National Advantages (optional)
Each player gets 6 National Advantages. The first item is standard. For the first 5 rounds, at the beginning of each round every player randomly selected a National Advantage. (Draw a chip or card from a bag). The randomly selected National Advantages come into effect immediately when the player reveals it any time in the game.
GERMANY
1. VII Submarine
Type VII U-boats were the workhorses of the German World War II U-boot-waffe that was based on a E-2 type, developed by Deschimag company for the Soviet Navy (produced in USSR as IX series). Type VII boats were most widely used submarines of the war and were built in the biggest series in the world – up to 700 units. Once per turn, up to two SS (submarine) can be purchased and placed in Germany for 6 IPC each provided no surface naval units are purchased there.
2. Panzer Grenadiers
During World War II, the Germans had troops that were designed for fighting alongside tanks. These were fully motorized units, so that they could at all times keep up with the tanks. Each of your ARM (tank) gives one matching INF (infantry) one additional movement point. The ARM and INF must leave from the same territory.
3. Atlantic Wall
The Germans fortified the European beaches with massive defensive concrete blockhouses that formed part of the German defensive "Atlantic Wallâ€. During any amphibious assault against Axis controlled Western Europe or Spain, all your INF (infantry) defend on a 3 during the first cycle of combat.
4. Fortress Europe
By protecting the Third Reich on all sides, Germany built fortified defensive lines and established strongpoint on key terrain in Europe. Your ART (artillery) in Southern Europe, Italy, Balkans, Spain, Western Europe, Germany and Eastern Europe has its defence increased by 1.
5. German 88’s
The German eighty-eight is probably the best known artillery piece of World War II. The 88 was the only weapon that possessed the punch to stop the Russian T-34 and KV tanks. Your ART (artillery) fire in opening-fire in the first cycle of combat. When declared, place 2 free ART in any original Germany territory you control, during the Mobilize New Units phase of this turn only.
6. Panzer blitz
German Panzers and Panzer Grenadiers steamed over the static Allied defences early in the war. If your attacking forces destroy all defending land units in a territory in one cycle of combat, any of your surviving ARM (tank) may move 1 territory during Non-combat Move phase.
7. Afrika Corps
To help Mussolini realize his dream of a new Roman Empire around the Mediterranean, Hitler sent the Afrika Korps with one of his great Generals (Rommel) to Africa. Once per game place 2 INF (infantry), 1 ART (artillery), and 2 ARM (Tank) for free in Libya during your Mobilize New Units phase if the Axis control Libya, Southern Europe (or Italy) and Germany.
8. Volkstrum infantry
The Volkssturm (literally translated as People’s Storm in the meaning of National Storm) was a German national militia of the last months of Germany’s Third Reich. It was founded on Adolf Hitler’s orders on October 18, 1944 and effectively conscripted all males between the ages of 16 to 60 years of age (who did not already serve in some military unit) as part of a German Home Guard. Once per game, the German player may purchase INF (infantry) for 2 IPC each. This cannot be performed unless a territory adjacent to Germany is controlled by any Allied player.
9. SS Panzer
Panzer Lehr was probably the best equipped formation in the Panzerwaffe. Its panzer regiment was filled with the latest Panther and Panzer IV models available. Moreover, all four of the infantry battalions were fully mechanised (as opposed to a single one of the four in ordinary panzer divisions), as were the division’s artillery and reconnaissance formations. 1 special ARM (tank) may be built per turn. A maximum of 4 can be on the map at any time. They have the same attributes as Heavy Tanks without requiring the Heavy Tank technology. They fire in Opening-fire.
10. Albert Speer & German Industrial rationalisation
Speer succeeded in multiplying war production four times over the two and a half years he was in command, and it reached its peak in 1944 during the height of the Allied strategic bombing campaign. On turn 5 the territory of Germany is worth 15 IPC per turn. One turn 6 the territory of Germany is 20 IPC per turn. But the original value for both economic attacks and Allied occupation.
11. Alpen festung
In 1945 “National Redoubt” was the English term used to describe the possibility that Adolf Hitler and armed forces of Nazi Germany would make a last stand in the alpine areas of Austria, Bavaria and northern Italy in the closing months of World War II in Europe. In German this concept was called the Alpenfestung (Alpine Fortress). The German player is allowed to create a “national redoubt” if the territory of Germany has been attacked by allied forces. During combat German units can retreat to this protected area even if all adjacent areas of the map are controlled by allied forces. All retreating units are converted to INF (infantry) to resemble a true ‘guerrilla’ campaign fought in the mountains of the Alps. Furthermore the Allies do not take the income of the territory Germany even if its subsequently captured by the allies. To take the income Allies must attack this protected area and must score two hits to remove one unit. Hits are allocated on damaged ‘guerrilla’ units first.
12. London blitz
The Blitz was the sustained bombing of the United Kingdom by National Socialist Germany in World War II. It was carried out by the Luftwaffe to retaliate the British bombing of Northern Germany and the preparathion for operation sealion. German FTR (fighters), but use DIV (Dive Bomber) if playing with the optional unit, may now participate in SBR attacks on the territory United Kingdom. They cause damage only on rolls of 1-3 with damage equal to what was rolled.
13. Plan Z
Plan Z was the name given to the planned re-equipment and expansion of the Kriegsmarine from 1935 onwards. The German player rolls three dice. The result equals the total of free IPC that must be spent on naval units this turn. Additional IPC may be allocated from your normal income to complete purchases.
14. Fifth column
The Germans used fascist organizations in Neutral nations to influence the people’s opinion. You convert one neutral one level toward your side each turn.
15. Operation Isabella
During World War II, Operation Isabella was a German plan to be put into effect after the collapse of the Soviet Union to secure Gibraltar and bases in Spain and Portugal for the continuation of the strangulation of Great Britain. Spain is an immediate ally to Germany as long as the Axis team first controls the Suez Canal and Gibraltar. All Spanish territories, units and income goes directly to Germany. This is unless Spain is at +4 or +5 level of cooperation.
16. German Infrastructure
At the start of WWII, Germany had the best road and rail network of Europe. During the Non-combat Move phase all German ground units in the territory Germany gain a plus 1 movement modifier.
During any turn, if the total economic attacks on the territory Germany exceed 50% of maximum value, this bonus does not occur for next turn.
ITALY
1. Regia Marina Italiana
When Italy entered World War II on 10 June 1940 Regia Marina was the fourth largest navy in the world and had a mix of modernised and new battleships. It challenged the Allies, mostly the British Royal Navy, for supremacy of the Mediterranean.
Once per turn, one naval unit can be purchased and placed in Italy for 2 IPC less than original cost.
2. Gustav Line
Hitler ordered a final defensive line south of Rome to protect the “soft underbelly†of Europe after Africa fell to the Allies. The Gustav Line, or the Winter Wall, held off many Allied amphibious landings. During any amphibious assault against Italy, all German and Italian ground units have their defence increased by 1 for the first cycle of combat.
3. Desert Tracks
Italian tanks were inferior to German and Allied ones. However, they were lighter and could travel the desert with ease. Italian ARM (tank) may blitz through Sahara.
4. Blackshirts
Black divisions were paramilitary organizations that were used to spread terror across Southern Europe. Once per game, if your capital gets attacked by at least one ground unit, you may place 2 INF (infantry) there for free before the Conduct Combat Phase.
5. Elevated Ground
Southern and South-Eastern Europe was scattered with mountains and high elevations. This gave many advantages to artillery especially Italian mountain guns. Gebirgsjägers (mountain troops) were the only ones besides aircraft who can operate effectively on these conditions. Your ART (artillery) in Southern Europe and Balkans defend on a 3.
6. Piggyback Tech
Italy shared the accomplishments of German scientists during WWII.
On the turn after Germany obtains a given technology, Italy gets it as well.
7. Home Defence
Every Italian or German INF (infantry) in Original Italian territories has their defence increased by 1 in the first cycle of combat, but never higher than 3.
8. Mediterranean Express
During Non-combat Move phase you may move 1 INF (infantry) from a territory adjacent Sea Zone 12, 13 or 14 to Libya. You need to be in control of Libya.
9. Afrika Korps
The Afrika Korps was formed, on February 12, 1941, after the German Armed Forces High Command (OKW) had decided to send an expeditionary force to Libya to support the Italian army, in their campaign against UK forces. Once per game, place 1 INF (infantry), ART (artillery), ARM (tank) in Libya for free during your Mobilize New Uunits phase You need to be in control of Libya.
10. Untrained Forces
The first time Italian forces meet a given Allied nation in battle, the Italians choose the order of loss for the Allied forces. This is designed to foster a “Kasserine” style result in Italy’s first encounters with enemy forces.
11. Frogmen
The Decima Flottiglia MAS was an Italian commando frogman unit created during the Fascist government. During Conduct Combat phase 1 INF (infantry) may attack 1 Allied surface naval unit that is adjacent to an Italian held territory containing the INF. Italy specifies targets. Infantry rolls normal attack and if successful the ship is destroyed. Failure is loss of infantry. This attack precedes all normal combat in the sea zone.
12. Fascists friendship
If you control Malta and Gibraltar, Franco of Spain will join your side. All Spanish territories, units and income go directly to Italy. This is unless Spain is at +4 or +5 level of cooperation.
13. Balkan support
During WWII Hungary, Romania and in lesser amounts Bulgaria supported the Axis forces with man and material. Once during the game, if in control of the Balkans, you may place 1 INF (infantry), 1 ART (artillery) and 1 ARM (tank) for there free.
14. Kesselring
For every Italian AP (transport) in the Mediterranean, the German player can move one land unit for free in Non-combat Move phase each turn.
JAPAN
1. Patriotism
The Japanese are a people filled with honour, they would have rather died for their emperor then surrendered. Once per turn, 3 INF can be purchased and placed in Japan for 5 IPC.
2. Tokyo Express
The Japanese High Command used destroyer convoys to ferry infantry. Allied forces at Guadalcanal dubbed this the “Tokyo Express”.
Each of your DD (destroyer) may act as a transport for one INF (infantry). These DD follow the same rules for loading and offloading units as AP (transport) do. Your DD still fight in combat as normal.
3. Kamikaze Attacks
A terrifying development was the Japanese suicide tactics as a desperate means of slowing the Allied advance. The Japanese used pilots who only knew how to take off and dive into their target with an aircraft full of explosives.
You may make six Kamikaze attacks during the game. Kamikazes are not represented by a unit. These attacks may be launched if an Allied player move ships within 2 sea zones from Japan, after all combat movement has been completed. Kamikaze may target specific enemy ships, except for SS (submarine). They attack on a roll of 2 or less. This attack precedes all normal combat in the sea zone. Before any Kamikaze rolls you must announce all target(s). If a Kamikaze is used during the enemy’s turn it counts as a naval battle in the sea zone. This attack precedes all normal combat in the sea zone.
4. Long Lance Torpedoes
The Japanese Navy possessed superior torpedoes in comparison with its Western counterparts, possessing an unequalled combination of speed, range, and hitting power. It was the most advanced in the world and US sailors referred to them as “Long Lanceâ€.
Your SS (submarine) has attack increased by 1 in the first cycle of combat.
5. Super Dreadnoughts
Dreadnoughts or leviathans like Yamato and Musashi were the largest and most powerful battleships the world has ever seen. Yamato was armed with with nine 46 cm main guns. It 1945 it sank after absorbing 8 bombs and at least 13 torpedo hits
Your BB (battleship) take 3 hits and hits destroy any unit immediately.
6. Dug-In Defences
The Japanese introduced the tactic of endurance engagements intended to inflict maximum casualties. This tactic included bunkers and pillboxes connected by tunnels.
All your INF (infantry) and PARA (paratrooper) on islands are immune to shore bombardment and has their defence increased by 1.
7. Banzai Attacks
A fearsome rallying cry of the Imperial Japanese Army, “Banzai!â€, meant “May you live ten thousand years.â€
When you begin an attack with only INF (infantry), you may declare a Banzai attack. All those INF attack on a 2 in the first round of combat and may not retreat. This also applies to any amphibious assault in which all your land units consist of only INF.
8. Mounted Infantry
A mixture of horses and tanks was common in the Imperial Army.
Your INF (infantry) may move 2 spaces. They may not blitz.
9. Shinyo suicide boats
These boats were typically equipped with two depth charges as explosives or a bow mounted explosive charge. Around 6,200 “Shinyo†were produced for the Imperial Japanese Navy.
At the start of a naval combat, you may designate as many of your AP (transport) as suicide boats. Each designated AP targets one enemy naval unit. They may declare a secondary target, so if primary target is already destroyed it attempts to destroy the secondary target. One suicide boat at a time, roll a die hitting on 3 or less and itself is destroyed after rolling in the first cycle of combat.
10. Guerrilla Tactics
Japanese infantry operated well on forests because they employed guerrilla tactics.
Your attacking INF (infantry) and ARM (tank) fire in opening-fire in the first cycle of combat in Islands in the Pacific, China, Kwantung, French Indo China, and India.
11. Imperial Guard
The Japanese Imperial Guard were elite soldiers that protected the Emperor. They were also used for military operations on a limited basis.
Once per game, if Japan gets attacked by at least one land unit, you may place 2 INF (infantry) there before the Conduct Combat Phase.
12. The Indian National Army
The Indian National Army (I.N.A) or Azad Hind Fauj was the army of the Arzi Hukumat-e-Azad Hind (provisional government of Free India) which fought along with the Japanese 15th Army during the Japanese Campaign in Burma, and in the Battle of Imphal, during the Second World War.
Once during the game when you launch an attack on India, you may place 2 INF (infantry) for free on the battle board. If you capture India this turn and control India at the beginning of your next turn you may place 1 INF (infantry) for free at India.
13. East Wind Rain
“East wind, rain” was the coded Japanese radio message that launched events leading to the sneak attack at Pearl Harbor December 7th 1941.
When declared, all your units in naval combat have attack increased by 1 in main-round fire.
14. The Kantokuen Plan
To keep the true reasons secret, the build-up at Manchuria was called the “Special Maneuvers of the Kwantung Army,” or KANTOKUEN for short. The 400,600 troops in the Kwantung Army were suddenly stepped up to over 700,000, and some billion Yen in military funds were expended only upon KANTOKUEN.
Once per game, if you attack USSR from Manchuria, you may place 2 INF (infantry), 1ART (artillery) and 1 ARM (tank) there for free.
15. Greater East Asia Co Prosperity Sphere
The Greater East Asia Co-Prosperity Sphere concept was an attempt by Japan to create a self-sufficient “bloc of Asian nations led by the Japanese and free of Western powers”.
For every UK territory captured in Asia, you receive double income in the first Collect Income phase.
16. Tiger of Malaya
General Tomoyuki Yamashita was a general of the Japanese Imperial Army during the World War II era. He was most famous for conquering the British colonies of Malaya and Singapore, earning the nickname The Tiger of Malaya.
In attacks against UK in Asia, all land units attack increase by 1 in the first cycle of combat.