Game Play
Scorched Earth- You may set fire to your facilities during your mobilize new units phase in order to prevent them from being used by the enemy. You must have at least 1 unit per facility in said territory. Specify which facility(s) you are going to set a flame then roll 1D6 for minor ic’s, rail yards and air and naval bases. And 2D6 for major ic’s and coastal fortifications.
Collateral Damage- When an airbase or navalbase receives full damage (6 damage) from a single strategic bombing run or rocket attack, 1 hit is scored on air/naval units present. For naval it must be a surface warship in a adjacent seazone. defender chooses casualty. You can only choose aircraft that have not intercepted this or another bombing raid this turn, or who have not scrambled this turn since none of these planes are on the ground at the time of your strategic bombing raid.
Organized Retreat- Any defenders who survived any given round of battle may opt to preform an organized retreat to a adjacent friendly territory. You have to leave at least 1 unit behind to act as a rear guard and the other units (each type of unit rolled independently) score a hit against the attackers at a roll of 1 on a 1D6, successfully retreat on a roll of 2,3 or 4 on a 1D6 and fail to retreat on roll of a 5 or 6 on a 1D6.
Coastal Fortifications- A coastal fortification may be built on any island or coastal territory for the cost of 12 ipc’s.Only one fortification can be built in a territory and can not be moved after placed. During amphibious assaults all defending land units get a preemtive attack for the first round of battle at half thier defending roll rounded up. (minimum 1) ie… tanks at a 2. infantry, mechanized infantry, and artillery at a 1. Any attacking units hit are removed before thier attack rolls. The defender chooses his casualty(s) from any land units performing the amphibious assault, ships performing bombardments or aircraft used in the attack. Fortifications take 6 hits to dismantle this ability and are sucseptable to strategic bombings by strategic bombers and tactical bombers. And are sucseptable to the scorched earth rule. Cost 2ipc’s per each damage marker removed.
Rail Yards- Land units positioned at rail yards at the beginning of thier non-combat move phase can move an additional space.
Major industrial complexes can only mobilize 10 units per turn minus the number of damage markers they have. For example a major IC with 6 damage markers can produce only 4 units. A major IC can only receive up to 15 damage markers, after that they are no longer assigned.
Minor industrial complexes can only mobilize 3 units per turn minus the number of damage markers they have. For example a minor IC with 2 damage markers can produce only 1 unit. A minor IC can only receive up to 6 damage markers, after that they are no longer assigned damage markers.
Damage Repairs… the removal of damage markers, is done during the controlling player’s - Phase 1: Purchase & Repair Units.
IT COST 2 IPCs to remove each damage marker…
All 3 Minor ICs in the continental US automatically are immediately converted to Major ICs when the US is at war. They can be upgraded at any time for 20 IPCs.