Turn Sequence:
1. Purchase units
2. Collect income
3. Movement
4. Combat
5. Non-Combat movement
6. Place newly purchased units
7. Determine Victory Conditions
8. Develop weapons
Victory Conditions: designation
Every nation starts with 5 victory cities (VCs). Each VC is worth a certain number of victory city points (VCPs). Of the 5 VCs each nation starts out with, 1 is designated as a capital (worth 5 VCPs), 1 other is designated as a major VC (worth 3 VCPs), 2 others are designated as moderate VCs (worth 2 VCPs), and the last one is designated as a minor VC (worth 1 VCP).
Below is the list of VCs, followed by each one’s value in VCPs and the territory in which each is located. They are organized by nation.
Victory Cities
Every nation starts with 5 victory cities (VCs), each worth a certain number of victory city points (VCPs). Of these 5 VCs, 1 is designated as a capital (worth 5 VCPs), 1 other is designated as a major VC (worth 3 VCPs), 2 others are designated as moderate VCs (worth 2 VCPs each), and the last one is designated as a minor VC (worth 1 VCP).
The following is the list of VCs, the corresponding VCP value for that VC and the territory in which each is located. The VCs are organized by nation.
Russia:
Moscow (5)–Russia
Stalingrad (3)–Caucasus
Leningrad (2)–Karelia
Novosibirsk (2)–Novosibirsk
Vladivostok (1)–Buryatia
Germany:
Berlin (5)–Germany
Rome (3)–S. Europe
Paris (2)–W. Europe
Kiev (2)–Ukraine
Oslo (1)–Norway
UK:
London (5)–UK
Toronto (3)–E. Canada
Calcutta (2)–India
Sydney (2)–Australia
Cairo (1)—Anglo-Egypt
Japan:
Tokyo (5)—Japan
Changchun (3)–Manchuria
Shanghai (2)–Kwangtung
Singapore (2)–FIC
Manila (1)—Philippines
US:
Washington (5)–E. US
Los Angeles (3)–W. US
Chicago (2)–C. US
Chongqing (2)–China
Honolulu (1)–Hawaii
Infantry Unit Placement at VCs
ICs no longer build infantry units. Infantry units are assembled only in territories containing VCs. They are still purchased and mobilized at the same time as non-infantry units. In order to purchase and place any infantry in a VC, that VC must have been in your control at the start of your turn (placing an infantry unit in a VC can be considered the same as placing the infantry in the territory containing that VC).
For each of the 5 VCs that are originally owned by each nation, the maximum number of infantry that may be purchased and placed at the VC per turn is equal to the corresponding value of VCPs. The only exceptions to this are that a maximum of only 3 infantry per turn may be placed at the UK and US capitals and only 1 Japanese infantry per turn at each of the Japanese major and moderate VCs.
For each captured VC, the infantry placement limits differ between the Axis nations and the Allied nations. For captured Allied VCs, the occupying Axis nation may purchase and place no infantry at any captured minor VC and 1 infantry per turn at each of the other captured VCs. For captured Axis VCs, the occupying Allied nation may purchase and place 1 infantry per turn at each captured minor VC and 2 infantry per turn at each of other captured VCs.
If any territory containing a VC is attacked before the defender’s first turn, then the defender of that VC gets to immediately purchase any number of infantry not exceeding more than the respective maximums outlined above and place them at that VC. These infantry units are purchased and placed just before the battle takes place. This rule applies only before the defender’s first turn. For example, it can apply to Russia attacking the Ukraine on Russia’s first turn but cannot apply to Germany attacking Karelia on Germany’s first turn (since Russia already had their first turn by the time Germany gets to move).
Non-Infantry Unit Placement at ICs
All non-infantry units are still built at ICs, however, unit placement limits at ICs have changed. The total IPC value of all non-infantry units placed per turn at any IC in a given territory may not exceed 4 times the IPC value of that territory. If a certain territory contains both a VC and an IC, then the infantry placement limits for the VC are treated independently from the non-infantry placement limits for the IC.
The cost of purchasing new ICs now depends on the territory in which the IC will be placed. Any player purchasing an IC must declare where the IC will be placed during the ‘Purchase Units’ phase. The IC is still placed during the ‘Mobilize New Units’ phase. To determine the cost of an IC in a given territory, multiply the number of IPCs for that territory by the number of VCPs within that territory and subtract this number from the base IC cost of 15. For example, an IC in India, FIC or Kwangtung now costs 15 - (3 IPCs)(2 VCPs) = 9 IPCs. An IC in W. Europe or C. US now costs only 15 – (6 IPCs)(2 VCPs) = 3 IPCs. All ICs in territories not containing a VC cost 15 IPCs since 0 VCPs multiplied by any number of IPCs always results in a reduction of no IPCs from the base cost.
An IC can only be placed in a territory that was in your possession at the start of your turn. Furthermore, non-infantry units may only be placed at an IC that was there at the start of your turn. (This means once you take over a territory you have to wait 1 turn to build an IC and yet another turn to build units).
All ICs that were present at the start of the game are permanent (i.e. ICs that were never purchased can never be destroyed). Purchased ICs can be destroyed at the defender’s discretion when the attacker wins the battle over that territory.
Victory Conditions
Just like in the AAR box rules, players agree before the start of the game which set of victory conditions they will use; Total Victory, Major Victory or Minor Victory.
Total Victory: The winning team is the first to control every territory by the end of any US player’s turn.
Major Victory: The Axis win if they control 40 VCPs at the end of any US player’s turn. Likewise, the Allies win if they control 50 VCPs at the end of any US player’s turn.
Minor Victory: Both sides bid the number of turns that they want the game to last if they are the Axis. The team that bids the higher number of turns gets to play as the Axis. The game will automatically end after the US player’s turn on the turn number that won the bid. The team controlling the majority of the VCPs at that time wins the game. Note: This is unlike the major victory conditions or traditional victory city rules in that the winner is not the first side to reach a certain number of VCPs, but the side who maintains control of the majority of the VCPs by a certain turn number agreed upon by both sides. This is intended to better fix the game duration and to allow for quicker games if players are pressured by a time constraint.
Unit Placement phase:
Rules for Russia, Germany and Japan:
For every originally owned VC that is ‘connected’ to that same nation’s capital, that nation may place any number of infantry there per turn up to the number of corresponding VCPs. A VC is connected to a capital VC if there exists any continuous line of friendly territories connecting the 2 VCs (note that SZ spaces are not territories and thus cannot be used to determine the continuous line of friendly territories… yes, that’s right, this means Tokyo on the island of Japan can never be connected to any other VC).
For every originally owned VC that is not connected to that same nation’s capital, at most only 1 infantry may be placed there per turn.
For every captured VC, either connected or not to that occupying nation’s capital, that nation may place any number of infantry there per turn up to 1/2 the number of corresponding VCPs (rounded down). For example, the maximum number of infantry that may be placed in a captured minor VC is 0, in a captured moderate or major VC is 1, and in a captured capital VC is 2.
Rules for the Western Allies (UK and US):
The rules are the same as those above pertaining to the other 3 nations except that every VC is automatically considered connected to the capital VC and at most only 3 infantry may be placed at the capital VC (instead of 5).
Industrial complex rules:
-ICs that were present at the start of the game are permanent (i.e. ICs that were never purchased can never be destroyed).
-Purchased ICs can be destroyed at the defender’s discretion when the attacker wins the battle over that territory.
-An IC can only be placed in a territory that was in your possession at the start of your turn. Non-infantry units may only be placed at an IC that was there at the start of your turn. (this means once you take over a territory you have to wait 1 turn to build an IC and yet another turn to build units).
Commerce Raiding:
During every player’s collect income phase, the player counts up all the IPCs under his control (just like before), but before he actually collects the IPCs each opponent first gets to conduct commerce raiding to reduce that IPC count (Remember that collect income phase occurs before combat move phase).
When commerce raiding is performed: Commerce raiding is performed during any given player’s collect income phase when either an enemy naval unit is located in a SZ bordering an IC owned by that player and/or when an enemy fighter is located in a territory which borders one of those SZs. Enemy fighters located on a CV are considered naval units in that SZ. Enemy fighters located on a territory bordering more than one SZ which borders an enemy IC can only conduct commerce raiding on 1 of the SZs (the owner of the fighter chooses which SZ). An example of this is German fighters in W. Europe raiding either SZ 6 or 7.
How commerce raiding is performed: Every enemy naval unit/ fighter satisfying the above qualifications rolls a die to determine the number of IPCs that the opponent must surrender back to the bank. The number of IPCs surrendered is equal to the number rolled, however, units only do damage on rolls that would be considered a hit during combat when they are the attacking. For example, BBs will only do 1-4 IPCs of damage when they roll that respective number. Fighters will only do 1-3 IPCs of damage when they roll that respective number. Submarines conducting commerce raiding roll 3 dice instead of just 1.
Limits on commerce raiding: Only 1 roll from a surface naval unit/ fighter (either CV or land based) per SZ per turn may be counted when calculating the reduced number of IPCs. The 1 roll that is used is the roll that does the greatest amount of damage. (This rule is used to encourage players not to clump all surface units/ fighters in only 1 SZ bordering an enemy IC).
Notice that submarines, in addition to rolling 3 dice each instead of just 1, also aren’t grouped into the same limitation above because they aren’t surface naval units. Instead, only the best 3 rolls from subs may be counted per SZ per turn. This means that the total IPCs surrendered per SZ is the sum of 4 Numbers… the single best roll from surface/fighter units and the 3 best rolls from sub/s.
Maximum loss for commerce raiding: The maximum number of IPCs that can be surrendered to the bank during commerce raiding for each IC is equal to the maximum amount of IPC output of the IC less the number of ‘connected IPCs’ to that IC. More than 1 IC may be raided during the same collect income phase.
The maximum amount of IPC output of an IC is either 4 times the IPC value of that territory or the total number of IPCs collected by that nation for that turn, whichever is smaller.
Remember the definition of a connected territory, pertaining to infantry placement limits? Same definition here. A territory is connected only when there is a continuous line of friendly territories separating the territories of interest.
Here are a couple of examples: Let’s say UK counts up 30 IPCs before raiding. The maximum that can be raided from UK territory is 30 (since 30 is less than 4 times the IPC value of 8 ) minus 8 (since no other territories are connected to the island of UK). This is 30-8=22.
Now let’s do E. Canada with UK cashing out at 30 again. 12 (just 4*3) - 4 (E. Canada is connected to W. Canada 3+1=4… don’t count up US territory IPCs when calculating total connected IPCs for UK). 12 - 4 = 8.
Now India (still cashed out at 30) and only UK territory taken so far is Egypt. 12 - 5 (3 for India + 1 for Persia + 1 for Trans-Jordan)= 7.
You get the point. That’s all the rules to it. It’s not that much considering all the realism it incorporates into it. In case you’re wondering why the equation (total IPC output from IC) - (total connected IPCs) = (total amount that can be commerce raided) here’s the reasoning:
(total IPC output from IC):
Remember from IC purchase limitations per turn that no more than 4 times the IPC value of the territory may be placed at an IC per turn. This is where the first term comes from. Also, since no one can spend more IPCs than they have, I included the part about “or the total IPC count for the nation”.
(total connected IPCs):
The more the nation is connected to other friendly nations the less it is dependent on naval shipping to bring in supplies. This makes it so commerce raiding is more effective against the island of UK or Japan and less effective against Russia and Germany.
+++++A change was submitted and it made the multiplyer from 4 to 3 and removed the need to subtract. +++++
New possible SBR rules: ( note these are less clear)
bomber piece represents medium bombers and escorts.
AA gun piece now called “infrastructure defense” (or something like that… ideas for the name?) and represents units for both air defense (AA guns and interceptors) and coast defense (coast rtl and fortifications). Still costs 5 IPCs each.
Each infrastructure defense (ID for now) piece only rolls once during targeting (1 or 2 successfully targets) and if successfull then rolls to fire (hit on a 1). The number of dice rolled now depends on the number of ID pieces, not enemy air units. A max of 3 ID pieces can fire per territory per turn. ID pieces cannot move but can be placed in any territory that started the turn under your control (this means ID pieces are not built by ICs).
As for coastal defense, during any amphibious assault on that territory each ID piece (up to 3) rolls a die for targeting. For every roll of 1 or 2, 1 die is then rolled and every roll of 1 hits a transport. If hit, the transport and all units it is carrying are destroyed before the units are unloaded.
ID pieces in a territory that was SBRed do not fire in non-combat move phase, just like in box rules. Other territories still fire in non-combat like before. ID pieces can be destroyed at the defenders discretion when the territory is taken over.