att: def:
Battleships 4 4 2 hit to sink
H.Cruiser 3 3 2 hit to sink
Cruiser 3 3
Destroyer 2 2
Escort 1 2
Carrier 0 3 2 hit to sink 2 airplanes
Escort carrier 0 2 1 airplane
Transport = same rules as the others game but transport may retreat after the first round of combat if alone or together. defend only against airplanes. Cannot be used as casualty.
merchant marine rules = cargo for the following players are….
UK = 9
Japan = 5
germany = 2
USSR = 4
Italy = 1
The convoy route on the gameboard are the real WWII convoy route.
Canada - UK = 3 cargos.
UK - South Africa = 2
South Africa - India = 2
India - Australia = 2
Japan - China = 1
Japan - Formose = 1
Japan - Caroline’s island = 1
Japan - marianne’s islands = 1
Japan - marshall Island = 1
Italy - Lybia = 1
East Germany - Sweden = 1
West Germany - Norway = 1
USSR Note: cargos must move only after the Germany declaration of war.
Mourmansk - UK = 2
Archangelsk - UK = 2
At the end of each round (Non combat move), each players must move their cargo through the convoy routes.
Cargo may move up to 3 sea zone.
Once at war, UK, USSR and USA may transport 1 fighter, 1 tank or 2 artillery.
cargo may only be used to transport war materiels.
Cannot transport troops or make an amphibious assault. If you lost a cargo, you must return 5% of you Total IPC level to the bank.
example: UK IPC level = 40 (you lost 2 cargos = 10% ) return 4 IPC to the bank.
(Apply the penalty each turn but you can buy new cargo to cancel it).
After you unload, return the cargo to reload.
Of course, if you lost a cargo, the load is lost too!
The goal =
For their war effort, axis and allies power needs oil, rubber, iron and other stuff to produce weapons. If you sink a cargo, you can effect the production of your enemy.
UK and Japan are island and historically, those two countries was more dependant.
(that’s the reason why they got more cargo).
With this rule, you can live the battle of the atlantic!
As german player, you may effect the UK production if you sink the UK cargo.
As UK player must protect the merchant marine against Uboat.
Note: Uboat cost = 5 IPC
Lend Lease rules =
Our game begin in september 1st 1939.
USA player got only 18 IPC per turn. (Peace time production)
But he also receive 50% to build a cargo fleet and war materiel: 18 x 50% = 9 IPC.
US player start with no cargo. Maximum 10 cargos.
US player cannot used lend lease materiels for his own. It must be ship to USSR and UK player.
USA convoy route =
Western USA - Australia = 2
W. USA - Midway = 1
W.USA - Hawaii = 2
Eastern USA - UK = 3
E.USA - USSR = 2
The goal =
Once at war, US player cannot give money to his allies but he can ship war materiels to USSR and UK with his cargos. (lend lease).
Japan and German player can sink US cargo to effect US war production but US player can play the same game against the axis power.
So as you see, it’s the real merchant marine war!
German player begin the game with 2 corsair.
Corsair may only attack cargo ( alone or in a group)
Attack at 2 in the first round of combat.
Only escort and destroyer can defend against corsair.
Corsair must retreat after each round of combat.
OUF…ok any question?