STRATEGIC BOMBING RAIDS
AIR BATTLE:
Air battles are triggered when the defender sends interceptors to engage a Strategic Bombing Raid. Strategic Bombers require 2 hits to destroy and get 1@1 each during an air battle. Also, Interceptors and escorts get 1@2 each during an air battle (tactical bombers may not participate in Strategic Bombing Raids). Disembarking after an air battle will force bombers to retreat from bombing, but will allow them to avoid AA fire, however, if one aircraft disembarks from after an air battle, then all attacking air units must disembark. A hit from interceptors may be applied by the attacker to any participating aircraft.
AA GUN BARAGE:
Aircraft that continue with the Bombing Raid after an air battle will now face AA fire from an AA Gun positioned within the territory of the factory being bombed (if applicable). An AA Gun will get a 1@1 per air unit, plus an extra 1@2 per strategic bomber.
BOMBING RAID:
Bombers that passed the previous 2 defensive stages of the raid may now bomb their target, each bomber will now roll 2 dice. A damaged bomber will apply their lowest roll, and an operational bomber will apply their highest roll… the total amount rolled is what the enemy must pay to the bank.
MAXIMUM DAMAGE:
The maximum amount in which bombers can force their enemy to pay the bank for bombing a single factory, is the total value of the territory being bombed plus the total value of the city (if applicable).
NEW RULE MECHANICS:
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NEW SETUP UNITS:
Before the game begins, place a Japanese minor industrial complex in Shanghai, and 1 UK Pacific infantry unit on each of the following Islands: Sumatra, Java, and Celebes
NEW DUTCH ISLAND RULES
The oob rule allowing Pacific allies to land on Dutch Islands for the purpose of collecting their territory value has been removed. Allied powers may not collect income from Dutch Islands unless they are liberated from Axis control.
NEW BOMBING RAID RULES:
The +2 damage bonus for each strategic bomber conducting a bombing raid only applies if they did not face interceptors. Also, all damaged tactical facilities (airbase, naval base, rail station) must be fully repaired to become operational.
NEW BATTLESHIP RULES:
All attacking and defending battleships now roll 2 dice each during all combat rounds in which they are engaged by both air and sea units (back to 1 die each if damaged).
NEW COMBINED ARMS:
The combined arms rule allowing air units to hit submarines with a destroyer present, has now been modified to allow only tactical bombers to hit submarines with a destroyer present. Therefore, fighters and/or strategical bombers may not engage submarines under any circumstances.
NEW CONVOY ZONES:
The Atlantic sea zones numbered 107 and 108 are now convoy zones with a disruption value of 3 IPCs each. The axis powers may conduct convoy disruptions within these sea zones against the UK Europe economy, if the allies control London.
NEW CHINA RULES:
China no longer collects an income, instead during their place new units phase they will collect and place 1 infantry unit for every 2 territories they control (rounded down). China may also place 2 free artillery units if the allies have controlled all territories connecting the Burma road since the beginning of their turn.
TRANS-SIBERIAN RAILROAD:
The Soviet Union now begins the game with 3 rail stations in Russia, Timguska, and Buryatia. These rail stations are treated as tactical facilities for the purpose of bombing and assessing damage. During the non-combat movement phase only, Russia may deploy 1 land unit from a territory with an operational rail station, to a connecting rail station 3 spaces away in any direction.
NEW DECLARATION OF WAR RULES
The United Kingdom Pacific may not declare war, or perform an act of war against Japan until the beginning of their 3rd turn. However, if Japan makes an unprovoked attack against the UK Pacific before their 3rd turn, then the UK Pacific may declare war against Japan at the beginning of their next turn.
The United States may not declare war, or perform an act of war against an Axis power until the beginning of their 3rd turn. However, if an Axis power makes an unprovoked attack against America or the UK Pacific before their 3rd turn, then America may declare war against the Axis powers at the beginning of their next turn.