Minor Note: Any rules that exist in the 2nd edition still apply unless something here overrides it, with the exception of National Objectives, 2nd editions ones are ignored entirely and replaced. Also, some of this is not originally from myself.
Some credits to Young Grasshopper, Baron Munchhausen, SS, and Oztea.
NEW Unit Rules:
Submarines cost 7 IPCs now.
Each Destroyer may now only disable one Submarine’s abilities.
Major Factories get 1 extra roll in AA fire following bombing
Anti Aircraft Artillery may now be used in Attacks, this means firing at 3 air units during an attack phase, but only during the first round, much like when they defend, their cost is now 6.
Transports may now carry any two land units.
Strategic Bombers can only attack at 2 against naval units.
Strategic Bombers only receive a +2 bombing damage bonus if they depart from an operational Airbase.
Cruisers cost 11 IPCs now.
NEW Amphibious Assault Rule: Any land units, except Anti Aircraft Artillery, in the defending territory will be given +1 in defense.
NEW Impassable Territory Rules: Air Units may move over Impassable territories, but it costs 1 extra movement to do so. The Sahara is a unique exception to this, the borders on the map are treated as traditional borders for Air Units, but the Sahara also adds an extra space between these territories, thus it would cost, for example, 4 movement points to move from Algeria into Anglo Egyptian Sudan.
NEW Neutral Flyover Rules: Air Units may move over friendly Neutral territories
NEW Tech Chart (Optional): The tech chart itself has 12 techs to choose from, it costs 10 IPCs to purchase a tech token, you then select a tech, and a roll of 1 is needed to gain this technology, if successful, the tech will not be activated till the Activate Technology phase of your next turn, if it fails, then you will keep the dice, and the value needed for the technology to activate will increase by 1 (in other words, now you only need a 1 or 2 to activate it) for your next Tech Development phase, if it fails again, then the process will continue till you finally get the tech (or if the value has reached 6, in which case, it’s a guarantee).
1. Heavy Tanks: Tanks may now absorb 1 extra hit, while attacking, for every enemy Tank to controller’s Tank
2. Efficient Industrialization: Every time the following type of unit is purchased, the second purchase of similar unit is reduced; Land units 1 IPC less, Air units and minor naval units 2 IPCs less, Capital naval units 4 IPCs less
3. Jet Engines: All air units may now move 1 more space
4. Advanced Mechanization: Mechanized Infantry may now move 1 more space
5. Rocket Systems: Factories may bomb Facilities up to 4 spaces away
6. Increased Transportation: Battleships, Cruisers, and Destroyers may carry one Infantry
7. Improved Artillery: Artillery now supports 2 Infantry/Mechanized Infantry in attacking, and supports 1 Infantry/Mechanized Infantry in defense by a value of 1
8. Paratroopers: One Infantry unit of the controller, in a territory containing the controller’s Air Base, may attack a land territory up to 4 spaces away
9. Better Shipyards: All naval units, in a sea zone bordering the controller’s Naval base, now move 1 more space
10. Dive Bombers: Tactical Bombers, unless the territory contains a Anti Aircraft Artillery, may sneak attack land units
11. Super Carrier: Aircraft Carriers can now carry 3 Fighters/Tactical Bombers
12. Specialized Submarines: Submarines may attack twice, this ability is disabled if a Destroyer is present, per Destroyer per Submarine
NEW Turn Sequence: Activate Technology > Tech Development > Politics > Repair Facilities > Unit Production > Combat Movement > Bombing > Combat > Non Combat Movement > Place New Units > Collect Territorial Income > Collect Objective Income > Convoy Disruption
NEW Turn Order: France > Germany > United Kingdom > Soviet Union > Japan > ANZAC > United States > Italy > China
NEW Political Situation:
United Kingdom and ANZAC are politically the same power.
France, United Kingdom, and ANZAC are at war with Germany, Japan is at war with China
Two Powers of the same alliance may not enter one another’s territory unless they share a state of war with at least one enemy power. This rule also applies to Canals and Straits.
Germany way freely declare war at any time.
Italy may freely declare war at any time.
While Italy is neutral, no Allied units may move into Sea Zones 95, 96, and 97.
Japan may freely declare war at any time.
The Soviet Union may not declare war on a European Axis power till round 4 unless: London has been captured; Germany or Italy captured Turkey, Northwest Persia, Persia, Eastern Persia, or Afghanistan.
The Soviet Union may freely declare war on Japan at any time.
United Kingdom, ANZAC, and France may not declare war on Italy till round 2.
United Kingdom, ANZAC, and France may freely declare war on Japan at any time.
The United States may not declare war on an Axis power till round 4 unless: London, Calcutta, or Sydney has been captured; the Axis have captured all originally Chinese territory; Japan declared war on the United Kingdom, ANZAC, or France; Any Axis naval units enter Sea Zones bordering United States territory.
The United States may capture Dutch territory during it’s Non Combat Movement phase, if it’s at war with at least 1 Axis power, unless the territory was already captured.
The United States, while neutral, may only move naval units on both the Pacific and Europe halves of the game if they border a United States territory.
China may not declare war on a European Axis power unless: The Soviet Union is at war with Japan, and at least one European Axis power.
*The term any time is referring to any round of said power’s Politics phase.
NEW Capital Rules: The first time a enemy capital is captured, the enemy power’s IPCs are plundered to the capturer, any other times for the same capital, will only result in the enemy power’s IPCs being destroyed.
NEW Factory Rules: When a Major Factory is captured, it is reduced to a minor, if a Minor Factory is captured, it is destroyed, the exception to this is if it’s being liberated, then the Minor Factory will remain. In addition, Minor Factories may be built on Islands.
NEW Special Chinese Rules:
China may only enter the following territories: All originally Chinese territories, Korea, French Indo China, Kwangtung, Burma, India, Siam, Shan State, Malaya, Formosa, Hainan, the Mongolian territories, Sea Zones 19, 20, and 36.
At the start of China’s turn, a Chinese Infantry is spawned in each non-coastal Chinese territory under Axis control that does not contain at least one Axis land unit. These “guerrillas” engage in combat wherever they are spawned and may not be moved until China’s next turn.
China may not build in newly captured territories, nor territories that were not originally Chinese.
China may only build up to the territories’ value.
China may only exit it’s restricted territories if: All Chinese territories are under their control at least once; Moscow, Syndey, Calcutta, or London has been captured; Tokyo has been captured.
If all Chinese territories have been captured, the one who took the most will plunder China’s IPCs, much like capturing a capital, this can only be done the first time, any other time will only result in China’s IPCs being destroyed.
China may not enter the Tech Development phase nor the Activate Technology phase.
NEW Soviet Mobilization: If the Soviet Union enters a state of war with European Axis power: remove the Minor Factory in Russia, and place Major Factory in Russia; place a Minor Factory in Volgograd; place a Minor Factory in Novgorod; place a Minor Factory in Ukraine. If a territory in question already has the listed new unit, then ignore this territory and move on to the next one in this rule.
NEW American Mobilization: If the United States enters a state of war with any Axis power: remove the Minor Factory in Western United States, and place a Major Factory in Western United States; remove the Minor Factory in Central United States, and place a Major Factory in Central United States; remove the Minor Factory in Eastern United States, and place a Major Factory in Eastern United States. If a territory in question already has the listed new unit, then ignore this territory and move on to the next one in this rule.
NEW Mongolian Rules: If Japan attacks a Soviet unit or territory bordering a Mongolian territory, then immediately all Mongolian territories will be Soviet controlled, and all the units within them will be Soviet units. If the Soviet Union attacks a Japanese unit or territory bordering a Mongolian territory, then this rule is disabled.
NEW Russian Winter: Once per game, the Soviet Union player may declare a Russian winter on one of it’s original territories that is under control of an Axis power, and mark it with the Russian Winter token, Axis units in this territory may not move out of the territory, nor can Axis units repair in it, or Axis units outside move into it or over it. This lasts till the Soviet Union player’s next turn, after of which, remove the Russian Winter token.
NEW Victory Conditions: This setup uses Young Grasshopper’s victory objectives, with the exception of the R&D bit about being unable to purchase tokens, in this setup, you may do so if the rule is enabled, but you also get a free technology as a reward if you achieved the victory condition, if the Tech Development phase is disabled however, then the whole reward of the R&D rule is ignored.
Once a victory objective is achieved, a victory token will be awarded, the side with the most victory tokens at the end of the day wins the game. Victory tokens are awarded immediately upon completion regardless of when, or how the objective was achieved, and a token can never be taken away or awarded twice for the same objective. It doesn’t matter which game round the game ends, however, a win or a tie can only be declared at the end of a full game round.
The first that collects 3 (Short Game), 5 (Normal Game), or 7 (Long Game) wins.
Here is a list of all victory objectives for each side.
Axis Powers:
- London
The Axis control London
(R&D) *The nation that takes control
- Moscow
The Axis control Moscow
(R&D) *The nation that takes control
- Calcutta
The Axis control Calcutta
(R&D) *The nation that takes control
- Sydney
The Axis control Sydney
(R&D) *The nation that takes control
- North Africa
The Axis control Morocco, Algeria, Tunisia, Libya, Tobruk, Alexandria, and Egypt.
(R&D) *The nation with the most
- Pacific
The Axis control 6 victory cities on the Pacific map
(R&D) *The nation with the most
- Europe
The Axis control 7 victory cities on the Europe map
(R&D) *The nation with the most
- Global Economy
All 3 Axis powers have a combined total of 136 IPCs on the income tracker
(R&D) *The nation with the most
Allied Powers:
- Berlin
The Allies control Berlin
(R&D) *The nation that takes control
- Rome
The Allies control Rome
(R&D) *The nation that takes control
- Tokyo
The Allies control Tokyo
(R&D) *The nation that takes control
- Africa
The Allied powers control all territories on the continent of Africa
(R&D) *The United Kingdom Europe
- Paris Liberation
The Allies have liberated Paris
(R&D) *The nation that takes control
- Philippines Liberation
The Allies have liberated the Philippines
(R&D) *The United States
- Asia
The Allies control the Burma road as well as Hong Kong and Shanghai
(R&D) *The United Kingdom Pacific
- Pacific Fleet
There are no Japanese Capital ships on the board
(R&D) *The United States
NATIONAL OBJECTIVES:
FRANCE “Vive La France”:
Maintance of Empire: +9 IPCs for France to control all of it’s original territories
National Prestige: +2 IPCs for each French controlled territory: Holland Belgium, Denmark, Norway, Poland, Greater Southern Germany, Albania, and Ethiopia
Liberation of France: +12 IPCs worth of units for France the first time Paris is liberated, these units are then placed in Paris
GERMANY “The Third Reich”:
Trade and Training: +6 IPCs for Germany to be neutral to the Soviet Union
Lebensraum: +1 IPC for each German controlled territory: Baltic States, Eastern Poland, Bessarabia, Belarus, Western Ukraine, Ukraine, Smolensk, Bryansk, and Rostov
Swedish Iron Ore: +4 IPCs for control of Norway, and Sweden being neither Pro Allies or Allied controlled.
War Fever: +8 IPCs for the first time Germany captures Paris
National Prestige: +10 IPCs for the first time Germany captures London
Strategical Middle Eastern Oil Reserves: +2 IPCs for each German controlled territory: Iraq, Northwestern Persia, Persia, Saudi Arabia, and Caucasus
South American Expedition: +2 IPCs for German or Italian control of at least 1 South American territory
Propaganda Boost: +4 IPCs for Axis control of Stalingrad or Leningrad
Atlantic Wall: +3 IPCs for Germany to be at war with the Soviet Union, and in the control of Normandy Bordeaux, Holland Belgium, Western Germany, Denmark, and Norway, and have at least 1 German land unit in all these territories
UNITED KINGDOM “Their Finest Hour”:
Maintance of Western Empire (Europe): +6 IPCs for United Kingdom to control all of it’s original territories in the European half
Control of the Atlantic (Europe): +4 IPCs for there to be no Axis submarines in the Atlantic, except for the Mediterranean, Black Sea, and Baltic Sea
Maintance of Eastern Empire (Pacific): +6 IPCs for United Kingdom to be at war with Japan, and to control all of it’s original territories in the Pacific half
Security of the Pacific (Pacific): +4 IPCs for United Kingdom to be at war with Japan, and there are no Axis warships in Sea Zones 37, 38, 39, 41, 42, 43, and 44
SOVIET UNION “Call of the Motherland”:
Oil Reserves: +4 IPCs for the Soviet Union to be at war with a European Axis power, and in the control of Caucasus
Atlantic Supply Line: +3 IPCs for the Soviet Union to be at war with a European Axis power, Archangel and London to be Allied controlled, and Sea Zone 125 free of Axis warships
Persian Supply Line: +3 IPCs for the Soviet Union to be at war with a European Axis power, Persia and Union of South Africa to be Allied controlled, and Sea Zone 80 free of Axis warships
Siberian Supply Line: +3 IPCs for the Soviet Union to be at war with a European Axis power, Amur and Hawaiian Islands to be Allied controlled, and Sea Zone 5 free of Axis warships
Spread of Communism: +1 IPC for Soviet control of each originally Axis or Pro Axis territory
National Prestige: +7 IPCs for the Soviet Union to be at war with a European Axis power, and there to be no non Soviet allied units in Soviet controlled territory
JAPAN “East Asia Co-Prosperity Sphere”:
Security and Honour: +4 IPCs for Japan to be neutral to the Soviet Union
Primary Oil Supplies: +12 IPCs for Japan to be neutral to the United States, has not declared war on France, United Kingdom, or ANZAC, and has not attacked French Indo China, Borneo, Java, Sumatra, and Celebes
New Source of Oil: +5 IPCs for Japanese control of Sumatra, Java, Borneo, and Celebes
Pacific Sphere of Threat: +3 IPCs for Axis control of Phillippines, Guam, Wake Island, Midway, Gilbert Island, Solomon Islands, and New Britain
Control of Vital Defensive Islands: +3 IPCs for Japan to be at war with the United States, United Kingdom, and ANZAC, and Axis control of Marianas, Marshall Islands, Caroline Island, Iwo Jima, Paulau Island, and Okinawa
New Chinese Colony: +5 IPCs for Japanese control of all originally Chinese territories, Hainan, and Formosa
Siberian Oil Regions: +2 IPCs for Japanese control of Yenisey, Yakut S.S.R., Buryatia, Sakha, Amur, Siberia, and Soviet Far East
Breaking of the Status Quo: +2 IPCs for each Japanese controlled territory: Malaya, Burma, Kwangtung, Hawaiian Islands, Calcutta, and Sydney
Projection of Power: +5 IPCs for Axis control of Central America, Mexico, or Southeast Mexico
ANZAC “Defense of the Crown”:
Maintance of Oceanic Region of Empire: +4 IPCs for ANZAC to control all of it’s original territories, and Allied control of Dutch New Guinea, New Hebrides, Malaya, and Gilbert Islands
Maintance of Dutch Oil Supplies: +6 IPCs for Allied control of Sumatra, Borneo, Java, and Celebes
Aiding of the Empire: +3 IPCs for there to be at least 1 ANZAC land unit in Egypt
UNITED STATES “Day of Infamy”:
Full War Economy: +25 IPCs for the United States to be at war, and in the control of Western United States, Central United States, and Eastern United States
Western Theatre Defense: +4 IPCs for the United States to be at war, and in the control of Alaska, Aleutian Islands, Hawaiian Islands, Johnson Island, and Line Islands
Pacific Influential Centre: +6 IPCs for the United States to be at war, and in the control of Philippines
National Prestige: +1 IPC for each territory that contains a United States land unit: Normandy Bordeaux, Southern France, France, Holland Belgium, Western Germany, Denmark, Southern Italy, Northern Italy, Eire, Spain, and Portugal
Staging Grounds for Invasion: +5 IPCs for the United States to be at war, and Allied control of Iwo Jima, New Britain, New Guinea, Dutch New Guinea, Paulau Island, Okinawa, Solomon Islands, and Caroline Islands
American Coalition: +3 IPCs for American control of Mexico, Southeast Mexico, Central America, West Indies, Greenland, Suriname, and Brazil
ITALY “New Roman Empire”:
Greater Italian Lake: +5 IPCs for Italy to at war with the United Kingdom, ANZAC, and France, and there to be no Allied warship naval units in the Mediterranean
Regaining Lost Roman Possessions: +1 IPC for each Italian controlled territory: Switzerland, Greece, Yugoslavia, Turkey, Spain, Portugal, Syria, Trans-Jordan, Iraq, Northwestern Persia, Persia, Eastern Persia, Saudi Arabia, and Egypt
Strategic Mediterranean Positions: +4 IPCs for Axis control of Gibraltar, Malta, Cyprus, and Crete
Maintaining of the Kingdom: +6 IPCs for Italy to be at war with the United Kingdom, ANZAC, France, and be in the control of Northern Italy, Southern Italy, Sardinia, and Sicily
East African Thorn: +2 IPCs for Axis control of Ethiopia, British Somaliland, and Italian Somaliland
North Africa Conquered: +6 IPCs for Axis control of Morocco, Algeria, Tunisia, Libya, Tobruk, and Alexandia
CHINA “United Chinese Front”:
National Prestige: +5 IPCs for there to be no non Chinese allied units in Chinese controlled territory
Burma Road: +3 IPCs for Allied control of the Burma road territories, China also gains the ability to purchase Artillery and Anti Aircraft Artillery