- National Objectives:
Germany (Peace) (OOB) Theme: Beneficial trade with the Soviet Union
+5 IPCs representing wheat and oil from the Soviet Union.
Germany (At War) (OOB) Theme: High strategic and propaganda value
+5 IPCs per territory if Germany controls Novgorod (Leningrad), Volgograd (Stalingrad), and/or Russia (Moscow).
Germany (At War) (OOB Modified) Theme: Control of vital Soviet oil production
+5 IPCs if Germany controls Caucasus.
Germany (At War) (OOB) Theme: High propaganda value
+5 IPCs if at least 1 German land unit is in Axis-controlled Egypt.
Germany (At War) (OOB) Theme: Access to iron ore and other strategic resources
+5 IPCs if Germany controls both Denmark and Norway while Sweden is neither pro-Allies nor Allies-controlled.
Germany (At War) (OOB) Theme: Access to strategic oil reserves
+2 IPCs per territory if Germany controls Iraq, Persia, and/or Northwest Persia.
Germany (At war) (New) Theme: Operation Bolivar
+2 IPCs wen Germany is at war with USA, if all, Chile, Paraguay and/or Argentina territories are not pro Allies or Allies controlled.
Soviet Union (At war) (OOB Modified) theme: security buffer of foreign territory
+5 I. P. C if there are no units belonging to other Allied powers present in any territories controlled by the Soviet Union.
Soviet Union (At war) (OOB Modified) theme: Spread of communism
+2 IPCs for each original Axis, and Pro Axis, Pro Allies, Or Strict Neutral territory that the Soviet Union controls. Theme:
Soviet Union (At war) (OOB Modified) (One time only) theme: National prestige
+10 IPCs the first time the Soviet Union controls Germany (Berlin), and/or South Italy (Rome).
Japan (At war) (New) Theme: Sakhalin USSR Oil
+2 IPCs. if Japan controls Soviet Far East.
Japan (Peace) (OOB) Theme: Strategic resource trade 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.
Japan (At war) (OOB Modified) Theme: Strategic outer defense perimeter
+5 IPCs if Japan powers control all of the following territories: Guam, Midway, Wake Island, Gilbert Islands, and Solomon
Japan (At war) (OOB Modified) Theme: Major Allied power centers
+5 IPCs per territory if Japan control India (Calcutta), New South Wales (Sydney), Hawaiian Islands (Honolulu) and/or Western United States (San Francisco).
Japan (At war) (OOB Modified) Theme: Strategic resource centers
+5 IPCs Japan control all of the following territories: Sumatra, Java, Borneo, and Celebes.
China (At war) (New): Theme: Asian Sherman
China can purchase tanks if at last one USA land unit is in a costal Chinese controlled territory.
China (At war) (OOB): Theme: Chinese military supply line corridor
+6 IPCs, and is also permitted to purchase artillery, if the Burma Road is totally open. Allied powers must control India, Burma, Yunnan, and Szechwan for this to occur.
United States (At war) (OOB) Theme: Basic national sovereignty
+10 IPCs if the United States controls all of the following territories: Eastern United States, Central United States, and Western United States.
United States (At war) (OOB) Theme: National sovereignty issues:
+5 IPCs if the United States controls all of the following territories: Alaska, Aleutian Islands, Hawaiian Islands, Johnston Island, and Line Islands.
United States (At war) (OOB Modified) Theme: Defense treaty and trade obligations
+5 IPCs if the United States controls all of the following territories: Mexico, South Eastern Mexico, Central America, West Indies and Basil.
United States (At war) (OOB) Theme: Center of American influence in Asia
+5 IPCs if the United States controls Philippines.
United States (At war) (OOB) Theme: Great Alliance collaboration
+5 IPCs if there is at least 1 United States land unit in the territory France.
United States (At war) (New) Theme: Counter Operation Westindien
+2 IPCs if there are not any axis submarines in sea zones: 64, 86, 88, 89, 101, and Venezuela is neither, pro Axis or Axis controlled
United States (At war) (New) Theme: Counter Operation Bolivar
+5 IPCs If the United States controls all Chile, Paraguay and/or Argentina.
UK Europe (at war) (New) Theme: Axis’ soft underbelly
+5 IPCs if. Allies controls Libya, Sardinia, SICILY and south Italy
UK Europe (at war) (OOB) Theme: Maintenance of the empire
+5 IPCs if the United Kingdom controls all of its original territories in its European side.
UK Pacific (at war) (New) Theme: Jewel of the Far East:
+3 IPCs if UK Pacific is at war with Japan, and controls all: India, West India and Ceylon.
UK Pacific (at war) (OOB) Theme: Maintenance of the empire
+5 IPCs if UK Pacific is at war with Japan, and controls both Kwangtung and Malaya
Italy (At War) (New) Theme: Control of vital Soviet oil production
+5 IPCs if Italy controls Caucasus.
Italy (At War) (New) Theme: Mare Nostrum
+5 I. P. C. if Axis control all: Corsica, Sardinia, Sicily, Malta, Crete and Chipre.
Italy (At War) (OOB) Theme: Greater Roman Empire
+5 IPCs if Axis powers control at least 3 of the following territories: Gibraltar, Southern France, Greece, and Egypt.
Italy (At War) (OOB) Theme: Propaganda and strategic advantage
+5 IPCs if there are no Allied surface warships in the Mediterranean Sea (sea zones 92 through 99).
Italy (At War) (OOB) Theme: Stated North African military objectives
+5 IPCs if Axis powers control all of the following territories: Morocco, Algeria, Tunisia, Libya, Tobruk, and Alexandria.
Italy (At War) (OOB) Theme: Access to strategic oil reserves
+2 IPCs per territory if Italy controls Iraq, Persia, and/or Northwest Persia.
ANZAC (at war) (New) Theme: Anzac new day
+5 I. P.C. If Anzac have at last one land unit in Egypt, Alexandria, Tobruk or Crete.
ANZAC (at war) (New) Theme: Malayan strategic cornerstone, to Far East British Empire
+5 IPCs if an Allied power controls Malaya and ANZAC controls all of its original territories.
ANZAC (at war) (Modified) Theme: Strategic outer defense perimeter
+5 IPCs if the Allies (not including the Dutch) control Dutch New Guinea, New Guinea, New Britain, New Hebrides and the Solomon islands.
France (At war) (OOB) (One time only) Theme: National liberation
When the territory France is liberated by the Allies, the player controlling France immediately places his or her choice of up to up to 12 IPCs’ worth of any French units on the territory France for free.
France (At war) (New) Theme: Colonial Power
+5 IPCs if France Controls all its Ultramar Territories. Corsica does not count for this objective.
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Russian Lean-lease
The “Western Worker’s military aid” started to come to USSR, the first moment the Soviet Union is at war. To symbolize that, during URSS place new units phase roll a die for eligible lean-lease areas. (1) = 2 I. P. C., (2) = Artillery, (3) = Mechanized Infantry, (4) = Tank, (5) = Anti-Aircraft Artillery, (6) = Fighter.
Aid from USA requires: Eastern USA, Alaska, sea zones 2, 3 and soviet far east, not in axis control. Units spawn in Soviet Far East.
Aid from UKE requires: Great Britain, sea zones 126, 127 free of enemy units and Archangel not in axis control. Units spawn in Archangel.
Aid from UKP requires: India, all Persian territories and Caucasus in allied control. Units spawn in Caucasus.
NOTE: If Moscow is in axis hands the objective is still in play
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France Strikes Back
During ww2 some French forces continue the fight against the axis. There is no Vichy vs Free France dynamic. France is a single entity, and it maintains the mechanics of the game simple, and without requiring the purchase or painting of new pieces.
1- Once Paris is taken by the axis, the treasure of France passes to the enemy, as in OOB rules.
2- Automatically, the de facto capital of France is London, France will be able to add new IPC at the end of its turn, as any nation does.
3- France can buy and place, a maximum of 3, new infantry in any original territory on the map.
4- France can buy equipment in London, and place it right there, land, sea, air; but, cannot place new infantry in London. France can buy technology dice, ports and airports, for its original territories
5-France cannot produce units in industrial complexes that captures from the enemy, in this case the complexes will take full damage. France cannot buy industrial complexes.
Note: in the territory of France, the same applies, unless France or the allies take Paris.
6- If Paris is free, it merges into the capital of France again, France will return to the rules of OOB.
7- If Paris is retaken, a second time, the money passes to the conqueror (subsequent quests will have the same dynamics). And the capital of France will pass London again, unless it is taken by the enemy.
8-If London is taken by the enemy, and is the de facto capital of France, the IPCs of the two are delivered to the conqueror.
- Italy Lean-lease
During WW2, Germany sold or licensed equipment to its allies, especially Italy.
1- During its non-combat face, Germany can send to the north of Italy any air unit or ground machines (except infantry) for sale. A maximum of 2 per round.
2- Italy in its face of purchases can buy at half price, the German units on loan. The money is delivered to Germany.
Units are immediately replaced by Italian equivalents for immediate use.
3- Restrictions: Infantry and ships cannot be sold. Berlin must be in the hands of the axis, northern Italy must be in control of Italy.
Note: If Rome falls, this rule still works, if Italy had war bonus tec. In this case, dice need to by the number to pay.
- Fighter Escorts and Interceptors (modified)
Fighters can participate in strategic bombing raids. Attacking fighters may escort and protect the bombers, and they can originate from any territory, range permitting. Any or all defending fighters based in a territory that is strategically bombed can participate in the defense of the industrial complex. The number of fighters that will defend is decided after the attacker’s Combat Movement phase is completed and before the Combat phase begins.
After antiaircraft fire is resolved against the attacking air units, if there are any defending fighters an air battle occurs between the attacking and defending air units. This combat is resolved in the same way as a normal combat, with a few exceptions. The escort fighters have an attack value of 1 (2 if the attacker has the Jet Power research breakthrough), the bombers have attack value of 1, and the interceptors have a defense value of 2, the combat lasts for only one round. After the battle, any surviving bombers proceed to carry out the raid as normal.
Fighters participating as either an escort or a defender cannot participate in other battles during that turn. Defending interceptors must land in their original territory. If that territory is captured, the fighters may move one space to land in a friendly territory or on a friendly aircraft carrier. This movement occurs after all of the attacker’s combats have been resolved and before the attacker’s Noncombat Move phase begins. If no such landing space is available, the fighters are lost.
- Unit stats, new stats, special abilities and restrictions. (Without technology research)
Note: Surprise attack refers to the strike during the initiation of bombing rounds, or sub combat, when a hit, on and enemy unit, eliminate the unit immediately, negating the enemy’s unit attack/defense roll.
Note: All units with Defense Anti-Air stats, can be beneficiaries of RADAR technology research.
(Infantry) Land Unit
Cost: 3ipc
Movement: 1
Attack: 1
Defense: 2 or less
Special abilities: NONE
Restrictions: With Airborne technology, designed paratroopers are treated as Air Unit, for the first round of Anti-Air fire.
Restrictions: NONE
(Artillery) Land Unit
Cost: 4ipc
Movement: 1
Attack: 2 or less
Defense: 2 or less
Special abilities: Pair with infantry, infantry attack at 2 or less, pair wit mechanized infantry, mechanized infantry attack at 3 or less.
Restrictions: NONE
(Light Tank, optional rule) Land Unit
Cost: NONE
Movement: 2
Attack: 2 or less
Defense: 2 or less
Special abilities: Blitz, Pair with infantry, infantry attack at 2 or less
Restrictions: Can’t by purchase
(Mechanized infantry) Land Unit
Cost: 5ipc
Movement: 2
Attack: 2 or less
Defense: 2 or less
Special abilities: NONE
Restrictions: NONE
(Tank) Land Unit
Cost: 6ipc
Movement: 2
Attack: 3 or less
Defense: 3 or less
Special abilities: Pair with mechanized infantry, mechanized infantry can blitz.
Restrictions: NONE
(Heavy Tank, optional rule) Land unit
Cost: 8ipc
Movement: 1
Attack: 4 or less
Defense: 4 or less
Special abilities: Pair with infantry, infantry attack at 2 or less
Restrictions: Can’t blitz, use two slots of the transport, can’t be built until round 6.
(Anti-Air Artillery) Land Unit
Cost: 8ipc
Movement: 1
Attack: NONE
Defense Anti-Air: Two dice at 1
Defense Anti-Land: 2 or less
Special abilities: Can defend in all rounds of combat. Selective defense mode, if no attacker air units are present, can defend against land units, at 2 or less.
Restrictions: No surprise attack, anti-air defense is now considered simultaneous, shooting down enemy airplanes can shoot back.
(Fighter plane) Air Unit
Cost: 8ipc
Movement: 4
Attack: 3 or less
Defense: 4 or less
Special abilities: None
Restrictions: can’t attack or defend against subs, without the presence of a Destroyer
(Tactical bomber) Air Unit
Cost: 10ipc
Movement: 4
Attack: 3 or less
Defense: 3 or less
Special abilities: Pair with Fighter plane, Tactical bomber attack at 4 or less. Pair with Tank or Heavy tank, Tactical bomber attack at 4 or less. Can bomb Air bases, Sea Ports (and Panama Canal or Suez Canal, if canal facilities optional rule is in play)
Restrictions: can’t bomb Industrial complex. Can’t attack or defend against subs, without the presence of a Destroyer
(Bomber) Air Unit
Cost: 12ipc
Movement: 6
Attack: 4 or less
Defense: 1
Special abilities: Can bomb industrial complex. Can bomb Air bases, Sea Ports (and Panama Canal or Suez Canal, if canal facilities optional rule is in play)
Restrictions: Can’t attack or defend against subs, without the presence of a Destroyer.
(Submarine) Sea unit
Cost: 6ipc
Movement: 2
Attack: 2 or less
Defense: 1
Special abilities: Surprise attack can target all sea units, submerge scape. Convoy attack of two dice at 2 or less, can’t block movement, or be blocked, by non-destroyer ships.
Restrictions: Can’t attack or defend against air units.
(Transport ship) Sea unit
Cost: 7ipc
Movement: 2
Attack: NONE
Defense Anti-Air: 1
Special abilities: Can be select as casualty at any time.
Restrictions: Only defend against air units.
(Destroyer ship) Sea unit
Cost: 8ipc
Movement: 2
Attack: 2 or less
Defense: 2 or less
Special abilities: Neutralization of enemy submarines abilities, all air units can defend or attack against subs if at last one allied destroyer is present.
Restrictions: NONE.
(Cruiser ship) Sea unit
Cost: 10ipc
Movement: 2
Attack: 3 or less
Defense: 3 or less
Special abilities: Off shore bombardment of 3 or less.
Restrictions: NONE.
*Original idea, from Pagans YouTube channel
(Aircraft carrier ship) Sea unit
Cost: 16ipc
Movement: 2
Attack: NONE
Defense Anti-Air: Two dice at 1.
Special abilities: Two hit points, scramble air planes defense same sea zone or adjacent sea zone.
Restrictions: Only defend against air units. One hit point eliminate one movement point and scramble air planes defense, until reparations.
(Battleship) Sea unit
Cost: 18ipc
Movement: 2
Attack: 4 or less
Defense: 4 or less.
Special abilities: Two hit points, off shore bombardment of 4 or less.
Restrictions: One hit point eliminate one movement point and off shore bombardment, until reparations.
(Major Industrial Complex) Installation
Cost: 30ipc
Production: 10 units
Defense Anti-Air: Three dice at 1.
Hit points: 20, all abilities disable at 10
Special abilities: Surprise attack, can’t be destroyed, only downgraded if capture
Restrictions: Cant by build on islands (Japan is exception). Can be build only in territories with 3ipc or more in valor. Minus 1 production per damage
(Minor Industrial Complex) Installation
Cost: 15ipc
Production: 3 units
Defense Anti-Air: two dice at 1.
Hit points: 6, all abilities disable at 3
Special abilities: Surprise attack, can be upgrade to major industrial complex, for 15ipc and if is in territories with 3ipc or more in valor, can’t by destroyed.
Restrictions: Cant by build on islands (Japan is exception). Can be built only in territories with 2ipc or more in valor. Minus 1 production per damage
(Air base) Installation
Cost: 10ipc
Defense Anti-Air: two dice at 1.
Hit points: 6, all abilities disable at 3
Special abilities: Surprise attack, 1 movement point more for air units, scramble air defense for adjacent sea zone
Restrictions: NONE
(Naval base) Installation
Cost: 10ipc
Defense Anti-Air: two dice at 1.
Hit points: 6, all abilities disable at 3
Special abilities: Surprise attack, 1 movement point more for sea units, repair battleships and Aircraft carriers
Restrictions: NONE
(Canal Suez and Panama, optional rule) Installation
Defense Anti-Air: two dice at 1.
Hit points: 6, all abilities disable at 3
Special abilities: Surprise attack, enable the sea unit’s movements between land mases and sea zones
Restrictions: NONE
- Research:
WE ADOPT the Anniversary MECHANICS, we change the place of the technologies so they are more realistic to the dates. During the purchase stage, the research counter (scientific equipment) is purchased with a value of 5 I. P. C, however, it can only be roll BEFORE the purchase-repair stage of the game.
A counter = a die.
A roll of 5 or less is equal to failure: the counters can be preserved.
A roll of 6 is equal to success. The list of technology is chosen, a die is rolled again. All counters are lost and must be bought again.
Chart 1940 (Rounds 1 to 6)
T1 Improved Shipyards
Battleship 16, Carrier 12, Cruiser 8, Destroyer 7, Transport 6, Submarine 5.
T2 Radar
Your antiaircraft defense fire, from antiaircraft artillery units, units with only anti-aircraft defense values, and facilities, now hits on 2 or less, for all dice
T3 Paratroopers
T4 Increased Factory Production
T5 War Bounds,
T6 Improved Mechanized Infantry.
Each of your mechanized infantry units that is paired up with a tank now has an attack value of 3. Also, your mechanized infantry may now blitz without being paired with a tank.
Chart 1943 (Rounds 7 to 12)
T1 Super Submarines
T2 Rockets
T3 Advanced Artillery
T4 Jet Fighters
T5 Long Range Aircraft
T6 Heavy Bombers
NOTE 1: if you are in the year 1943 - 1946 you can continue choosing the list 1939 - 1942 if you wish).
NOTE 2: If the capital falls, the counters must be handed over to the conqueror power, and the conqueror acquires the same technologies of the conquered.
NOTE 3: USA can share with China advanced artillery. China can NOT buy counters.
NOTE 4: UK-E and UK-P share the technologies, but they buy counters separated.
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Optional Rules
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Bonus Units: Those units represent historical volunteers and partisans, and reinforces. Those units spawn only one time per game, some are special for powers, others can be owned for any member of the alliance that liberated or recapture a region and maintain it at the final of the round.
Germany:
Division Azul: One infantry spawn in Western Germany
(End of Round 3)
USSR:
Soviet Heavy tanks: 1 Belarus, 1 Bryansk. If Heavy tanks is no in play, place normal tanks
(End of Round 3)
USA
Mexico, Southeast Mexico and Central America, start as deactivated pro Allies, and have one infantry each. But wen activated, only by USA that country gain one Fighter in Southeast Mexico instant of one infantry (this for symbolize the Mexican Pacific Expeditionary force) and in Central America gain one AAA together with the infantry. (This for symbolize leant lease military aid for defense of the Panama Canal). If Brazil if activated only by USA, instant of 3 infantry, they have one fighter and one infantry, for symbolize Brazilian Expeditionary force)
Axis
Free India: 1 Infantry, Alexandria. 1 Infantry, West India.
State of Burma: 1 Infantry, Burma.
Independent state of Croatia: 1 Infantry Yugoslavia
Finland Volunteers: 1 Infantry Vyborg
Baltic States Volunteers: 1 Infantry Baltic States.
Russian liberation Army: 1 Infantry Ukraine, 1 Infantry, Western Ukraine.
Republic of Filipinas: 1 Infantry, Philippines
Rumanian Iron guard: 1 Infantry Bessarabia.
Allies:
Tito’s Partisans: 2 Infantry, Yugoslavia.
Republic Partisans: 2 Infantry, Spain
Pilipino Partisans: 2 Infantry, Philippines
Poland Partisans: 1 Infantry Poland
Rumania antifascists 1 Infantry, Rumania.
Bulgaria antifascists: 1 Infantry, Bulgaria
Ethiopian Partisans: 1 Infantry, Ethiopia
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Bombarding Panama and Suez canals: tactical and strategy bombers can damage it, 3 points goes inoperative, a maximum of 6 damage, 1 I. P. C. for fix 1 damage. Canal Suez and Panama: Installation Defense Anti-Air: two dice at 1. . Hit points: 6, all abilities disable at 3. Special abilities: Surprise attack, enable the sea unit’s movements between land mases and sea zones Restrictions: NONE
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Spanish rule: in real life Franco’s Spain were not a full ally of Axis, but support Axis war with commerce and volunteers, so Spain never goes pro Allies unless a direct attack of Axis power, and goes full pro Axis if Allies make a direct attack; so, to symbolize the historical situation: Roll a die. 1-3 all units become German, 4-6 all units become Italian. Note: Only a direct attack of the axis to Spain, activate all the strict neutrals rule. Bonus Objective (Euro Axis): "as long as there are allied units in continental France or Corsica, European Axis loses 2 I. P. C to bank, one for Germany and one for Italy, if there are no units there, Germany and Italy have one I. P. C. for free from the bank. If Axis control Spain territory this rule stops working. If Allies conquer Spain, Axis Europe surrender to the bank 2 IPC each round, one Germany and one Italy.
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Heavy Tank: Land unit Cost: 8ipc. Movement: 1. Attack: 4 or less. Defense: 4 or less. Special abilities: Pair with infantry, infantry attack at 2 or less Restrictions: Can’t blitz, use two slots of the transport, can’t be built until round 6.
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Light Tank: Before round 1, all playable countries gain light tanks, they can be placed on any original territories on the board. Germany gain 3, Japan 4, USSR 4, and the rest 2.
Stats Land unit Cost: NONE. Movement: 2. Attack: 2 or less. Defense: 2 or less. Special abilities: Blitz, Pair with infantry, infantry attack at 2 or less. Restrictions: Can’t by purchased
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Buff Neutrals: All neutral territories, continental or islands, non-activated, gain one infantry, every 3 rounds, placed at the start of round. Dutch Territories are considered technically pro Allied neutral.