Grasshopper & Gargantua's 3G40 Deluxe Edition (Updated October 20th, 2018)

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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_
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    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
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    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 Francisco

    ALLIED 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 technology

    NEUTRAL 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 ships

    NEUTRAL 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****

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    NATIONAL OBJECTIVES

    GERMANY:
    TRADE WITH RUSSIA: (Germany must not be at war with Russia)
    5 IPCs - Germany is not at war with the Soviet Union

    SCANDINAVIAN RESOURCES:
    5 IPCs - Germany controls both Norway & Denmark

    NORTHERN OUTPOST:
    5 IPCs - Germany controls Svalbard

    NOVGOROD:
    3 IPCs - An Axis power controls Leningrad

    VOLGOGRAD:
    3 IPCs - An Axis power controls Stalingrad

    THE BREAD BASKET OF EUROPE:
    3 IPCs - The Axis powers control Ukraine, Western Ukraine, and Bryansk

    RUSSIA:
    5 IPCs - An Axis power controls Moscow

    CAUCASUS OIL FIELDS:
    5 IPCs - An Axis power controls Caucasus

    SEALION:
    12 IPCs - An Axis power controls London

    IRAQ:
    2 IPCs - Germany controls Iraq

    PERSIA:
    2 IPCs - Germany controls Persia

    NORTHWEST PERSIA:
    2 IPCs - Germany controls Northwest Persia

    EASTERN PERSIA:
    2 IPCs - Germany controls Eastern Persia

    THE GATEWAY:
    2 IPCs - An Axis power controls Egypt

    GEORGIA:
    2 IPCs - Germany controls Georgia

    WASHINGTON:
    12 IPCs - An Axis power controls Eastern United States

    ARGENTINA:
    3 IPCs - The Axis powers control Argentina

    AFRIKA KORPS:
    5 IPCs - Germany has at least 5 land units on the continent of Africa

    THE BALKANS:
    3 IPCs - The Axis powers control all of the following territories:
    Romania, Yugoslavia, Bulgaria, Albania, Greece, Crete, and Cyprus

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    JAPAN:
    TRADE WITH AMERICA: (Japan must not be at war with a Pacific ally)
    10 IPCs - Japan is not at war with the Pacific Allies

    CHINESE CAPITULATION:
    5 IPCs - The Axis powers control all Chinese territories

    THE BURMA ROAD:
    3 IPCs - The Axis powers have broken the Burma Road

    STRATEGIC 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 Island

    OUTER ISLAND PERIMETER:
    5 IPCs - Japan controls Caroline Islands, Gilbert Islands, Solomon Islands, and New Britain

    SOUTH PACIFIC ISLAND RESOURCES:
    5 IPCs - Japan controls Borneo, Sumatra, Java, and Celebs

    CALCUTTA:
    5 IPCs - Japan controls India

    SYDNEY:
    5 IPCs - Japan controls New South Wales

    HONOLULU:
    5 IPCs - Japan controls Hawaii Islands

    SAN FRANCISCO:
    12 IPCs - An Axis power controls Western United States

    ARGENTINA:
    3 IPCs - The Axis powers control Argentina

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    SOVIET UNION: (Russia must be at war with European Axis Powers)

    THE SPREAD OF COMMUNISM:
    3 IPCs (Per territory) - Russia controls an originally controlled Axis territory and/or an Axis friendly neutral territory

    NATIONAL PRESTIEGE:
    5 IPCs - There are no Allied units on any originally controlled Russian territory

    U.K LEND-LEASE ACT:
    1 Light Artillery and 1 Mechanized Infantry (in Archangel) - There are no Axis warships in sea zone A-6, and the Allies control both Archangel and London

    U.S LEND-LEASE ACT (America must be at war with Axis Powers)
    1 Light Artillery and 1 Mechanized Infantry (in Soviet Far East) - There are no Axis warships in sea zones P-3 and P-4, and the Allies control both the Soviet Far East and Alaska

    BERLIN:
    12 IPCs - An Allied power controls Germany

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    UNITED STATES: (America must be at war with the Axis Powers)

    NATIONAL SOVEREIGNTY:
    5 IPCs - America controls Eastern United States, Central United States, and Western United States

    CENTRAL AMERICA:
    3 IPCs - America controls Mexico, Central America, and the West Indies

    STRATEGIC HOMELAND PERIMETER:
    3 IPCs - America controls Alaska, Aleutian Islands, Hawaii Islands, Johnston Island, and Line Islands

    AMERICAN WAR ECONOMY:
    3 IPCs - America is at war with the Axis powers

    STRATEGIC ISLAND ADVANCE:
    1 IPC (per land unit / up to 3 per Island) - America has land units on the following Islands:
    Iwo Jima, Bonin Island, Guam, Marianas, Marshal Islands, Wake Island, and Midway Island

    PHILIPPINES:
    3 IPCs - American controls the Philippines

    OUTER ISLAND PERIMETER:
    3 IPCs - America controls Okinawa, Formosa, and Hainan

    OPERATION TORCH:
    3 IPCs - The Allies control Morocco, Algeria, Tunisia, and Libya

    TOKYO:
    12 IPCs - An Allied power controls Japan

    OPERATION OVERLORD:
    5 IPCs - America has at least 1 land unit in Normandy

    FRENCH LIBERATION:
    5 IPCs - America has at least 1 land unit in France (Paris)

    ITALIAN LIBERATION:
    5 IPCs - America has at least 1 land unit in Southern Italy (Rome)

    ITALIAN CAPITULATION:
    5 IPCs - America has at least 1 land unit in Northern Italy while Southern Italy (Rome) is Allied controlled

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    UNITED KINGDOM-EUROPE:

    THE BRITISH EMPIRE:
    5 IPCs - The United Kingdom Europe controls all of their original territories

    OPERATION ULTRA - NORTH ATLANTIC:
    2 IPCs - There are no Axis warships from sea zones A-1 to A-13

    OPERATION ULTRA - ATLANTIC:
    2 IPCs - There are no Axis warships from sea zones A-15 to A-27

    OPERATION ULTRA - MEDITERRANEAN:
    2 IPCs - There are no Axis warships from sea zones M-1 to M-8

    OPERATION HUSKEY:
    5 IPCs - The Allies control 4 of the following territories: Corsica, Sardinia, Sicily, Malta, Crete, and/or Cyprus

    THE GATEWAY:
    3 IPCs - There are no Axis controlled territories on the continent of Africa

    DEFENSE OF VITAL RESOURCES: (Russia is at war with the European Axis Powers) 3 IPCs - The Allies control all of the following territories: Iraq, Persia, Northwest Persia, Eastern Persia, Caucasus, and Georgia

    OPERATION OVERLORD:
    5 IPCs - The United Kingdom has at least 1 land unit in Normandy

    FRENCH LIBERATION:
    5 IPCs - The United Kingdom has at least 1 land unit in France (Paris)

    ITALIAN LIBERATION:
    5 IPCs - The United Kingdom has at least 1 land unit in Southern Italy (Rome)

    ITALIAN CAPITULATION:
    5 IPCs - The United Kingdom has at least 1 land unit in Northern Italy while Southern Italy (Rome) is Allied controlled

    UNITED KINGDOM-PACIFIC: (UK Pacific must be at war with Japan)

    SOUTH PACIFIC RESOURCES:
    5 IPCs - The Allies control Kwangtung, Borneo, and Malaya

    THE BURMA ROAD:
    3 IPCs - The Burma road is open

    SEAC:
    3 IPCs - The Allies control India, and West India

    DEFENSE OF VITAL RESOURCES: (Russia must be at war with European Axis Powers) 3 IPCs - The Allies control all of the following territories: Iraq, Persia, Northwest Persia, Eastern Persia, Caucasus, and Georgia

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    **ITALY

    MARE NOSTROM:
    5 IPCs - There are no Allied surface warships in the Mediterranean

    NORTH AFRICA:
    5 IPCs - The Axis control Morocco, Alexandria and all territories in between

    THE ROMAN EMPIRE:
    5 IPCs - The Axis control at least 3 of the following territories: Gibraltar, S.France, Greece, and Egypt

    THE MEDITERRANEAN:
    5 IPCs - The Axis control 4 of the following territories: Corsica, Sardinia, Sicily, Malta, Crete, and/or Cyprus

    IRAQ:
    2 IPCs - Italy controls Iraq

    PERSIA:
    2 IPCs - Italy controls Persia

    NORTHWEST PERSIA:
    2 IPCs - Italy controls Northwest Persia

    EASTERN PERSIA:
    2 IPCs - Italy controls Eastern Persia

    THE GATEWAY:
    2 IPCs - An Axis power controls Egypt

    GEORGIA:
    2 IPCs - Italy controls Georgia

    THE BALKANS:
    3 IPCs - The Axis powers control all of the following territories:
    Romania, Yugoslavia, Bulgaria, Albania, Greece, Crete, and Cyprus

    ARGENTINA:
    3 IPCs - The Axis powers control Argentina**

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    CHINA:
    THE BURMA ROAD:
    1 Light Artillery and 1 Mechanized Infantry - The Burma road is open

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    COMMONWEALTH-CANADA:

    CONVOY PATROL - NORTH ATLANTIC:
    2 IPC - The Commonwealth has at least 1 surface warship within sea zones A-9 to A-12

    CONVOY PATROL - ATLANTIC:
    2 IPC - The Commonwealth has at least 1 surface warship within sea zones A-15 to A-19

    OPERATION OVERLORD:
    5 IPCs - The Commonwealth has at least 1 land unit in Normandy

    FRENCH LIBERATION:
    5 IPCs - The Commonwealth has at least 1 land unit in France (Paris)

    ITALIAN LIBERATION:
    5 IPCs - The Commonwealth has at least 1 land unit in Southern Italy (Rome)

    ITALIAN CAPITULATION:
    5 IPCs - The Commonwealth has at least 1 land unit in Northern Italy while Southern Italy (Rome) is Allied controlled

    COMMONWEALTH-ANZAC:

    NATIONAL SOVEREIGNTY: (ANZAC must be at war with Japan)
    3 IPCs - ANZAC controls all their original territories

    OUTER DEFENSE PERIMETER: (ANZAC must be at war with Japan)
    3 IPCs - The Allies (not including Dutch) control the following territories: New Guinea, Dutch New Guinea, New Britain, and the Solomon Islands

    AFRICAN EXPANSIONARY FORCE:
    3 IPCs - The Allies control Egypt

    SOUTH PACIFIC RESOURCES: (ANZAC must be at war with Japan)
    3 IPCs - The Allies control Kwangtung, Borneo, and Malaya

    ITALIAN LIBERATION:
    3 IPCs - The Commonwealth has at least 1 land unit in Southern Italy (Rome)

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    FRANCE:
    VICTORY:
    20 IPCs (worth of land units) - To be placed on Paris immediately once Paris has been liberated.

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    ORDER OF PLAY

    Deluxe Edition is recommended for 4+ players
    TURN BLOCK #1
    Germany / Japan Germany and Japan conduct turns at the same time
    Germany and Japan conduct their turns simultaneously, however, they may not attack the same hostile sea zone or territory together in conjunction

    TURN BLOCK #2
    Soviet Union / United States Russia and the United States conduct turns at the same time
    America and Russia conduct their turns simultaneously, however, they may not attack the same hostile sea zone or territory together in conjunction

    TURN BLOCK #3
    UK Europe / UK Pacific
    All United Kingdom tan units will conduct their turn at the same time
    UK Europe and UK Pacific conduct their turns simultaneously, therefore, they may attack the same hostile sea zone or territory together in conjunction

    TURN BLOCK #4
    Italy / China
    Italy and China conduct turns at the same time
    Italy and China conduct their turns simultaneously, however, during circumstances where they could meet, China will go first

    TURN BLOCK #5
    Commonwealth Canada / Commonwealth ANZAC
    All Commonwealth gray units will conduct their turn at the same time
    CW Canada and CW ANZAC conduct their turns simultaneously, therefore, they may attack the same hostile sea zone or territory together in conjunction

    TURN BLOCK #6
    France / Special Missions
    France conducts their turn first, and than all nations participate in the Strategic Missions Phase

    Special Circumstances: _- UK Europe and UK Pacific will conduct their turn the same as G40 OOB

    • CW Europe and CW Pacific will conduct their turn the same as UK G40 OOB
    • Each block of turns has a 30 minute time limit (not including dice rolling) before the next turn block begins
    • Each game lasts a maximum of 12 rounds, a game could last between 12-15 hours_

    EACH TURN SEQUENCE

    #1. REMOVE ASSIGNMENT MARKERS / CONSTRUCTION MARKERS

    • Remove all assignment markers from every aircraft you own that still have them
    • Remove one construction marker per facility that has them

    #2. REPAIR DAMAGED FACILITIES / ASSIGN AIR MISSIONS

    • Repair any production facilities, and/or tactical facilities that have damage markers applied under them
    • Apply assignment markers to any aircraft you own and wish to use for future missions

    #3. PURCHASE NEW UNITS

    • Purchase new units and put them aside, they don’t get placed on the board until step #10
    • CHINA ONLY: Reclaim all originally controlled Chinese territories without an occupying enemy unit, adjust income tracker accordingly, and place on each reclaimed territory 1 free Chinese regular infantry

    #4. COMBAT MOVEMENT

    • Move units into or through hostile territories, and sea zones which may contain enemy units you wish to attack

    #5. DEPLOY DEFENDING AIR UNITS

    • Deploy any number of air units (including none) to help defend friendly territories and/or sea zones

    #6. RESOLVE COMBAT

    • Follow the detailed steps and sequences to resolve battles by rolling dice during combat rounds

    #7. NON-COMBAT MOVEMENT

    • Maneuver and deploy units that have not yet moved during combat, or are required to move after combat

    #8. REPAIR DAMAGED SHIPS / ASSIGN SEA MISSIONS

    • Repair any damaged capital ships that are adjacent to an eligible naval base (1 marker per ship)
    • Apply assignment markers to any naval fleet you control and wish to use for future missions

    #9. PLACE NEW UNITS

    • Place all previously purchased units on eligible production facilities, reimburse the units that can’t be placed
    • CHINA ONLY: Place any new unit or units on any Chinese controlled territory, however, China may only place up to 3 units maximum per territory

    #10. COLLECT INCOME

    • Collect IPCs for capitals occupied this turn, territories controlled, and national objectives gained

    OPTIONAL RULE:

    NO MERCY

    At the start of the game, determine if all players agree to use the following rule for faster game play…
    - All 8s rolled during combat for both attacker and defender are classified as hits.

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    THE STRATEGIC MISSIONS PHASE
    1. Resolve Special Situations
    2. Conduct Vichy France
    3. Conduct Bombing Raids
    4. Conduct Shore Bombardments
    5. Conduct Convoy Raids
    6. Conduct Partisan Raids
    7. Conduct Kamikaze Raids
    8. Reassign Transport Units
    9. Resolve Coastal Defences
    10. Apply National Advantages

    #1. SPECIAL SITUATIONS

    1. VICTORY CONDITION

    • Check for Axis Victory

    2. AMERICAN ASSISTANCE - For each Special Missions phase in which the United States remains neutral, a free Canadian fighter will be placed in Ottawa

    3. OPERATION DYNAMO

    • If there are any Allied units on the territory of Normandy (Dunkirk) at the beginning of the first Strategic Missions Phase, those units (not facilities) all must be immediately evacuated to London.

    4. SPANISH NEGOTIATIONS AT HENDAYE

    • During the first Strategic Missions Phase only, and only if Germany occupies France, Germany may choose to surrender all their cash on hand to the bank in order to claim Spain and all it’s standing military (Germany will also claim Rio De Oro). If Germany chooses this option, all Vichy rolls by Germany will be increased by 1.

    5. RUSSIAN WINTER

    • Every winter/spring game round during the special missions phase, the Germans must immediately remove 3 regular infantry and/or elite infantry from any originally controlled Russian territories (Germany’s choice).

    6. RUSSIAN ENGINEER TOKENS

    • Russia begins the game with a total of 15 engineer tokens, these tokens are used to move their production facilities during the strategic missions phase. Only one facility may move during any given SMP
    • A Minor Factory costs 1 token per space moved, a Major Factory costs 2 tokens per space moved, and an Industrial Complex costs 5 tokens per space moved. Also, Russia may never purchase new production facilities
    • Production facilities that use engineer tokens to move must immediately apply 3 damage markers per token used, a Facility may no longer move once maximum damage has been sustained
    • Engineer Tokens may only be used when Russia is at war with a European Axis power

    7. CONSCRIPTS AND VOLUNTEERS

    • Place on each operational rail station 1 free Regular Infantry aligned with the nation that controls the territory
    • Add a second Regular Infantry if the rail station is in a territory with a victory city
    • Add a third Regular Infantry if the victory city is a capital

    8. OIL TANKERS ARRIVE

    • Move any number of Oil Tankers (including none) from one eligible build queue to another
    • Collect 5 IPCs for each Oil Tanker in your build queue which did not use the move action during this SMP

    9. SCORCHED EARTH

    • Regular infantry and/or elite infantry may scorch 1 or more friendly tactical facilities (not production facilities) within the territory they occupy, and they will immediately apply 3 points of damage each to any tactical facility of their choice

    #2. VICHY FRANCE

    • All Vichy rules become “in effect” immediately once an Axis power has captured Paris and has not attacked Southern France or French Indo-China. If Paris has not fallen or one of either Southern France or French Indo-China has been attacked before the first special missions phase at the end of turn 1, than all French territories and units become free French.
    • Once Paris falls and becomes occupied by an Axis power, Southern France becomes Vichy, along with all other French units, territories and occupied sea zones on the board (except those units in A-18, London, Normandy, and French Equatorial Africa which remain “Free French”).
    • During each Special Missions Phase, eligible nations will participate to “Resolve Vichy” by rolling a sequence of dice in the following turn order.

    1. Japan
    2. United Kingdom
    3. Italy
    4. Free French
    5. Germany

    1. JAPAN
    Japan may choose to attempt a roll @3 and claim the French Indo-China Vichy infantry and territory.

    2. UNITED KINGDOM
    UK may attempt to destroy all Vichy sea units on the board by rolling 1 die @3 per sea zone in the following order… A-24, M-1, and 1-12. A successful roll for any sea zone will immediately destroy the Vichy ships there in.

    3. ITALY
    Italy may attempt to control certain Vichy units and territories by rolling 1 die @1 per territory in the following order… Corsica, Morocco, Algeria, Tunisia, and Syria.

    4. FREE FRANCE
    Free French may attempt to control Vichy units and territories by rolling 1 die @1 per territory and sea zone in the following order… A-24, M-1, & I-12, Corsica, Morocco, Algeria, Tunisia, FWA, FCA, Syria, Madagascar, FIC.

    5. GERMANY
    Germany may attempt to control Vichy units and territories by rolling 1 die @3 per territory and sea zone in the following order… A-24, M-1, & I-12, Corsica, Morocco, Algeria, Tunisia, FWA, FCA, Syria, Madagascar.

    Resolving the fate of Vichy Southern France: During the 3rd Special Missions phase after the resolve Vichy rolls, the following formula will be used to determine Southern France’s fate.

    Determine who had turned the most Vichy Territories to their side

    -If the Axis turned the most Vichy Territories to their side, then all units within Southern France (except the minor factory and the naval base) come off the board leaving the territory empty.
    -If Free French turned the most Vichy Territories to their side (including all Vichy territories not turned by the Axis at this point), then all units within Southern France become Free French

    Attacking Vichy territories and/or units:

    • If an Allied power attacks a Vichy territory before Southern France is resolved, than all remaining Vichy territories and units become German (except FIC which will become Japanese)
    • If an Axis power attacks a Vichy territory before Southern France is resolved, than all remaining Vichy territories and units become free French

    #3. CONVOY RAIDS
    Look for any single warship in any Convoy zone, if there is an adjacent territory controlled by a nation at war with that warship, the nation controlling the territory must surrender 3 IPC’s to the bank. Multiple warships in any given convoy zone does not increase this 3 IPC limit, however, If multiple enemy nations own territories adjacent to one convoy zone being raided, they must all surrender 3 IPCs to the bank. Also, If Nova Scotia and London are Allied controlled, Axis warship occupation of an “open sea” Atlantic convoy zone will raid UK Europe for 6 IPCs each.

    #4. COASTAL DEFENSES
    Look for large naval fleets with 3 or more sea units (not including transports) in sea zones adjacent to operational enemy bunkers. Resolve coastal defense systems targeting those fleets by rolling 3@1 for a minor bunker, and 6 @1 for a major bunker. Each one rolled immediately destroys or damages that many ships. A bunker on a territory adjacent to multiple sea zones may only target 1 fleet per missions phase (the nation controlling the bunker chooses the fleet they wish to target). Also, only nations at war may resolve coastal defenses (Russia must be at war with a European Axis power)

    #5. BOMBING RAIDS

    Determine Initiative: A player from each side must roll an 8 sided dice, the side with the highest result chooses which side will conduct all their bombing raids first. Once completed… the remaining side will then conduct all their bombing raids.

    Super Fortress Bombers, Strategic Bombers and Tactical Bombers may be used to conduct strategic bombing campaigns to damage enemy facilities of their choice by deploying designated aircraft to enemy territories with eligible facilities. Any aircraft that were designated for future missions and have remained designated leading into the strategic missions phase may participate in bombing raids. Also, fighters that are grounded on territories being bombed do not need to be designated in order to intercept. However, just because air units were designated to perform raids does not mean they must do so… a nation may pass and stand down from any mission assignment.

    Designated fighters may be used only once during a strategic missions phase as either an interceptor or an escort by using dog fight values for 1 combat round. Escort fighters must be assigned to bombing air formations before interceptors are deployed. Any strategic bomber, or tactical bomber that survives both the dog fight round, and the built in AA Gun barrage will apply damage to eligible facilities of their choice using the following chart.

    Super Fortress Bombers: May bomb any facility to apply an automatic 6 points of damage
    Strategic Bombers: May bomb any facility to apply an automatic 4 points of damage
    Tactical Bombers: May bomb any tactical facility or minor factory to apply an automatic 2 points of damage

    #6. SHORE BOMBARDMENTS

    Determine Initiative: A player from each side must roll an 8 sided dice, the side with the highest result chooses which side will conduct all their shore bombardments first. Once completed… the remaining side will then conduct all their shore bombardments last.

    Super Battleships, Battleships, and/or Cruisers that are adjacent to enemy territories may be used to conduct shore bombardment campaigns to damage enemy facilities of their choice. Any designated naval fleet containing the fore mentioned ships and within an eligible sea zone, may participate in shore bombardments. Also, fighters that are stationed on aircraft carriers within the fleet conducting the bombardments do not need to be designated in order to escort the fleet. However, just because a naval fleets are designated to perform bombardments does not mean they must do so… a nation may pass and stand down from any mission assignment.

    Designated fighters may be used only once during a strategic missions phase as either an interceptor or an escort by using dog fight values for 1 combat round. Escort fighters must be assigned to bombarding naval fleets before interceptors are deployed. Any bombarding cruiser or battleship may use their air cover values during 1 combat round of dog fighting if engaged by enemy interceptors. Any ships that survive the dog fight round will apply damage to eligible facilities of their choice using the following chart.

    Super Battleships: May bombard any adjacent facility to apply an automatic 5 points of damage
    Battleships: May bombard any adjacent facility to apply an automatic 4 points of damage
    Cruisers: May bombard any adjacent tactical facility to apply an automatic 2 points of damage

    #7. KAMIKAZE RAIDS
    Look for all kamikaze sea zones occupied by Allied surface warships (must be at war with Japan). Japan may use their kamikaze tokens (up to 3 per kamikaze zone) to damage or destroy surface warships of their choice. Each assigned token will roll @3 or less dealing a hit to ships being raided. However, carrier based aircraft or air units eligible to scramble may attempt to block the raid. During this 1 round air battle in which Allied planes intercept kamikaze pilots, Tactical Bombers hit 1@1, and Fighters hit 1@2 (WW1 planes may not intercept). The Japanese begin the game with 15 kamikaze tokens total, casualties from enemy aircraft are removed by Japan, and kamikaze tokens get zero defense during the 1 round air battle.

    #8. PARTISAN RAIDS
    Look for all originally controlled Allied territories now occupied by the Axis with at least one facility on it (not including Islands). The Allies may use their partisan tokens (up to 3 per occupied territory) to damage one or more facilities of their choice. Each assigned token will roll @3 or less dealing 3 points of damage for each successful token on their targeted facility. However, facilities under attack may use their built in security to roll 1@1 in order to block the raid, and elite infantry stationed within the territory will each receive a 1@2 to avoid sabotage. The Allies begin the game with 15 partisan tokens total, casualties from elite infantry are removed by the Allies, and partisan tokens get zero defense during all block attempts. Also, only nations at war may use partisan tokens (Russia must be at war with a European Axis power)

    #9. TRANSPORT RE-ASSIGNMENT
    Any number of air or sea transport units (including none), may be reassigned to a friendly nation during any special missions turn. Upon approval from the nation that currently controls them, transport units may be swapped out and controlled by the friendly nation of their choice. However, only sea transports adjacent to a friendly naval base, and air transports landed on a friendly air base may be reassigned during the special missions phase. Also, only nations at war may participate in reassigning sea transports (Russia must be at war with a European Axis power)

    #10. NATIONAL ADVANTAGES

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    NATIONAL ADVANTAGES

    Round 0 - Start Game
    Axis - Super Battleships

    • Germany and Japan may now produce super battleships, Germany begins with a super battleship 2/3 completed in their build queue, and Japan begins with 2 super battleships already on the board in their setup.

    Round 1 - 1940 Winter/Spring
    Allies - Radar Tower

    • The United Kingdom may now produce radar towers, and UK Europe will now receive a radar tower in their build queue that is automatically half completed.

    Round 2 - 1940 Summer/Fall
    Allies - Enigma Decoded

    • Allied destroyers now negate the first strike capabilities of all submarines including German U-boats.

    Round 3 - 1941 Winter/Spring
    Allies - American War Effort - America no longer requires the build queue when purchasing units*, they may pay for units in full and immediately place them on the board in the same turn they were purchased.

    • The United States may now purchase super battleships *(which is the only American unit requiring the build queue for only one round at 9/9).

    Round 4 - 1941 Summer/Fall
    Allies - Russian Rocket Artillery

    • The Russians may now produce rocket vehicles

    Round 5 - 1942 Winter/Spring
    Axis - German Tiger Tanks

    • Germany may now begin purchasing Tiger Tanks

    Round 6 - 1942 Summer/Fall
    Axis - The Tokyo Express

    • All Japanese destroyers may now be used as a sea transport and may load, carry and exit either 1 regular infantry or 1 elite infantry each

    Round 7 - 1943 Winter/Spring
    Allies - USA Essex Class Aircraft Carrier

    • America may now begin purchasing Essex Class Carriers

    Round 8 - 1943 Summer/Fall
    Axis - German Jet Fighters

    • Germany may now begin purchasing Jet Fighters

    Round 9 - 1944 Winter/Spring
    Allies - USA Super fortress

    • America may now begin purchasing Super Fortress Bombers

    Round 10 - 1944 Summer/Fall
    Axis - Banzai Attack

    • All Japanese regular infantry now attack @3 for first combat round only, and than @1 for all remaining combat rounds (no artillery support during the first combat round).

    Round 11 - 1945 Winter/Spring
    Allies - Diplomatic Alliance
    _- All remaining strict neutral territories and their standing armies immediately become Allied controlled

    • USA units in the South American block, UK units in the European block, and Russian units in the Mongolian block_

    Round 12 - 1945 Summer/Fall
    Allies - The Atom Bomb
    - The Allies have developed neucular technology, the war is over… the Allies are victorious

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    MAP RULES & CLARIFICATIONS

    THE GIBRALTAR PENINSULA:

    • Gibraltar is divided into two sides, the Western Peninsula, and the Eastern Peninsula. A single nation, or two friendly nations must control both sides in order to operate the tactical facilities, to repair damage on those facilities, to move through the strait, and to collect for the territorial income value.

    • If the same nation controls both Peninsulas at the same time, then that nation controls both tactical facilities, they may repair damage on either facility, and they will claim all of Gibraltar’s territorial income value.

    • If two friendly nations control one Peninsula each at the same time, then the tactical facilities are operational, either nation may repair damage on either facility, and the territorial income value is divided between them 1 IPC each.

    • If two hostile nations control one Peninsula each at the same time, then the tactical facilities become inoperable, neither nation may repair damage on either facility, movement through the strait is forbidden, and the territorial income value is in limbo.

    • Any nation may bomb any facility on Gibraltar if at least one Peninsula is controlled by an enemy nation

    • Submarines are the only unit that may pass through the strait regardless of who controls the Peninsulas.

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    Ground Combat Sequence:

    Tactical Missions Phase:

    1. In Bound Aircraft:

    • The defender may choose to deploy any “in bound” units including scramble and/or designated aircraft

    2. Dog Fight Phase:

    • A dog fight is triggered when enemy aircraft from both sides are present in battle
    • A dog fight lasts only one round, and that round always happens before the first general combat phase
    • Use all dog fight values for each aircraft detailed under their unit profiles

    3. Antiaircraft Barrage:

    • AA Artillery units make their rolls against all enemy aircraft that survived the dog fight round
    • All attacking and defending AA Artillery perform the same way including support bonuses
    • Any territory with a radar tower will receive a +1 bonus to AA Artillery fire as well as built in AA Guns
    • Defending bunker fires at attacking land units, and casualties (attackers choice) are immediately removed

    4. First Strike Phase:

    • All attacking and defending tactical bombers may conduct a first strike if no dog fight occurred
    • All attacking and defending heavy artillery may conduct a first strike if a dog fight did occur
    • The first strike phase is a separate phase from the general combat phase, therefore, tactical bombers and heavy artillery will still recieve their initial attack or defense rolls during the first combat round of the general combat phase

    5. Carpet Bombing:

    • All attacking strategic bombers roll 3 dice @4 each to carpet bomb land units, casualties from this attack will fire back in the general combat phase.

    General Combat Phase:

    1. Attacker Fires:

    • All eligible attacking units (including first strike units) roll dice and determine the amount of casualties if any

    2. Casualties Declared:

    • Defender assigns hits to their defending units, casualties declared may still fire back if eligible

    3. Defender Fires:

    • All eligible defending units (including first strike units) roll dice and determine the amount of casualties if any

    4. Casualties Removed:

    • Defender and Attacker each remove their casualties from the board
    • Attacking strategic bombers that are defenseless after carpet bombing may be used as casualties

    Clarifications & Explanations:

    • Defenders must declare their casualties immediately after attack rolls and before defence rolls each combat round

    • AA Artillery provide support to defending aircraft even if there are no attacking enemy air units present

    • Defending air transports may be used as casualties to absorb enemy hits at a rate of 1:3

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