SS
Art Directors - Map Maker, Young Grasshopper
Assistant Producers - Barron Munchhausen, The Big E
Use Europe & Pacific 1940 2nd Edition rule books except for the following modifications below:DOWNLOADABLE MAP FILE:
Coming SoonDOWNLOADABLE BATTLE BOARD FILES: http://www.mediafire.com/file/sai50uqu6yaxyv4/3G40_Deluxe_Battle_Boards.pdf/file
http://www.mediafire.com/file/hmxt3x4dc0vo5de/3G40_DE_Battle_Board_-Land_Combat.pdf/file
http://www.mediafire.com/file/kdswqzsywwg91wd/3G40_DE_Battle_Board-_Naval_Combat.pdf/fileREFERENCE CHARTS & GAMING ACCESSORIES:
Coming Soon
8 SIDED DICE: http://www.mathartfun.com/DiceLabDice.html -
GAME SETUP & STARTING INCOME
TOTAL AXIS UNITS IN SETUP
0 - Industrial Complex
0 - Major Factory
0 - Minor Factory0 - Air Base
0 - Naval Base
0 - Rail Station
0 - Oil Derrick
0 - Major Bunker
0 - Minor Bunker0 - Regular Infantry
0 - Elite Infantry
0 - Calvary
0 - Mechanized Infantry
0 - Light Artilery
0 - Heavy Artillery
0 - AA Artillery Gun
0 - Light Tank
0 - Heavy Tank0 - Air Transport
0 - War Plane
0 - Fighter
0 - Tactical Bomber
0 - Strategic Bomber0 - Sea Transport
0 - Escort Carrier
0 - Warship
0 - Destroyer
0 - Submarine
0 - Cruiser
0 - Aircraft Carrier
0 - Battleship
0 - Super BattleshipTOTAL ALLIED UNITS IN SETUP
0 - Industrial Complex
0 - Major Factory
0 - Minor Factory0 - Air Base
0 - Naval Base
0 - Rail Station
0 - Oil Derrick
0 - Major Bunker
0 - Minor Bunker0 - Regular Infantry
0 - Elite Infantry
0 - Calvary
0 - Mechanized Infantry
0 - Light Artilery
0 - Heavy Artillery
0 - AA Artillery Gun
0 - Light Tank
0 - Heavy Tank0 - Air Transport
0 - War Plane
0 - Fighter
0 - Tactical Bomber
0 - Strategic Bomber0 - Sea Transport
0 - Escort Carrier
0 - Warship
0 - Destroyer
0 - Submarine
0 - Cruiser
0 - Aircraft Carrier
0 - Battleship
0 - Super Battleship -
GERMANY: 38 IPCs
Germany: 21 Regular Infantry, 4 Mechanized Infantry, 2 Light Artillery, 1 Calvary, 2 Light Tanks, 3 Fighters, 3 Strategic Bombers, 1 AA Artillery, Industrial Complex, Air Base, Naval Base, Rail Station, Oil Derrick
Western Germany: 16 Regular Infantry, 6 Elite Infantry, 6 Mechanized Infantry, 4 Light Artillery, 1 Air Transport, 6 Tactical Bombers, 1 AA Artillery, Industrial Complex, Air Base, Naval Base
Greater Southern Germany: 11 Regular Infantry, 2 Light Artillery, 3 Light Tanks, 1 AA Artillery
Slovakia/Hungary: 4 Infantry, 1 Calvary, 1 Light Tank, 1 Fighter, 1 Tactical Bomber, 1 AA Artillery, Oil Derrick
Poland: 4 Regular Infantry, 1 Light Tank, 1 Fighter, 1 Tactical Bomber, 1 AA Artillery
Romania: 4 Regular Infantry, 1 Calvary, 1 Light Tank, 1 Fighter, 1 Tactical Bomber, 1 AA Artillery, Oil Derrick
Holland/Belgium: 11 Regular Infantry, 1 Light Artillery, 3 Light Tanks, 3 Fighters, Major Bunker
Norway: 11 Regular Infantry, 2 Fighters, 2 Tactical Bombers
Denmark: 4 Regular InfantrySea Zone A-4: 1 Submarine
Sea Zone A-5: 1 Submarine
Sea Zone A-9: 1 Submarine
Sea Zone A-11: 1 Submarine
Sea Zone A-14: 1 Destroyer
Sea Zone A-16: 1 Submarine
Sea Zone A-17: 1 Submarine
Sea Zone A-22: 1 Submarine
Sea Zone A-23: 1 Submarine
Sea Zone A-26: 1 Submarine
Sea Zone A-31: 1 Battleship (Damaged)
Sea Zone B-1: 1 Destroyer, 1 Cruiser
Sea Zone B-2: 1 Sea Transport. 1 Destroyer, 1 CruiserBuild Queue: 1 Elite Infantry, 1 Strategic Bomber, 1 Aircraft Carrier, 1 Oil Tanker (5 IPCs), 1 Super Battleship**
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JAPAN: 37 IPCs
Japan: 4 Regular Infantry, 1 Elite Infantry, 2 Light Artillery, 6 Light Tanks, 1 Air Transport, 1 Fighter, 1 Tactical Bomber, 2 Strategic Bombers, 1 AA Artillery, Industrial Complex, Air Base, Naval Base, Rail Station
Korea: 4 Regular Infantry, 1 Light Tank, 1 Tactical Bomber
Manchuria: 4 Regular Infantry, 1 Calvary, 1 Elite Infantry, 1 Mechanized Infantry, 1 Light Artillery, 1 Light Tank, 1 Fighter, 1 Tactical Bomber, 1 AA Artillery, Minor Bunker
Jehol: 4 Regular Infantry, 1 Light Artillery
Shantung: 4 Regular Infantry, 1 Light Artillery
Kiangsu: 4 Regular Infantry, 1 Light Artillery, 1 Fighter, 1 Tactical Bomber, 1 AA Artillery, Minor Factory (with 1 production marker)
Kiangsi: 4 Regular Infantry, 1 Elite Infantry, 1 Light Artillery
Kwangsi: 4 Regular Infantry, 1 Light Artillery
Siam: 4 Regular Infantry
Iwo Jima: 1 Regular Infantry, 1 Fighter, Air Base
Okinawa: 1 Regular Infantry, 1 Fighter, Air Base
Marianas: 1 Regular Infantry
Marshal Islands: 1 Regular Infantry
Formosa: 1 Elite Infantry, 1 Fighter, Air Base
Hainan: 1 Infantry
Palau Island: 1 Infantry
Bonin Island: 1 Regular Infantry, 1 Fighter, Air Base
Caroline Islands: 4 Regular Infantry, 1 AA Artillery, Air Base, Naval BaseSea Zone P-6: 1 Sea Transport, 2 Submarines, 1 Destroyer, 1 Cruiser, 1 Super Battleship, 2 Aircraft Carriers (w/ 2 Fighters, 2 Tactical Bombers)
Sea Zone P-14: 1 Sea Transport, 1 Submarine, 1 Destroyer, 1 Light Carrier (w/ 1 War Plane), 1 Dreadnought, 1 Super Battleship
Sea Zone P-22: 1 Sea Transport, 1 Destroyer, 1 Cruiser, 1 Battleship
Sea Zone P-30: 1 Submarine
Sea Zone P-33: 1 Sea Transport, 1 Destroyer, 1 Warship, 1 Cruiser, 1 Aircraft Carrier (w/ 1 Fighter, 1 Tactical Bomber)
Sea Zone P-43: 1 Submarine, 1 WarshipBuild Queue: 1 Elite Infantry, 1 Cruiser, 1 Aircraft Carrier
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SOVIET UNION: 48 IPCs
Moscow: 3 Regular Infantry, 1 War Plane, 1 Fighter, 1 Tactical Bomber, 1 AA Artillery, Industrial Complex, Air Base, Rail Station
Russia: 1 Regular Infantry, 1 Mechanized Infantry, 1 Calvary, 1 Light Tank
Novgorod: 4 Regular Infantry, 1 Light Artillery, 1 Heavy Artillery, 1 Light Tank, 1 Heavy Tank, 1 War Plane, 1 Fighter, 1 AA Artillery, Minor Bunker, Major Factory, Air Base, Naval Base
Archangel: 1 Regular Infantry
Karelia: 1 Regular Infantry
Vyborg: 4 Regular Infantry
Baltic States: 6 Regular Infantry, 1 War Plane
Belarus: 4 Regular Infantry, 1 Light Artillery, 1 Light Tank, 1 War Plane
Eastern Poland: 6 Regular Infantry, 1 War Plane
Western Ukraine: 4 Regular Infantry, 1 Light Artillery, 1 Light Tank, 1 War Plane
Bessarabia: 6 Regular Infantry, 1 War Plane
Ukraine: 4 Regular Infantry, 1 Light Artillery
Smolensk: 1 Regular Infantry, 1 Light Tank
Bryansk: 1 Regular Infantry, 1 Light Tank
Volgograd: 1 Mechanized Infantry, 1 War Plane, 1 Light Tank, 1 Heavy Tank, 1 AA Artillery, Major Factory, Rail Station, Oil Derrick
Caucasus: 1 Regular Infantry, 1 AA Artillery, Oil Derrick
Georgia: 1 Regular Infantry, 1 AA Artillery, Oil Derrick
Crimea: 1 Mechanized Infantry, 1 Light Tank, 1 AA Artillery, Minor Factory, Naval Base
Novosibirsk: 4 Regular Infantry, 1 Elite Infantry, 1 Light Artillery, 1 War Plane, Rail Station
Buryatia: 6 Regular Infantry, 1 Light Artillery, 1 War Plane, 1 AA Artillery, Rail Station
Sakha: 1 Regular Infantry
Siberia: 1 Regular Infantry
Soviet Far East: 1 Regular Infantry
Amur: 6 Regular Infantry, 1 War Plane, 1 AA Artillery, Major Bunker, Minor Factory, Naval BaseSea Zone A-8: 1 Submarine
Sea Zone B-3: 1 Sea Transport, 1 Submarine, 1 Cruiser
Sea Zone P-1: 1 Sea Transport, 1 Warship
The Black Sea: 1 Sea Transport, 1 DestroyerBuild Queue: 1 Oil Tanker (5 IPCs)
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UNITED STATES: 65 IPCs
Eastern United States: 6 Regular Infantry, 1 Calvary, 1 Light Artillery, 1 Fighter, 1 Tactical Bomber, 1 Air Transport, 1 AA Artillery, Major Factory, Air Base, Naval Base, Oil Derrick, Rail Station
Central United States: 6 Regular Infantry, 1 Elite Infantry, 4 Mechanized Infantry, 1 Light Tank, 1 War Planes, 1 Fighter, 1 Tactical Bomber, 1 Strategic Bomber, 1 AA Artillery, Industrial Complex, Oil Derrick
Western United States: 6 Infantry, 1 Calvary, 1 Light Artillery, 2 Fighter, 2 Tactical Bombers, 1 AA Artillery, Major Factory, Air Base, Naval Base, Rail Station, Oil Derrick
Mexico: 1 Calvary, Oil Derrick
Alaska: 1 Regular Infantry, 1 Tactical Bomber, 1 AA Artillery, Oil Derrick
Aleutian Islands: 1 Regular Infantry
Hawaiian Islands: 4 Regular Infantry, 2 Fighters, 1 AA Artillery, Air Base, Naval Base
Johnston Island: 1 Regular Infantry
Philippines: 2 Regular Infantry, 1 Calvary, 1 Fighter, Air Base, Naval Base
Midway: 1 Regular Infantry, 1 Fighter, Air Base
Wake Island: 1 Regular Infantry, 1 Fighter, Air Base
Guam: 1 Regular Infantry, 1 Fighter, Air BaseSea Zone A-20: 1 Sea Transport, 1 Destroyer, 1 Light Carrier (w/ 1 War Plane), 1 Cruiser
Sea Zone P-10: 1 Sea Transport, 1 Submarine, 1 Destroyer, 1 Light Carrier (w/ War Plane), 1 Cruiser
Sea Zone P-27: 1 Sea Transport, 1 Submarine, 1 Destroyer, 1 Light Carrier (w/ 1 War Plane), 1 Cruiser, 1 Battleship
Sea Zone P-31: 1 Submarine, 1 DestroyerBuild Queue: 1 Elite Infantry, 1 Strategic Bomber, 1 Cruiser, 1 Aircraft Carrier, , 1 Oil Tanker (5 IPCs), 1 Battleship
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UNITED KINGDOM-EUROPE: 31 IPCs
United Kingdom: 4 Regular Infantry, 2 Fighters, 1 Tactical Bomber, 1 Strategic Bomber, Industrial Complex, 2 AA Artillery, Minor Bunker, Air Base, Naval Base, Rail Station
Scotland: 1 Regular Infantry, 1 Light Artillery, 2 Fighters, 1 AA Artillery, Air Base, Naval Base
France: 1 Light Artillery, 1 Light Tank, 1 Fighter
Normandy / Bordeaux: 3 Elite Infantry
Iceland: 1 Tactical Bomber, Air Base
Newfoundland: 1 Regular Infantry, 1 Air Base
Gibraltar: Air Base, Naval Base
East Gibraltar: 1 Regular Infantry, 1 Fighter
West Gibraltar: 1 Regular Infantry, 1 AA Artillery
Malta: 1 Regular Infantry, 1 War Plane, 1 Fighter, 1 AA Artillery, Air Base
Cyprus: 1 Regular Infantry
Trans-Jordan: 1 Regular Infantry, 1 Calvary
Alexandria: 4 Regular Infantry, 1 Light Artillery, 1 Light Tank, 1 War Plane
Egypt: 4 Regular Infantry, 1 Elite Infantry, 1 Mechanized Infantry, 1 Light Artillery, 1 Light Tank, 1 Fighter, 1 Tactical Bomber, 1 AA Artillery, Naval Base, Oil Derrick
Anglo-Egyptian Sudan: 4 Regular Infantry, 1 Calvary
British Somaliland: 3 Regular Infantry
Union of South Africa: 4 Regular Infantry, Minor Factory, Naval Base, Rail StationSea Zone A-12: 1 Destroyer, 1 Light Carrier (w/ 1 War Plane)
Sea Zone A-13: 1 Destroyer, 1 Warship, 1 Cruiser, 1 Battleship
Sea Zone A-18: 1 Sea Transport, 1 Destroyer, 1 Warship, 1 Dreadnought, 1 Cruiser
Sea Zone A-19: 1 Destroyer, 1 Warship, 1 Cruiser, 1 Battleship
Sea Zone A-26: 1 Destroyer, 1 Warship, 1 Cruiser
Sea Zone A-32: 1 Warship
Sea Zone A-36: 1 Warship
Sea Zone A-35: 1 Warship
Sea Zone I-1: 1 Destroyer
Sea Zone I-11: 1 Sea Transport, 1 Submarine, 1 Destroyer
Sea Zone M-5: 1 Submarine, 1 Destroyer, 1 Dreadnought
Sea Zone M-4: 1 Submarine, 1 Destroyer
Sea Zone M-8: 1 Sea Transport, 1 Cruiser, 1 Aircraft Carrier (w/ 1 Fighter & 1 Tactical Bomber), 1 BattleshipBuild Queue: N/A
UNITED KINGDOM-PACIFIC: 23 IPCs
India: 4 Regular Infantry, 1 Elite Infantry, 1 Mechanized Infantry, 1 Light Artillery 1 War Plane, 1 Fighter, 1 AA Artillery, Major Factory, Air Base, Naval Base, Rail Station
Burma: 1 Regular Infantry, 1 Calvary, 1 Fighter, 1 AA Artillery, Oil Derrick
Malaya: 2 Regular Infantry, Naval Base
Kwangtung: 2 Regular Infantry, 1 AA Artillery, Naval Base, Rail Station
Solomon Islands: 1 Regular Infantry
West India: 4 Regular Infantry, 1 AA Artillery, Minor Factory, Naval BaseSea Zone I-5: 1 Sea Transport, 1 Submarine, 1 Destroyer, 1, Dreadnought, 1 Battleship
Sea Zone I-6: 1 Submarine, 1 Destroyer, 1 Cruiser
Sea Zone P-37: 1 Warship, 1 Light Carrier (w/ 1 War Plane)
Sea Zone P-44: 1 Submarine, 1 WarshipBuild Queue: N/A
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ITALY: 15 IPCs
Northern Italy: 9 Regular Infantry, 2 Light Artillery, 1 Light Tank, 1 Strategic Bomber, 1 AA Artillery, Major Factory
Southern Italy: 9 Regular Infantry, 2 Elite Infantry, 1 Tactical Bomber, 2 Fighters, 1 AA Artillery, Minor Factory, Minor Bunker, Air Base, Naval Base, Rail Station
Albania: 4 Regular Infantry, 1 Light Tank
Sardinia: 1 Regular Infantry
Sicily: 1 Regular Infantry
Libya: 4 Regular Infantry, 1 Elite Infantry, 1 Calvary, 1 Light Artillery, 1 Air Transport, 1 War Plane
Tobruk: 6 Regular Infantry, 1 Mechanized Infantry, 1 Light Artillery, 1 Light Tank, 1 War Plane, 1 AA Artillery
Ethiopia: 6 Regular Infantry, 1 Light Artillery, 1 Calvary
Italian Somaliland: 4 Regular Infantry, 1 CalvarySea Zone M-2: 1 Sea Transport, 2 Submarines, 2 Destroyers, 1 Cruiser
Sea Zone M-3: 1 Sea Transport, 1 Submarine, 1 Destroyer, 1 Cruiser, 1 Battleship
Sea Zone M-4: 1 Submarine
Sea Zone M-6: 1 Submarine, 1 Destroyer, 1 Dreadnought
Sea Zone M-7: 1 Sea Transport, 1 Submarine, 2 DestroyersBuild Queue: 1 Elite Infantry, 1 Cruiser, 1 Aircraft Carrier
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**CHINA: 12 IPCs
Hopeh: 2 Regular Infantry
Chahar: 2 Regular Infantry
Kweichow: 2 Regular Infantry
Shensi: 2 Regular Infantry
Anhwei: 2 Regular Infantry
Suiyuan: 1 Regular Infantry, 1 Calvary
Hunan: 2 Regular Infantry
Yunnan: 6 Regular Infantry
Szechwan: 6 Regular Infantry, 1 Light Artillery, 3 Calvary, 2 Fighters (designated)** -
COMMONWEALTH-CANADA: 14 IPCs
Scotland: 1 Fighter
Ontario: 3 Regular Infantry, 1 Calvary, 1 Light Tank, 1 War Plane, 1 AA Artillery, Major Factory, Air Base, Naval Base, Rail Station
Quebec: 1 Regular Infantry, 1 Light Artillery, 1 War Plane, 1 AA Artillery, Minor Factory, Naval Base
New Brunswick/Nova Scotia : 1 Regular Infantry, 1 War Plane, Naval Base
Alberta/Saskatchewan/Manitoba: 1 Regular Infantry, Oil Derrick
British Columbia: 2 Regular Infantry
Yukon Territory: 1 Regular InfantrySea Zone A-15: 1 Sea Transport, 1 Destroyer
Sea Zone A-10: 1 DestroyerBuild Queue:
COMMONWEALTH-ANZAC: 13 IPCs
Queensland: 2 Regular Infantry, 1 Light Artillery, 1 War Plane, 1 Fighter, 1 AA Artillery, Minor Factory, Air Base, Naval Base
New South Wales: 3 Regular Infantry, 1 Elite Infantry, 1 Calvary, 1 AA Artillery, Major Factory, Air Base, Naval Base, Rail Station
New Zealand: 1 Regular Infantry, 1 Fighter, Air Base, Naval Base
Western Australia: 1 Regular Infantry, 1 War Plane
New Britain: 1 Regular Infantry
Northern Territory: Naval Base
Malaya: 2 Regular Infantry
Egypt: 2 Regular Infantry, 1 Elite InfantrySea Zone P-53: 1 Sea Transport, 1 Destroyer
Sea Zone P-55: 1 Cruiser, 1 Warship
Sea Zone I-1: 1 DestroyerBuild Queue: 1 Elite Infantry
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FRANCE: 20 IPCs
France: 21 Regular Infantry, 1 Calvary, 1 Light Artillery, 1 Light Tank, 1 War Plane, 1 Fighter, 1 AA Artillery, Major Bunker, Industrial Complex, Air Base, Rail Station
Normandy/Bordeaux: 6 Regular Infantry, 1 War Plane, 1 AA Artillery, Minor Factory, Naval Base
Southern France: 6 Regular Infantry, 1 Elite Infantry, 1 Light Artillery, 1 War Plane, 1 AA Artillery, Minor Factory, Naval Base
United Kingdom: 1 Regular Infantry, 1 Fighter
Corsica 1 Regular Infantry
Morocco: 2 Regular Infantry, 1 Elite Infantry
Algeria: 1 Regular Infantry
Tunisia: 1 Regular Infantry
Syria: 1 Regular Infantry, 1 Calvary
French Equatorial Africa: 1 Regular Infantry
French Central Africa: 1 Regular Infantry
French Madagascar: 1 Regular Infantry
French West Africa: 1 Regular Infantry
French Indo-China: 1 Regular InfantrySea Zone A-18: 1 Submarine
Sea Zone A-24: 1 Warship, 1 Dreadnought
Sea Zone M-1: 1 Destroyer, 1 Battleship
Sea Zone I-12: 1 DestroyerBuild Queue: 1 Strategic Bomber
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UNIT PROFILES & SPECIAL ABILITIES
PRODUCTION FACILITIES
Industrial Complex:
Cost - N/A
Move - N/A
Queue - N/A_- This facility is not available to be purchased
- Produces up to 12 capacity points, must be fully repaired in order to mobilize units (max damage 24)
- May repair heavy tanks and/or tiger tanks allowable after facility damage up to 10
- May only be damaged by strategic bombers and super fortresses
- Contains a built in AA gun for defense against SBRs (1@1 per attacking bomber)
- Immediately downgraded to a major factory once captured_
Major Factory:
Cost - 20 IPCs
Move - N/A
Queue - 2 construction markers
_- When this unit gets built and put on the board, 2 construction markers must be placed under it - A production facility may not mobilize units until all construction markers are removed
- Produces up to 6 capacity points, must be fully repaired in order to mobilize units (max damage 12)
- May repair heavy tanks and/or tiger tanks allowable after facility damage up to 6
- May only be damaged by strategic bombers and super fortresses
- Contains a built in AA gun for defense against SBRs (1@1 per attacking bomber)
- May be placed on any controlled territory (not islands or neutrals) with an IPC value of 3 or greater
- Immediately downgraded to a minor factory once captured
- May not be upgraded to an IC under any circumstances
- Any facility captured while under construction (with construction marker) is immediately removed from the board_
Minor Factory:
Cost - 10 IPCs
Move - N/A
Queue - 1 construction marker
_- When this unit gets built and put on the board, 1 construction marker must be placed under it
- A production facility may not mobilize units until all construction markers are removed
- Produces up to 3 capacity points, must be fully repaired in order to mobilize units (max damage 6)
- May repair heavy tanks and/or tiger tanks in the amount allowable after facility damage up to 3
- May be damaged by tactical bombers, strategic bombers and super fortresses
- Contains a built in AA gun for defense against SBRs (1@1 per attacking bomber)
- May be placed on any controlled territory (not islands) with an IPC value of 2 or greater
- Immediately apply max damage to a minor factory once captured
- May be upgraded to a major factory for 15 IPCs (provided all placement requirements have been met)
- Any facility captured while under construction (with construction marker) is immediately removed from the board_
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TACTICAL FACILITIES
Airbase:
Cost - 10 IPCs
Move - N/A
Queue - 1 construction marker
_- When this unit gets put on the board, 1 construction marker must be placed under it- A tactical facility is not operational until all construction markers are removed
- Contains a built in AA gun for defense against SBRs (1@1 per attacking bomber)
- May be damaged by tactical bombers, strategic bombers, and super fortresses
- Maximum damage 6, Air Base must be fully repaired in order to operate
- May increase movement points of all air units by 1
- May scramble up to 3 air units to defend any adjacent sea zones (4 with a radar tower)
- Any facility captured while under construction (with construction marker) is immediately removed from the board_
Naval base:
Cost - 10 IPCs
Move - N/A
Queue - 1 construction marker
_- When this unit gets put on the board, 1 construction marker must be placed under it - A tactical facility is not operational until all construction markers are removed
- Contains a built in AA gun for defense against bombing raids (1@1 per attacking bomber)
- May be damaged by tactical bombers, strategic bombers, and super fortresses
- Maximum damage 6, Naval Base must be fully repaired in order to operate
- May increase movement points of all sea units by 1, may remove damage markers equaling 1 per ship
- Any facility captured while under construction (with construction marker) is immediately removed from the board_
Rail Station:
Cost - N/A
Move - N/A
Queue - N/A
_- Contains a built in AA gun for defense against SBRs (1@1 per attacking bomber)
- May be damaged by tactical bombers, strategic bombers, and super fortresses
- Maximum damage 6, Rail Station must be fully repaired in order to operate
- May move up to 3 land units 3 spaces in any direction during the non combat movement phase, units must board from the same territory, must exit within the same territory, all territories on route must be friendly
- Rail movement may not be used to claim a pro-neutral standing army during the non-combat movement phase_ Oil Derrick:
Cost - N/A
Move - N/A
Queue - N/A
_- Contains a built in AA gun for defense against SBRs (1@1 per attacking bomber)
- May be damaged by tactical bombers, strategic bombers, and super fortresses
- May only be damaged a maximum amount equal to the territory value up to 3
- The income tracker is lowered according to how much an Oil Derrick has been damaged
- The income tracker is raised according to how much the Oil Derrick has been repaired_
Major Bunker:
Cost - 20
Move - N/A
Attack - N/A Defense - N/A Gives a +1 support bonus for up to 6 regular and/or elite infantry
Queue - 2 construction markers
_- When this unit gets purchased and placed on the board, 2 construction markers must be placed under it - May take damage during battle or a bombing raid reducing it’s effectiveness to support Infantry
- Maximum damage 6, and each damage marker cost 1 IPCs to repair
- May be damaged by tactical bombers, strategic bombers, and super fortresses during SMP
- Each damage marker represents 1 less regular or elite infantry that is no longer supported on defense
- Only 1 per territory allowed, and may not be placed in a territory already containing a minor bunker
- Provides one round of defensive bombardment for 6 @1 to destroy or damage attacking enemy units in the antiaircraft barrage step during the ground combat sequence, casualties from this bombardment do not fire back
- Any facility captured while under construction (with construction marker) is immediately removed from the board
Minor Bunker:
Cost - 10
Move - N/A
Attack - N/A Defense - N/A Gives a +1 support bonus for up to 3 regular and/or elite infantry
Queue - 1 construction marker
_- When this unit gets purchased and placed on the board, 1 construction marker must be placed under it- May take damage during battle or a bombing raid reducing it’s effectiveness to support Infantry
- Maximum damage 3, and each damage marker cost 1 IPCs to repair
- May be damaged by tactical bombers, strategic bombers, and super fortresses during SMP
- Each damage marker represents 1 less regular or elite infantry that is no longer supported on defense
- Only 1 per territory allowed, and may not be placed in a territory already containing a major bunker
- Provides one round of defensive bombardment for 3 @1 to destroy or damage attacking enemy units in the antiaircraft barrage step during the ground combat sequence, casualties from this bombardment do not fire back
- Any facility captured while under construction (with construction marker) is immediately removed from the board__
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LAND UNITS
Regular Infantry:
Cost - 3 IPCs
Move - 1
Capacity - 1
Attack - @1 (+1 support bonus when combined with an artillery unit or elite infantry)
Defense - @2 (+1 support bonus when combined with an operational bunker)
Queue - N/A
Mechanized Infantry:
Cost - 4 IPCs
Move - 2
Capacity - 1
Attack - @1 (+1 support bonus when combined with an artillery unit or elite infantry)
Defense - @2
Queue - N/A- May each tow any artillery unit during the non combat moment phase
Elite Infantry:
Cost - 4 IPCs
Move - 1
Capacity - 1
Attack - @2 (+1 support bonus when combined with an artillery unit or tank unit)
Defense - @2 (+1 support bonus when combined with an operational bunker)
Queue - (2/2)
_- This unit is required to use the build queue when being purchased- At least one Elite Infantry must occupy each sea transport being used during the combat movement phase (unless the territory being attacked is not occupied by at least 1 enemy unit)
- Only Elite Infantry may be used with air transports during the combat movement
- May repair 1 heavy tank or tiger tank within the same territory per turn_
Calvary:
Cost - Obsolete
Move - 2
Capacity - 2
Attack - @2
Defense - @2
Queue - N/A - Can blitz
Anti-Aircraft Artillery:
Cost - 5 IPCs
Move - 1
Capacity - 2
Attack - @1
Defense - @1
Queue - N/A - May be towed by mechanized infantry during the non combat movement phase- AA Artillery units may attack and defend to fire at enemy aircraft during the AA barrage phase up to 3 shots each (same as G40)
- AA Artillery units provide a +1 support bonus when combined with a fighter (during General Combat only, not applied during a Dog Fight)
Light Artillery:
Cost - 4 IPCs
Move - 1
Capacity - 2
Attack - @2
Defense -@2
Queue - N/A
_- May be towed by mechanized infantry during the non combat movement phase
Heavy Artillery:
Cost - 5 IPCs
Move - 1
Capacity - 3
Attack - @4 (first strike bonus if a dog fight has been triggered)
Defense - @4
Queue - N/A_- May be towed by mechanized infantry during the non combat movement phase
- May not be transported during the combat movement phase
- All heavy artillery receive a first strike bonus when enemy tactical bombers are not present_ Light Tank:
Cost - 5 IPCs
Move - 2
Capacity - 2
Attack - @3 (+1 ground superiority bonus)
Defense - @3 (+1 ground superiority bonus)
Queue - N/A - Can blitz
Heavy Tank:
Cost - 8 IPCs
Move - 2
Capacity - 3
Attack - @5
Defense - @4
Queue - (4/4)
_- Can blitz- This unit is required to use the build queue when being purchased
- Requires 2 hits to kill
- May not be transported during the combat movement phase
- Damaged Heavy Tanks may not blitz__
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AIR UNITS
Air Transport:
Cost - 6 IPCs
Move - 3
Capacity - 1
Attack - N/A Defense - N/A Queue - N/A _- Each air transport may drop up to 2 Elite Infantry into hostile territories during the combat movement phase (air transports may not land on the territory being attacked)- Each air transport may carry up to 2 Elite and/or Regular Infantry into friendly territories during the non-combat movement phase, (air transports used during non-combat must land with their cargo in the same territory)
- Air transports may be used as casualties up to 3 per hit
- Air transports may not be designated for future missions_
War Plane:
Cost - Obsolete
Move - 3
Capacity - N/A
Attack - @1 (+1 air superiority bonus)
Defense - @1 (+1 air superiority bonus)
Dog Fight - Attack - @1 / Defense - @1
Queue - Obsolete
_- May hit surfaced submarines without a destroyer present - War planes may not be designated for future missions_
Tactical Bomber:
Cost - 9 IPCs
Move - 4
Capacity - 2
Attack - @3 (first strike bonus when a dog fight is not triggered)
Defense - @3
Dog Fight - Attack - @1 / Defense - @1 Queue - N/A
_- May hit surfaced submarines without a destroyer present
- May be designated for future missions_
Fighter:
Cost - 10 IPCs
Move - 4
Capacity - 3
Attack - @4 (+1 support bonus when combined with an AA Artillery unit)
Defense - @5 (+1 support bonus when combined with an AA Artillery unit)
Dog Fight - Attack - @2 / Defense - @3 Queue - N/A
_- May hit surfaced submarines without destroyer present
- May be designated for future missions_
Strategic Bomber:
Cost - 12 IPCs
Move - 6
Capacity - 4
Attack - 3X @4 per bomber against land units (1st combat round only)
Attack - 3X @2 per bomber against sea units (1st combat round only)
Defense - @1
Dog Fight - Attack - @1 / Defense - @1
Queue - (6/6)
_- May hit surfaced submarines without a destroyer present
- This unit is required to use the build queue when being purchased
- Attacks by rolling 3 dice in the first combat round, and then @0 all remaining rounds
- May be designated for future missions_
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SEA UNITS
Oil Tanker:
Cost - 1 per 3 Oil Derricks controlled
Move - N/A
Capacity - N/A
Attack - N/A Defense - N/A Queue - Add or remove according to the number of Oil Derricks controlled throughout the game
_- Oil Tankers are earned by nations controlling 3 or more Oil Derricks, earn 1 for each 3 controlled- Oil Tankers stay in the build queue and each provide a 5 IPC bonus during the strategic missions phase
- Oil Tankers may be sent to an ally nations build queue or back again during any strategic missions phase
- Nations only collect for Oil Tankers that are in their build queue since the beginning of the SMP
- Oil Tankers that move from one build queue to another during a strategic missions phase may not produce bonus income during a Strategic Missions Phase in which it moved_
Sea Transport:
Cost - 6 IPCs
Move - 2
Capacity - 1
Attack - N/A Defense - N/A Queue - N/A
_- Each sea transport must carry at least one elite infantry during the combat movement phase (unless the territory being attacked is not occupied by enemy units).- During both the combat and non-combat movement phases, a sea transport may only carry a load totaling 3 capacity points (see land unit capacity values under each profile)
- Sea transports may be used as casualties up to 3 per hit_
Destroyer:
Cost - 7 IPCs
Move - 2
Capacity - 2
Attack - @2 Defense - @2 Queue - N/A
- During game rounds 1 & 2, destroyers do not negate the first strike ability of German U-Boats
Submarine:
Cost - 8 IPCs
Move - 2
Capacity - 2
Attack - @3 (first strike bonus when enemy destroyers are not present)
Defense - @2
Queue - N/A
- Can not hit aircraft Warship:
Cost - Obsolete
Move - 2
Capacity - 2
Attack - @3 (+1 sea superiority bonus)
Defense - @3 (+1 sea superiority bonus)
Queue - Obsolete
Light Carrier:
Cost - Obsolete
Move - 2
Capacity - 2
Attack - @1 Defense - @2
Queue - Obsolete _- May only carry 1 air unit- May be attacked by interceptors during a shore bombardment_
Dreadnought:
Cost - Obsolete
Move - 2
Capacity - 2
Attack - @4
Defense - @4
Queue - Obsolete
Cruiser:
Cost - 10 IPCs
Move - 2
Capacity - 4
Attack - @5 Defense - @5
Air Cover Defense - 1 Queue - (5/5)
_- This unit is required to use the build queue when being purchased - May conduct a shore bombardment during amphibious assaults
- May be engaged by interceptors during a shore bombardment (defenders choice)
- May bombard adjacent enemy tactical facilities (not production facilities) during Strategic Missions Phase
- Casualties resulting from a shore bombardment are immediately removed from the board_
Aircraft Carrier:
Cost - 16 IPCs
Move - 2
Capacity - 4
Attack - @1 Defense - @2
Air Cover Defense - 1 Queue - (8/8)
_- This unit is required to use the build queue when being purchased - Requires 2 hits to sink
- May be engaged by interceptors during a shore bombardment (defenders choice)
- Damaged Aircraft Carriers carry one less aircraft from their full capacity_
Battleship:
Cost - 18 IPCs
Move - 2
Capacity - 5
Attack - @6
Defense - @6
Air Cover Defense - 2 Queue - (9/9)
_- This unit is required to use the build queue when being purchased
- Requires 2 hits to sink
- May conduct a shore bombardment during amphibious assaults
- May be engaged by interceptors during a shore bombardment (defenders choice)
- May not conduct shore bombardments when damaged
- May bombard adjacent enemy tactical facilities (not production facilities) during Strategic Missions Phase
- Casualties resulting from a shore bombardment are immediately removed from the board_
-
SPECIALIZED UNITS
Super Battleship:
Cost - 18 IPCs
Move - 2
Capacity - 5
Attack - @6
Defense - @6
Air Cover Defense - 3 Queue - (6/6/6)
_- This unit is required to use the build queue when being purchased- Requires 3 hits to sink
- May conduct a shore bombardment during amphibious assaults
- May be engaged by interceptors during a shore bombardment (defenders choice)
- May not conduct shore bombardments when damaged
- May bombard adjacent enemy tactical facilities (not production facilities) during Strategic Missions Phase
- Casualties resulting from a shore bombardment are immediately removed from the board_
Radar Tower:
Cost - 10 IPCs
Move - N/A
Capacity - N/A
Attack - N/A
Defense - N/A
Queue - (5/5)
_- This unit is required to use the build queue when being purchased - A radar tower allows all AA Artillery including built in AA Guns to fire @2 or less, and up to 4 aircraft may scramble from the operational airbase within same territory (if one exists)_
Tiger Tank:
Cost - 8 IPCs
Move - 2
Capacity - 3
Attack - @6
Defense - @5
Queue - (4/4)
_- This unit is required to use the build queue when being purchased - Requires 2 hits to kill
- Damaged Tiger Tanks may not blitz_
Russian Rocket Artillery:
Cost - 4 IPCs
Move - 2
Capacity - 2
Attack - @2 (first strike bonus if a dog fight has been triggered)
Defense - @2
Queue - N/A
- First strike capabilities
Super Fortress Bomber:
Cost - 12 IPCs
Move - 8
Capacity - 4
Attack - 3X @3 per bomber against sea units (1st combat round only)
Attack - 3X @5 per bomber against land units (1st combat round only)
Defense - @2
Dog Fight - Attack - @2 / Defense - @2 Queue - N/A
Essex Class Aircraft Carrier:
Cost - 16 IPCs
Move - 2
Capacity - 4
Attack - @1
Defense - @2
Air Cover Defense - 1 Queue - N/A
_- May hold up to 3 aircraft- Requires 2 hits to sink
- Damaged Essex Class Carriers carry one less aircraft from their full capacity_
Jet Fighters:
Cost - 10 IPCs
Move - 3
Capacity - 3
Attack - @6
Defense - @6
Dog Fight - Attack - @4 / Defense - @4 Queue - N/A
-
POLITICAL SITUATIONS
HOW THE WAR IS WON
AXIS VICTORY CONDITION
**The Axis powers win the war if during any given strategic missions phase, the following conditions are met…**The European Axis powers control 4 of the following 8 European cities:
Berlin, Rome, Paris, Johannesburg, Moscow, Stalingrad, London, and/or Washington
and…
Japan controls 4 of the following 8 Pacific cities:
Tokyo, Hong Kong, Manila, Calcutta, Samara, Sydney, Honolulu, and/or San FranciscoALLIED VICTORY CONDITION
The Allied powers win if…
The Axis powers have not won the game before the end of round 12 when America develops nuclear technologyNEUTRAL TERRITORIES & NEUTRAL BLOCKS
PRODUCTION ON NEUTRAL TERRITORIES
- Minor Factories are the only Production facility allowed on neutral territories regardless of territory value
CLAIMING STANDING ARMIES
-
Any land unit may claim a pro-neutral’s standing army, however, an air transport may land on a pro-neutral territory and claim the standing army if carrying at least one regular infantry or elite infantry ON it.
NAVAL PORTS ON NEUTRAL TERRITORIES -
Nations at war may use naval bases on neutral territories during one turn for a payment due during the purchase new units phase. Use of the base includes repairs to capital chips and increased movement.
Strict neutral naval base rental costs - 6 IPCs = repairs and increased movement for up to 3 ships
Pro neutral naval base rental costs - 3 IPCs = repairs and increased movement for up to 3 ships
Friendly naval base rental costs - 0 IPCs = repairs and increased movement for up to 3 ships
Nation owned naval base rental costs - 0 IPCs = repairs and increased movement for unlimited shipsNEUTRAL BLOCKS
BLOCK #1 - SOUTH AMERICA
If an Allied power attacks any strict neutral territory in South America, all remaining standing armies in South America (including pro-axis neutrals) and the territories they’re on, become German.
If an Axis power attacks any strict neutral territory in South America, all remaining standing armies in South America (including pro-allied neutrals) and the territories they’re on, become American.
BLOCK#2 - EUROPE, AFRICA, & THE MIDDLE EAST
If an Allied power attacks any strict neutral territory in Europe, Africa, or the Middle East, all remaining standing armies in Europe, Africa, or the Middle East (including pro-axis neutrals) and the territories they’re on, become German.
If an Axis power attacks any strict neutral territory in Europe, Africa, or the Middle East, all remaining standing armies in Europe, Africa, or the Middle East (including pro-allied neutrals) and the territories they’re on, become British.
BLOCK #3 - MONGOLIA
If an Allied power attacks any strict neutral territory in Mongolia, all remaining standing armies in Mongolia and the territories they’re on, become Japanese.
If an Axis power attacks any strict neutral territory in Mongolia, all remaining standing armies in Mongolia and the territories they’re on, become Russian.**NEUTRAL NATIONS: NOT AT WAR
THE SOVIET UNION:
Unless at war with a European Axis power, Russia may not collect for national objectives, collect for oil tankers, recruit conscripts from rail stations, use engineer tokens, use patron tokens, or move into neutral territories.THE UNITED STATES:
Unless at war with an Axis power, The United States may not collect for national objectives, collect for oil tankers, recruit conscripts from rail stations, use patron tokens, or move into neutral territories.THE PACIFIC ALLIES:
Unless at war with Japan, United Kingdom Pacific, and Commonwealth ANZAC may not collect for national objectives, collect for oil tankers, recruit conscripts from rail stations, use patron tokens, or move into neutral territories. However, oil derricks under UK Pacific control will count for increasing oil tankers which UK Europe may collect for.JAPAN:
Unless at war with a Pacific ally, Japan may not collect for national objectives, collect for oil tankers, recruit conscripts from rail stations, use Kamikaze tokens, or move into neutral territories.**OCCUPATION OF CAPITAL CITIES
GERMANY (BERLIN)
- If Germany loses their capital, they must relinquish all cash on hand to the nation that now controls it, and they may not collect income again until Berlin has been liberated
JAPAN (TOKYO)
- If Japan loses their capital, they must relinquish all cash on hand to the nation that now controls it, and they may not collect income again until Tokyo has been liberated
SOVIET UNION (MOSCOW)
- If Russia loses their capital, they must relinquish all cash on hand to the nation that now controls it, and must immediately declare a new capital territory with a production facility on it. If all production facilities are in enemy hands, Russia may not collect income again until Moscow is liberated. If a new capital has been established (which will be the last Russian capital) and it becomes enemy occupied, Russia may not collect income again until it is liberated.
UNITED STATES (WASHINGTON)
- If United States loses Washington, they must relinquish all cash on hand to the nation that now controls it, and San Francisco becomes the lone capital city allowing America to continue collecting income
UNITED STATES (SAN FRANCISCO)
- If United States loses San Francisco, they must relinquish all cash on hand to the nation that now controls it, and Washington becomes the lone new capital city allowing America to continue collecting income
UNITED STATES (EXILE)
- If United States do not control both San Francisco and Washington at the same time, then all American units on the Europe map become German, and all American units on the Pacific map become Japanese
UNITED KINGDOM (LONDON)
- If United Kingdom Europe loses their capital, they must relinquish all cash on hand to the nation that now controls it, and all UK Europe territories now belong to Canada (UK pieces on board remain British). Any originally controlled UK Europe territory which gets liberated after exile (including London) is now absorbed into the Canadian economy.
UNITED KINGDOM (CALCUTTA)
- If United Kingdom Pacific loses their capital, they must relinquish all cash on hand to the nation that now controls it, and all UK Pacific territories now belong to ANZAC (UK pieces on board remain British). Any originally controlled UK Pacific territory which gets liberated after exile (including Calcutta) is now absorbed into the Australian economy.
ITALY (ROME)
-
If Italy loses their capital, the Italian puppet government of the Italian Social Republic is established, however, only if Northern Italy is not Allied controlled. If the puppet government is triggered, then Northern Italy and all Italian units on the board immediately become German. It won’t matter if an Axis nation liberates Rome, Northern Italy will remain the new capital and all units remain German.
-
Each sea zone with at least one Italian ship are rolled for between the German player and the Allied player which now occupies Rome. If Germany rolls highest for a sea zone, the Italian ship or ships in that sea zone will immediately become German. If the Allied player rolls highest for a sea zone, the Italian ship or ships are immediately removed from the board.
-
Each Italian controlled territory is rolled for between the German player and the Allied player which now occupies Rome. If Germany rolls highest for a territory, the territory and any Italian units (including facilities) will immediately become German. If the allied player rolls highest for a territory, the territory remains Italian with it’s value in limbo. Also, any Italian units within an Allied won Italian territory are immediately removed from the board, and all facilities are max damaged.
COMMONWEALTH CANADA (OTTAWA)
- If Canada loses their capital, they must relinquish all cash on hand to the nation that now controls it, and they may not collect income again until Ottawa has been liberated
- If Canada loses their capital while in control of the UK Europe economy, the UK must remove all British units on the Europe map
- If both London and Ottawa are under enemy control, then UK Europe and Canada may not collect an income again until Ottawa is liberated
COMMONWEALTH ANZAC (SYDNEY)
- If ANZAC loses their capital, they must relinquish all cash on hand to the nation that now controls it, and they may not collect income again until Sydney has been liberated
- If ANZAC loses their capital while in control of the UK Pacific economy, the UK must remove all British units on the Pacific map
- If both Calcutta and Sydney are under enemy control, then the UK Pacific and ANZAC may not collect an income again until Sydney is liberated
FRANCE (PARIS)
- If France loses their capital, they must relinquish all cash on hand to the nation that now controls it, Vichy rules are immediately in effect, and they may not collect income again until Paris has been liberated
CAPITAL CITIES
Germany - Berlin
Japan - Tokyo
Soviet Union - Moscow
United States - Washington & San Francisco
United Kingdom (Europe) - London
United Kingdom (Pacific) - Calcutta
Italy - Rome
China - N/A
Commonwealth (Canada) - Ottawa
Commonwealth (ANZAC) - Sydney
France - Paris**** -
NATIONAL OBJECTIVES
GERMANY:
TRADE WITH RUSSIA: (Germany must not be at war with Russia)
5 IPCs - Germany is not at war with the Soviet UnionSCANDINAVIAN RESOURCES:
5 IPCs - Germany controls both Norway & DenmarkNORTHERN OUTPOST:
5 IPCs - Germany controls SvalbardNOVGOROD:
3 IPCs - An Axis power controls LeningradVOLGOGRAD:
3 IPCs - An Axis power controls StalingradTHE BREAD BASKET OF EUROPE:
3 IPCs - The Axis powers control Ukraine, Western Ukraine, and BryanskRUSSIA:
5 IPCs - An Axis power controls MoscowCAUCASUS OIL FIELDS:
5 IPCs - An Axis power controls CaucasusSEALION:
12 IPCs - An Axis power controls LondonIRAQ:
2 IPCs - Germany controls IraqPERSIA:
2 IPCs - Germany controls PersiaNORTHWEST PERSIA:
2 IPCs - Germany controls Northwest PersiaEASTERN PERSIA:
2 IPCs - Germany controls Eastern PersiaTHE GATEWAY:
2 IPCs - An Axis power controls EgyptGEORGIA:
2 IPCs - Germany controls GeorgiaWASHINGTON:
12 IPCs - An Axis power controls Eastern United StatesARGENTINA:
3 IPCs - The Axis powers control ArgentinaAFRIKA KORPS:
5 IPCs - Germany has at least 5 land units on the continent of AfricaTHE BALKANS:
3 IPCs - The Axis powers control all of the following territories:
Romania, Yugoslavia, Bulgaria, Albania, Greece, Crete, and Cyprus -
JAPAN:
TRADE WITH AMERICA: (Japan must not be at war with a Pacific ally)
10 IPCs - Japan is not at war with the Pacific AlliesCHINESE CAPITULATION:
5 IPCs - The Axis powers control all Chinese territoriesTHE BURMA ROAD:
3 IPCs - The Axis powers have broken the Burma RoadSTRATEGIC ISLAND ADVANCE:
1 IPC (per land unit / up to 3 per Island) - Japan has land units on the following Islands:
Iwo Jima, Bonin Island, Guam, Marianas, Marshal Islands, Wake Island, and Midway IslandOUTER ISLAND PERIMETER:
5 IPCs - Japan controls Caroline Islands, Gilbert Islands, Solomon Islands, and New BritainSOUTH PACIFIC ISLAND RESOURCES:
5 IPCs - Japan controls Borneo, Sumatra, Java, and CelebsCALCUTTA:
5 IPCs - Japan controls IndiaSYDNEY:
5 IPCs - Japan controls New South WalesHONOLULU:
5 IPCs - Japan controls Hawaii IslandsSAN FRANCISCO:
12 IPCs - An Axis power controls Western United StatesARGENTINA:
3 IPCs - The Axis powers control Argentina