Global 1940 enhanced.
Allies and Russia vs European Axis and Japan Empire
Allies and European Axis move, conduct combat and research as one power, but incomes are tracked separately (similar to how UK is treated OOB) for each as follows:
Allies. USA + UKEuro + UKPac + France + China + ANZAC.
-All South American gains go to Atlantic USA.
-All Pacific islands gained go to Pacific USA, with the exception of all the Dutch islands.
-Dutch islands go to ANZAC
-All other gains go to UK
-Movement restrictions for China does not change from OOB
-USA income must be split 50/50 between the Pacific and Europe board. Odd numbered IPCs can go either way.
European Axis. Germany + Italy
-All African gains go to Italy.
-All other gains go to Germany.
Turn order:
1-European Axis
2-Russia
3-Japan
4-Allies
Setup Changes:
Axis:
SZ96 - remove destroyer and transport
SZ95 - remove submarine
Ethiopia - remove artillery
N Italy - remove bomber, add fighter
S Italy - remove fighter, add tactical bomber
S Italy - remove fighter
Tobruk - remove artillery
Italian Somaliland - remove infantry
Allies:
SZ71 - add UK transport
SZ98 - remove tactical bomber, carrier, destroyer and transport.
SZ92 - add tactical bomber, carrier and destroyer
SZ4 - add Soviet submarine
UK(London) - add artillery
Alexandria - remove tank
Egypt - add tank
Malta - remove fighter, infantry and AAA
Gibraltar - add Airbase and infantry
Ukraine - add artillery
Sakha - add 2 artillery
Map restriction/Soviet bonuses: No Allied units may enter any original Soviet territories at any time during the game.
**Soviet Mobile Industry:**If Japan declares an unprovoked declaration of war Russia, Russia may place one minor IC on any of the following territories on its following turn: Buryatia, Sakha, Amur, Siberia. If Russia is first to dow, it may place the IC, but at full cost. (12 IPCs)
Soviet Winter: Once per game, while at war, Russia may declare a severe winter. No units may make any combat moves within original Russian territories during this severe winter, even if units begin their turn outside of those territories. Noncombat moves may be made, with a maximum movement of 1. (Tanks and Mech can move only 1, VC rail movement is frozen) Air and Naval bases in original Russian territories during the severe winter are inoperable. Air units may make normal moves during noncombat, except do not get bonus range from airbases that are in original Russian territories. All ICs within original Russian territories produce at half capacity, rounded down. Minor ICs may only produce 1 unit during the severe winter, major IC 5 units. Damaged facilities cost 2 IPCs per damage marker to repair during the severe winter. The severe winter will last for 1 full round, and is over after the European Axis next turn, before Russia’s next turn begins.
Unit changes:
Anti Aircraft Artillery: AAA now acts as a normal unit outside of AA rolls. They no longer are restricted to non combat moves and attack/defend at 1/1. No changes to Anti Aircraft rolls. AA rolls are defense only (# of dice rolled does not change from OOB) AAA price remains at 5.
-Price Changes
Naval/Air bases: 12 IPCs.
Submarines: 7 IPCs.
Destroyers: 8 IPCs.
Cruisers: 10 IPCs.
Battleships: 18 IPCs.
Carriers: 15 IPCs.
Transports: 6 IPCs.
-A transport, when empty, may move 3 spaces during noncombat move. Does not stack with naval base bonus.
-Transport ‘evasive maneuvers’, each transport caught undefended by an attacking warship or plane may roll 1 dice. A roll of a 1 is a successful evasive maneuver and that transport is removed from battle and placed back on the game board, a transport that evaded an enemy attack while undefended may not unload units until its next turn.
Scorched Earth. At the beginning of a powers turn, that power may damage any facility he or she sees fit up to the maximum damage that facility may take per OOB rules. Any damaged facilities in this new phase are treated as if they were damaged before said players turn, and all rules regarding damaged facilities apply OOB. So you cannot ‘have your cake and eat it too’. That is, you cannot damage your naval base and then repair a battleship on the same turn. Likewise you cannot damage and repair a single facility on the same turn.
Neutral blocks. If a strict neutral territory is attacked by one side, all the strict neutrals in that block immediately are mobilized for the second side. Their incomes are added to their respective powers, and the units may move/attack freely. Mongolia is the only block that will join either Russia or Japan. See Allies and European Axis at the top to determine who gets each neutral if they become mobilized.
Mongolian block: (all Mongolian territories) Rules remain unchanged from OOB, Mongolia is not tied to any other neutral block.
South American block: Venezuela, Columbia, Ecuador, Peru, Bolivia, Paraguay, Uruguay, Argentina, Chile.
European block: Portugal, Spain, Switzerland, Sweden.
African block: Rio de oro, Portuguese guinea, Sierra Leone, Liberia, Angola, Mozambique.
Middle-eastern block: Turkey, Saudi Arabia, Afghanistan.
Neutral militia setup changes:
Sweden: 4 INF, 1 ART, 1 AAA
Yugoslavia: 4 INF, 1 ART
Spain: 4 INF, 1 ART, 1 AAA
Turkey: 5 INF, 1 ART, 1 ARM, 1 AAA
Strategic Rail Movement. During the noncombat move phase, all friendly victory cities give +1 movement to all land units who were in that territory at the beginning of the turn. (Similar to air and naval bases with regards to air and naval units)
National Objectives-Replace all NOs with the following:
Germany
When Germany Is Not at War with the Soviet Union:
� 5 IPCs representing wheat and oil from the Soviet Union.
Theme: Beneficial trade with the Soviet Union.
When Germany Is at War with the United Kingdom and France:
� 5 IPCs if Germany controls Denmark and Norway while Sweden is not either pro-Allies or Allied-controlled. Theme: Access to iron ore and other strategic resources.
� 2 IPCs per territory if Germany controls Iraq, Persia, and/or Northwest Persia.
Theme: Access to strategic oil reserves.
� 3 IPCs if a German land unit occupies Axis controlled Egypt.
Theme: Access to strategic oil reserves.
When Germany Is at War with the Soviet Union:
� 5 IPCs per territory if Germany controls Novgorod (Leningrad), Volgograd (Stalingrad), and/or Russia (Moscow)
Theme: High strategic and propaganda value.
� 5 IPCs if an Axis power controls Caucasus.
Theme: Control of vital Soviet oil production.
Soviet Union
When the Soviet Union Is at War:
� 3 IPCs for each Axis or neutral territory with an IPC value of 1 or more that the Soviet Union controls.
Theme: Propaganda value and spread of Communism.
When the Soviet Union and the United States are both at war with Germany:
� 5 IPCs if sea zone 125 is free of Axis warships and Archangel is controlled by Russia.
� 5 IPCs if sea zone 4 is free of hostile Axis warships and Soviet Far East is controlled by Russia.
� 5 IPCs if sea zone 80 is free of Axis Warships and Persia, NW Persia and Caucasus are controlled by the Allies.
Theme: Access to Allied Lend Lease materials.
Japan
When Japan Is Not at War with the United States:
� 10 IPCs if Japan is not at war with the United States, has not attacked French Indo-China, and has not made an unprovoked declaration of war against United Kingdom/ANZAC.
Theme: Strategic resource trade with the United States.
When Japan Is at War with the Western Allies:
� 5 IPCs if Axis powers control at least 3 of the following territories: Guam, Midway, Wake, Gilbert and/or Solomon. Theme: Strategic outer defense perimeter.
� 5 IPCs if Axis powers control all of the following territories: Sumatra, Java, Borneo, and Celebes. Theme: Strategic resource centers.
� 5 IPCs if Axis powers control all Chinese territories.
Theme: Elimination of largest Asian opposition to the Co-Prosperity Sphere.
� 5 IPCs per territory if Japan Axis powers control Inda, New South Wales, Hawaii, and/or Western USA. Theme: Major Allied power centers.
France
� When the territory France is liberated from Axis control for the first time, France may immediately place up to 12 IPCs worth of units on the territory France.
Theme: National Liberation and National prestige.
United Kingdom
When the United Kingdom Is at War in Europe (awarded to the Europe economy):
� 5 IPCs if Sea Zones 101-110 are free of axis warships
Theme: Security of shipping routes in the North Atlantic
� 5 IPCs if the UK controls all of its original territories in its European economy.
Theme: Maintenance of the empire considered vital national objective.
When the United Kingdom Is at War with Japan (awarded to the Pacific economy):
� 5 IPCs if the United Kingdom controls both Kwangtung and Malaya.
Theme: Maintenance of the empire considered vital national objective.
ANZAC
When ANZAC Is at War with Japan:
� 5 IPCs if Allies control Malaya and ANZAC controls all of its original territories.
Theme: Malaya considered strategic cornerstone to Far East British Empire.
� 5 IPCs if the Allies (not including the Dutch) control Dutch New Guinea, New Guinea, New Britain, and the Solomon Islands. Theme: Strategic outer defense perimeter.
Italy
When Italy Is at War:
� 5 IPCs if there are no Allied surface warships in the Mediterranean Sea (sea zones 92 through 99). Theme: Propaganda and strategic advantage.
� 5 IPCs if Axis powers control at least 3 of the following: Gibraltar, S France, Greece and Egypt. Theme: Greater Roman Empire.
Theme: Mediterranean dominance and security from Allied air power.
� 5 IPCs if Axis powers control all of the following territories: Morocco, Algeria, Tunisia, Libya, Tobruk and Alexandria. Theme: Stated North African military objectives.
� 2 IPCs per territory if Italy controls Iraq, Persia, and/or Northwest Persia.
Theme: Access to strategic oil reserves.
United States
When the United States Is at War: (In relation to sovereignty and War-time production.)
� 10 IPCs if the United States controls all of the following territories: Eastern United States, Central United States, and Western United States. Theme: Basic national sovereignty.
� 5 IPCs if the United States controls all of the following territories: Alaska, Aleutian Islands, Hawaii, Johnston Island and Line Island.Theme: National sovereignty.
� 5 IPCs if the United States controls all of the following territories: Mexico, SE Mexico, C America and the W Indes. Theme: Defense treaty and trade obligations.
� 5 IPCs if the United States controls Philippines.
Theme: Center of American influence in Asia.
� 5 IPCs if there is atleast 1 American land unit in the territory France.
Theme: Great Alliance Collaboration
China
When China is at war:
� 6 IPCs if the Burma Road is totally open. Allied powers must control India, Burma, Yunnan and Szechwan. China is also permitted to purchase artillery if the Burma Road is open.
Theme: Chinese military supply line corridor.
Technology rules:
-Each power (European Axis and Allies considered one power) will receive tech tokens, based on their current production value at the beginning of their respective turns.
-Additional tokens may not be purchased.
-Only nations at war participate. (USAs income not counted until it enters a state of war)
-National Objective income does not count towards tech rolls, neither does IPCs saved.
-China’s income will never count toward Allied tech roles.
0-24IPCs = 0 Rolls
25-49IPCs = 1 Roll
50-99IPCs = 2 Rolls
100+IPCs = 3 Rolls
Each turn each nation rolls for each token in all categories it has a token in. A 6 is a breakthrough, a 1 is a token lost. If a breakthrough is achieved roll to see what technology you receive. Once you get a breakthrough within a category, all other tokens within that category are removed. Other categories are not effected by success/failure in another categories. Unsuccessful tokens not lost, remain until that powers next turn.
Tech categories:
Army Doctrine
(1-2)Paratroopers: From Airbases. OOB, Consult Rulebook.
(3-4)Adv Artillery: Can pair 2 infantry units with 1 artillery.
(5-6)Improved Mech: Mech can blitz alone. Mech can pair with a tank for +1 attack (1:1) A Mech cannot pair with both a tank and an artillery.
Naval & Aviation Technology
(1-2)Super Submarines: Attacking submarines hit on a 3 or less.
(3-4)Rockets: Rockets from airbases. One rocket attack per airbase. Range 4. Damage 1D6. Airbase must be operational. Rockets are susceptible to AA.
(5-6)Radar: AA rolls hit on a 2 or less.
Infrastructure
(1-2)Increased Factory Production: Minor IC produces at 4, Major IC produces at 12. Repair 2 damage for each 1 IPC. Maximum damage not increase.
(3-4)Improved Shipyards: Shipyards may produce non capital naval units as a minor IC. Treat the base as both a naval base and a minor IC. It may produce transports, submarines, destroyers and cruisers only.
(5-6)War Bonds: Collect an additional 1D6 IPCs during the collect income phase.
Combat Aviation
(1-2)Jet Fighters: Attacking fighters defend on a 5 or less. Become a A3D5 unit. Jet fighters intercept SBR at a 2 or less.
(3-4)Long Range Aircraft: +1 to range of all aircraft. Stacks with airbase bonus to +3.
(5-6)Heavy Bombers: Strategic bombers roll 2 dice when attacking or strategic bombing. Select the best result (dice does not add). LL roll = 5. (LHTR)