Order of Play:
Germany (including Minor Axis Allies)
France
Soviet Union (neutral till turn 3)
China
Japan
United Kingdom (including Dutch, ANZAC and Canada)
Italy
United States (neutral till turn 4)
Victory Conditions:
6 major capitals and 42 strategic cities are represented. Capitals count as 5 points, strategic cites each worth 1 point.
Axis Requirements:
Germany and Italy need 24 points and one Capital to win. They have to control the 24 points for a complete turn to win. Germany and Italy have combined victory conditions.
Japan needs 18 points in any manner. Also complete turn.
Allied Requirements:
Soviet Union must take Berlin and a total of 24 points to win. In 1939 they start with 15 points, so Berlin and 4 others
UK needs to take Rome and 24 Points to win. They also need have either them or USA controlling Paris. They start with 15 points in 1939.
USA needs Tokyo and 24 Points to win. They start with 6 in 1939.
Unit Changes:
Mechanized Infantry and Tactical Bombers from AAP40 are standard in this game, however a number of nations have some differences to the unit values:
• German and American Mechanized Infantry are 2-2-2-4 units
• Japanese Armor are now 3-2-2-5 units.
• Japanese Tactical Bombers if paired with a Fighter can make one targeted naval attack on the first combat round. If they hit @ 3 or less, the targeted naval unit is damaged or destroyed.
• Self-Propelled Artillery are now researched (thru technology) 3-2-2-5 units and at any time if in combat and roll a 1, the defender must select a non-infantry land unit (if possible) for his combat loss.
• Fortifications are now standard units and can only protect one border (or coastline) from enemy attack. These cost 8 IPC and provide a +1 defense to all Infantry and Artillery in combat. Once built they are placed on these borders and cannot move and if captured are destroyed. The defending units can only get the modification against units attacking from the border where the unit is placed. All other attacks proceed normally. If the attack is an amphibious invasion, on the first round all defending artillery gets a free shot (after any Shore Bombardments).
• Paratroopers and Marines are also featured and receive a +1 attack each combat round when either dropped by a bomber (1 per bomber), or landed as part of an amphibious invasion (2 per transport). Also, for each infantry unit designated as one of these, the owning player pays 1 IPC to the bank (subtracted from the next turn’s budget). Paratroopers: Each bomber can now carry one infantry in combat or two infantry in non-combat and drop them within normal flight range. If used during the combat move, the drop of airborne troops can not be further than two spaces from your nearest land unit.
• Major Factories: These may build up to 10 units of any type and can take up to 20 damage. Major factories perform in all other respects as they do in AAP40, except they can be upgraded from minor factories only if the territory is worth 3 or more IPC.
• Minor Factories: These may build up to 3 units of any type and can take up to 6 damage. Minor factories perform in all other respects as they do in AAP40, except they can be up built only if the territory is worth 1 or more IPC.
Scorched Earth:
Any territory under attack that contains a factory and or AA gun and is captured results in the destruction of the factory. The new controlling player may build a new factory however.
Naval Repair:
Battleships, or Carriers (see technology) are no longer are repaired for free. Repair must be done by moving these units to a sea zone adjacent at any controlled or allied factory. You only have to “touch the sea zone” in order to repair. If you have movement points remaining you can continue to move past.
Placements of units outside of factories:
In any territory with a strategic city, you may build and place one infantry. If you control a capital, you may build and place three infantry. In either case this is in addition to the factory capabilities.
Special Non-Combat Movement:
All land units that normally move one space may move up to two spaces if moved in non-combat movement. All air units moved in this phase may rebase up to 8 spaces away.
Xenophobia:
No USA or UK units of any type allowed in Soviet territories. NO mixing of any Allied units with Soviet units (including naval). Soviet Units can liberate Japanese occupied Chinese territories and that’s the only time they can enter China. Soviet units can also ‘liberate’ any Axis occupied territories and keep them as their own even if they were previously owned by Allied nations. German and Italian land or air units may not enter the same land territory with Japanese forces or vice versa. Soviet Units may not enter British or American territories and vice versa. Neither may liberate any original controlled territory.
Straights:
The following straights must be controlled at the start of a players turn before naval passage can occur:
Denmark (German may cross as long as either Norway and Denmark are neutral or under axis control).
Bosporus (Neither side may cross as long as Turkey is neutral).
Gibraltar (Axis naval may not cross if the Allies control Gibraltar).
Suez (One side must control both sides at start of turn for passage).
Panama (One side must control both sides at start of turn for passage).
The Americans and British cannot enter the Baltic with airpower as well unless they control the Danish straights.
Strategic Centers:
Each player with the (German and Italian treated as one), must secure at least one Oil center and maintain it under his control during the game. If you do not control at least one oil center, each turn roll a die and subtract from your total income. If you capture an oil center that was originally controlled by another player (except the Dutch), roll one die for each IPC of the territory and the result is income that you gain and that the controlling player loses on his following turn. This is a one time event when these territories are captured.
Special Army Groups:
The German and Soviet player may form up to six ‘elite’ units composing of two of the following types of units:
Armor
Mechanized Infantry
Self- Propelled Artillery (with Technology)
Heavy Tanks (with technology)
With each pair of units, they fire first in all combat rounds (as either attacker or defender) and loses are removed before enemy units have an opportunity to fire. Germany and the Soviet Union each start with one of these on turn 3 and can designate one new elite unit each turn. If these units are destroyed in combat they may not be brought back. Up to six army groups of these types may be formed in total during the game and if they face each other in combat, German groups always fire first. Tokens will be used to delineate these units.
United States:
United States remains neutral unless attacked until turn 4. Her national production is a total of 40 IPC, of which 20 IPC must be spent on Lend Lease to UK and latter the Soviet Union when she enters the war. The other 20 IPC is considered lost to “domestic issues”. During her neutrality, American pieces remain in setup and cannot be moved. If any Axis player gets within a sea zone adjacent to any US controlled land territory or island, her domestic income can now be diverted to mobilization (US can now build units and research Technology) Once the United States enters the war on turn 4, her income grows by 10 IPC each turn, until it reaches a total of 60 IPC. No matter what; the maximum amount of Lend lease support is capped at 30 IPC to both UK and Soviet Union during wartime.
Summary of Income:
Turn 1: 20 and 20 Lend lease
Turn 2: 20 and 20 Lend lease
Turn 3: 20 and 20 Lend lease
Turn 4: 30 and 20 Lend lease
Turn 5: 40 and 20 Lend lease
Turn 6+: 45 and 20 Lend lease
Lend Lease:
American aid 20 IPC to UK and/or Soviet Union to purchase non-infantry types of units. The money is allocated on the American turn and spent on the following UK or Soviet turn. This constitutes a 1 turn delay since America plays its turn last. This aid may then be interdicted by German and Italian naval units as follows:
Each submarine can strip 1 IPC from this total.
Each Battleship or Cruiser can strip 2 IPC from this total.
Note: In both cases these units must be located in the Atlantic or the Indian Ocean.
Soviet Union:
Until at war the Soviet Union collects 20 IPC a turn on turns 1-2 and can only attack neutrals that are adjacent and only for one round each turn. Soviet Union cannot collect any income from Lend lease until they are at war. One IPC of income goes to Germany (until at war) as aid each turn (not deducted from her income).
Non-Aggression Pact:
The Soviet Union and Japan have a special treaty in place. The Soviet player can never attack Japanese territories until Berlin falls. The Japanese player can attack the Soviets as early as turn 4.
Minor Axis Allies:
On turn 3 Germany has full use of her minor allies (Finland, Romania, Bulgaria, and Hungary). On turns 1-2 these are considered Pro-axis nations which allow air units to fly over. The German player receives their full value and can purchase German units. The German player can also choose to buy and place minor axis allies, but is restricted in any case of placing no more than one unit per turn in each of her allies (Finland, Romania, Bulgaria, and Hungary) and also limited by the total IPC value of these territories. Placement of forces may occur in any of them even if they contain no factory. They play directly with German forces in every other respect and can be moved to any German controlled territory.
Neutrals:
Spain, Sweden, and the Soviet Union until at war all contribute 1 IPC each (3 total) to the German treasury as long as they remain neutral. German air units may fly over Sweden and Spain as well as the Minor Axis Allies even while neutral. Argentina is considered pro- axis. The Dutch are pro-allied but start the game neutral until attacked. Allied air units may fly over their territories. Venezuela, Brazil, Saudi Arabia are considered pro-allied. Air units may fly over. Attacks on any neutral immediately make them become allies of the other side. The only way to collect their income is by conquest and occupation. IPC are only awarded to the side that has invaded and defeated them rather than being an ‘ally’.
ANZAC and Canada:
These are controlled by the British player. They are considered British forces for all intents and purposes. They must build and place in their own territories however. British technology developments also affect them as well.
France, Vichy France and Free French:
When France falls (when Paris Falls), her remaining territories are divided into Vichy or Free French. Vichy territories are considered pro-axis neutral (planes can fly over) and Free French are totally under British control (they collect the income for these). The forces for each are listed on the set up sheets. All remaining French forces that existed when Paris falls, are removed from play. Free French territories are counted as British income as soon as Paris falls.
All other nations are considered fully neutral. You may not fly over or enter them unless you’re going to war with them.
China:
Every two territories under Chinese control can build one infantry. If they count an odd number, the benefit can be saved for her following turn.
Burma Road:
This road is outlined on the map. If it remains out of Japanese control, the controlled and printed IPC territories on the map ( up to 4 IPC) may be used to purchase any type of unit for China.
Revised Tech Tree:
Procedure: Same as AA50 except you assign your researcher to one of the following FOUR categories: Land, Sea, Air and Production. You can only assign up to one researcher per category at a time and no more than two different categories.
Research & Development Sequence:
1. Buy researcher tokens
2. Roll research dice
3. Roll breakthrough die
4. Mark development
Step 1: Buy Researcher Tokens
Each researcher token costs 5 IPC’s.
Step 2: Roll Research Dice
For each researcher you have, roll one die.
-Success: If you roll at least one “6”, you have successfully made a technological breakthrough. Discard all your researcher tokens and continue to step 3.
-Failure: If you do not roll a “6”, your research has failed. Keep your researcher token and continue to the Purchase Units phase of the turn. On each subsequent turn the success becomes easier and is reduced by one each turn: 6, 5,4,3,2, and eventually it is automatic.
Step 3: Roll Breakthrough Die
If you succeed on any research die, you choose any technology within the 1st tier. Additional technology research applied to the same tech category can go to a higher technology as long as you got at least one tech. For example: If you want a technology that is 3rd tier in land technology, you must have at least one 1st tier and one 2nd tier tech in that same category.
Step 4: Mark Development
If your research was successful, place one of your national control markers inside the appropriate advancement box on the research & development chart. Your development becomes effective immediately. Any number of powers may develop the same technology, but powers cannot share their technology.
Land Technology:
Tier #1:
• Mobile Warfare Doctrine- Infantry matched with a Tank attack at 2 at a 1:1 basis.
• Logistical efficiency- Total undamaged factory placements: total equals IPC that may be transferred from one original controlled territory to another as long as they are connected by land.
Tier #2:
• Self-Propelled Artillery- You may now build these units.
• Partisans- You may make up to 3 special attacks this turn against an enemy occupied territory, rolling a 1 for a hit. You cannot save up these attacks but you can make all of them in one territory.
Tier #3:
• Heavy Tanks- You may now build these as 4-4-2-8 armor units.
• Prepared Defenses- Artillery rolls first for the defense. If they roll a one, one attacking unit is removed from play and does not fire back. If they roll a two, the hit is allocated in the normal fashion.
Sea Technology:
Tier #1:
• Naval ASW- Cruisers are now ASW units and have the same rules as destroyers with regard to submarine interactions.
• AA Cruisers: If your Cruisers roll a one on defense, an attacking plane can be selected as a loss.
Tier #2:
• Sonar- Destroyers now have a first strike against subs if subs are present.
• Super Battleships- your existing battleships attack and defend at 5 and they always fire preemptively in combat each turn (loses removed before they fire back) for either attack or defense.
Tier #3:
• Improved Carriers- Carriers now take 2 hits and have a 3 fighter capacity. Damaged carriers can still defend with planes, but cannot launch attacks on naval units until repaired. They can launch their planes for land attacks only if damaged.
• Super Subs- Your subs now defend at 2 and attack at 3.
Air Technology:
Tier #1:
• Radar- any fighters you have defending and not under attack can assist adjacent territories prior to the start of combat rolls. They act immediately in these battles.
• Naval Radar- At the start of naval combat the defending player who has this technology can attempt to avoid combat and move into an adjacent space. Roll a 1-2= success (your defending ships retreat and no combat occurs), 3-6= failure (combat continues normally).
Tier #2:
• Long Rang Aircraft- Aircraft now moves 2 extra spaces.
• Air ASW- Aircraft can now attack submarines without the need for a Destroyer (or Cruiser with naval ASW technology).
Tier #3:
• Jet Fighters- The attack value of your fighters is now 4 and the defense is 5.
• Carpet Bombing- On the first round all air units rolling a one can select defending land units hit. Further combats are handled normally.
Tier #4:
• Heavy Bombers- roll two dice = pick the best result and apply to SBR. Also, Bombers also now attack at 5 or less and defend at 2 or less.
• Rockets- Your antiaircraft guns are now also rocket launchers. In addition to its normal combat function, during the strategic bombing raid step of your Conduct Combat phase each turn, each of your antiaircraft guns can make a single rocket attack against an enemy industrial complex within 3 spaces of it. This flak level for this is not regarded and each AA gun gets one roll.
Tier #5:
• Atomic Bomb- Each Atomic Bombs costs 10 IPC and only one can be made each turn. When dropped no AA roll is made. Effects: 3 dice of variable damage and one die of permanent damage. The first turn this can be developed is turn 7. Prerequisite: Heavy Bombers technology.
Production Technology:
Tier #1:
• War Bonds- add one die to IPC total each turn.
• Rosie the Riveter- Every two non-infantry land units bought gets you a -1 IPC discount in cost.
Tier #2:
• Underground factories- SBR hits count at ½ value rounded down.
• Research Talent Pool- Future research costs are now reduced to 4 IPC each.
Tier #3:
• Shipyards- subs, transports, destroyers cost one less IPC, all other ships cost two less IPC.
• Total War- The first land or air unit built (by type) costs -1
Procedure: allocate researcher to develop a tier #1 technology in any of three categories. Once you have developed a technology you can choose one of the two choices. If you elect to develop further research in the same category and succeed, you may then either elect to choose a Tier #2 technology or pick something from a LOWER tier technology.
Eventually, you can get to a tier #3 technology and chose any lower tech.