Order of Play:
Germany: collects 21+3+24 IPC in Aid (including Minor Axis Allies)
France: collects 12
Soviet Union: collects 20 IPC (neutral till turn 3)
China: collects 5 Infantry, Plus Burma Road income of 4 IPC
Japan: collects 17 IPC
United Kingdom: collects 26 (plus ANZAC 6 IPC and Canada 7 IPC)
Italy: collects 12 IPC
United States: collects 20 IPC at start (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 7 in 1939.
Losing your Capital:
When you lose your capital, you immediately lose IPC equal to the value of the territory from your previously collected income total (it will be reduced even if your capital is retaken by your allies) In addition, the new controlling player receives the income equal to double this value and added to his next turns total ( even if he loses control of this territory on the same turn.
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 is now a 3-2-2-5 unit.
• Japanese Tactical Bombers if paired with a Fighter can make one targeted naval attack on the first combat round. If they hit @ 4 or less, the targeted naval unit is damaged or destroyed.
• German Tactical Bombers if paired with a Fighter can make one targeted ground attack on the first combat round. If they hit @ 4 or less, the targeted land unit is 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 (they must start together) in combat or two infantry in non-combat and drop those 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. The bomber can then participate in combat in the targeted space in addition to dropping its cargo.
• 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.
• Destroyers and Cruisers (with Technology) negate submarines first strike but only at a 1:1 basis. Additional subs do receive their first strike, unless combat loses reduce them to equal the defending or attacking destroyers.
Scorched Earth:
Any territory under attack that contains a factory (either Major or Minor) and/or AA gun and is captured results in the destruction of these units. The new controlling player may build a new factory however. Exception: When France falls if the Normandy factory was not attacked, it becomes the property of Germany.
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:
At the start of your turn any territory you control with a strategic city, 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 and air units that normally may move double movement if moved in non-combat movement ( NCM).
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 or 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. If the French become Vichy, the Suez Canal is closed to British controlled forces until both the Levant states and Egypt are under British control.
Impassible Areas:
Afghanistan, Himalayas, and Sahara Desert are off limits to land units. Air units may pass over them only in NCM phase.
Scandinavia:
Attacks against any part of Finland, Norway or Sweden are only for one round of combat due to the rugged nature of the terrain/weather.
Strategic Centers:
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. The Dutch have two oil centers, but capturing them while neutral or unoccupied by Allied forces does not result in a loss roll.
However, if the allies decide to occupy them at any time and the Japanese capture them, then they do get to roll against that allied player.
All nations must control at least one oil center or capture a neutral that has one.
The German and Italian players can use Romania as their primary source Japan has a four turn reserve of oil, but on turn 5 must secure at least one oil center or face an oil loss roll each turn until one is secured.
England has its source at Borneo and if this falls can secure a new oil source by invading a neutral (Persia for example).
France, China, nor any other minor nation or neutral does not require oil, nor roll for oil loss.
Special Army Groups:
Each major nation may form a number of ‘elite’ armies composing of two of the following types of units:
Armor
Mechanized Infantry
Self- Propelled Artillery (with Technology)
Heavy Tanks (with technology)
Germans can form a total of 6 Waffen SS representing high echelon Panzerkorps.
(Not more than 3 on the board at the same time).
Italy can have one elite army (DAK- “Africa Korps”)
Japan can have one elite army (Kwangtung Army)
Soviet Union can form a total of 6 Shock Armies representing high echelon Guard units.
(Not more than 3 on the board at the same time).
British can have one elite army (8th Army)
Americans can have one elite army (3rd Army)
With each group 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. All nations 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 German and Soviet army groups of these types may be formed in total during the entire game and if they face each other in combat, German, Soviet, Italian, American, Japanese, British, and finally Italian groups fire in this order. Tokens will be used to delineate these units.
United States:
United States remains neutral unless attacked until turn 4. Her national production starts at a total of 20 IPC, of which 5 IPC can be spent on Lend Lease to UK. Latter starting on turn 5, the Soviet Union can receive this aid. During her neutrality, Original American pieces remain in setup and cannot be moved. Only newly built units can be moved and only to Sea zones or territories adjacent or within her national tokens as printed on the map. 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 each turn, until it reaches a total of 60 IPC. No matter what; the maximum amount of Lend lease support is capped at 15 IPC to both UK and Soviet Union during wartime.
Summary of Income:
Turn 1: 15 and no Lend Lease
Turn 2: 15 and up to 5 Lend Lease
Turn 3: 20 and up to 5 Lend Lease
Turn 4: 25 and 10 Lend Lease
Turn 5: 30 and 10 Lend Lease
Turn 6: 35 and 15 Lend Lease
Turn 7+: 45 and 15 Lend Lease
Lend Lease:
American aid to UK and/or Soviet Union must go to purchase non-infantry types of units. The money is allocated on the American turn and spent on the following UK or Soviet turn and placed in an off map box known as a lend lease mobilization box. All aid has a one turn delay, so the Soviet Union won’t see any money until her 5th turn. 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).
Total War:
The German war economy increases by 10 IPC starting on turn 4.
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 is also limited by the total IPC value of units not costing more than 10 IPC in 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 starting on turn 1, as long as they remain neutral. German air units may fly over Sweden, Spain, Chile and Argentina as well as the Minor Axis Allies even while neutral. German land units can move into all the minor axis neutrals and this is the only exception.
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’. But the exception again is the four German minor allies. Belligerent neutrals cannot leave their home nation nor attack out of it. All they can do is defend home territories, with the exceptions of: Spain, Turkey, Brazil, and Argentina.
England, 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. If England falls her income is kept in limbo until she upgrades to at least one major factory located in any other controlled territory where such a factory can be built. ANZAC and Canada may still build as usual.
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. Free French territories are counted as British income as soon as Paris falls.
All remaining French forces that existed when Paris falls, are removed from play except naval.
French Naval disposition:
Procedure: Roll one d6 for each French ship
1 = Scuttled
2= interned (remove from play)
3= interned (remove from play)
4= interned (remove from play)
5= Vichy Control- remains in play and fights anybody who attacks Vichy territories
6= German ship
British Restrictions:
British controlled units may not enter any French territories, except France proper while France remains unconquered.
China:
Every two territories under Chinese control can build one infantry. If they count an odd number, the fraction is lost. Placement follows rules under AA50 (only in territories with less than three units).
Burma Road:
This road is outlined on the map. If it remains entirely out of Japanese control, the printed IPC territories on the map (up to 4 IPC) may be used to purchase any type of unit for China.