@panther Oh, sorry I misunderstood you. It was just my error. I didn’t know about or see that category. Again, I’m sorry.
Under Construction (Please don't post)
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AXIS & ALLIES 1940 GLOBAL 2nd EDITION PLAYER’S GUIDE
Based on AXIS & ALLIES GLOBAL 1940 2nd Edition which was…
Designed by Larry Harris and Kevin Chapman
Published by Wizards of the CoastAll text in Italics made by…
Young GrasshopperIt is spring 1940. Since the invasion of Poland nine months earlier, the United Kingdom and France have been at war with Germany. The Soviet Union and Germany have signed a secret protocol splitting Eastern Europe between them. In November of that year, the Soviets, using some false pretext, attacked Finland. The Russians didn’t fare well in this war. 200,000 Finns managed to hold up a Soviet army of 1,000,000 troops. Eventually, the Finns had to sue for peace and several disputed territories were annexed by the Soviets. The weakness and humiliating defeats suffered by the Red Army didn’t go unnoticed by the watching eyes of Nazi Germany. Before long, these two great powers would be caught up in a life-and death struggle for their very existence. Before that day, however, the rest of Europe had to be dealt with. First, Norway and Denmark were invaded. Then, with an objective of nothing less than the total destruction of the British and French armies in northern France, Belgium and Holland were quickly overrun. Outflanking the Maginot line, to the great surprise of the Allied armies, the German army poured into the Low Countries. The Allied Expeditionary Force soon found its back to the sea and was forced to evacuate. During Operation Dynamo, the Allies, being forced into an ever-shrinking perimeter, made a desperate withdrawal from Dunkirk. More than 300,000 Allied troops evacuated back to England. However, much of the BEF’s equipment had been lost or left back on the beaches of Europe. During those desperate days, more than half of the French armor had been lost in Belgium. Now, with what was left and supplemented by some remaining Allied units, France is facing not only a larger German army, but an army whose tactics and way of conducting war are all too new and too effective. It’s at this point that you take command of one or more of the major powers and rewrite history. As an Allies player, can you stop this Axis momentum? As an Axis player, can you defeat France and/or Britain? Can you defeat the bear in the East? How are you going to deal with the awakening giant, the arsenal of democracy, the United States? Your task will not be easy, but world domination never is. In the Pacific Japan is at war with China, but not with any other country. Any attacks on British, Dutch, ANZAC (Australian-New Zealand Army Corps), or American territories or ships by the Japanese will be considered an act of war by all of the remaining Allied powers. A British or ANZAC attack on Japan, however, would not bring the U.S. into the war. The Japanese player can elect to go to war with the Allies immediately. If Japan does, the United States will automatically kick into its wartime economy. With tensions already high due to Japan’s occupation of parts of China, any further conquest in the Pacific will force the United States to go to war with Japan. Should Japan not attack immediately and use this time to better prepare and position its forces? This is the question that the Japan player must answer.
What if . . . What if the Japanese attacked the United States in 1940 instead of on December 7th, 1941? We, as players of this game, are about to explore that possibility. The war in Europe has already begun and the German blitzkrieg is presently underway in France. The collapse of several European colonial powers has created large power vacuums in Asia and in the Pacific. Japan is anxious to fill these vacuums. To do so, it will most certainly have to go to war with the other Pacific powers–notably the United States. As the game opens, clearly Japan is the dominant military power. The U.S. is in no mood for foreign military adventures, and with a strong isolationist movement in the country, it’s desperately trying to stay out of the war in Europe and avoid one in the Pacific. With this backdrop, the United States consequently cannot and will not make any moves against Japan. Japan, on the other hand, has all its options open. As Japan sees it, war with the United States and the European powers in the Pacific is all but inevitable.
On turn 1, Japan is confronted with two options: Attack immediately or use this time window to better prepare for what will certainly be a massive attack that will carry them half way across the globe. With some luck and preparation, Japan can catch the U.S. Pacific fleet unprepared and strike a swift and decisive blow to the American fleet. If Japan can manage to keep the United States on the defensive and in a weak military state, she can conquer enough resources and victory cities to win the game. One theory is that Japan can create such a strong defensive perimeter that the United States would eventually tire and negotiate a peace with a much stronger and richer Japan.
But another theory suggests that time is running out for Japan. On turn 3, due to the realities of the global situation, the United States will declare war on Japan, whether attacked or not. The British will fill the void created by the fall of Holland and take guardianship of the rich Dutch East Indies. And so, in but a few months, Japan will no longer enjoy its military dominance in Asia, and its dreams of a greater imperial Japan will fade in the setting sun. -
TABLE OF CONTENTS
Game Summary and Components:
PURCHASING THE GAME…… Reply #2
THE THEME OF THE GAME… Reply #2
THE GAME MECHANICS… Reply #2
THE PARTICIPANTS OF THE GAME… Reply #2
OPENING THE BOXES… Reply #2
CUSTOMIZING YOUR GAMING EXPERIENCE… Reply #2Setting up the game:
ASSIGNING NATIONS AMONG PLAYERS…… Reply #3
PREPARING THE GAME BOARD… Reply #3 -
Summary of Play
Axis & Allies 1940 Global can be played by up to six players. The game depicts a two-sided conflict, so if you have more than two players, split them up into the Axis side and the Allied side. The Allied powers include the United States, United Kingdom, France, ANZAC, China, and the Soviet Union. The Axis powers are represented by Germany, Japan, and Italy. Each player controls at least one world power. Some will control more than one power. Each turn you take for a power, you choose which units to build for that power. Then you move your attacking units into hostile spaces and resolve those attacks using dice rolls. After combat, you can make noncombat moves with your units that didn’t take part in combat that turn. Finally, you place the units you purchased at the beginning of your turn and then collect your income for the turn, including income gained from any newly conquered territories.
How the War is Won
The Axis wins the game by controlling either any 8 victory cities on the Europe map or any 6 victory cities on the Pacific map for a complete round of play (ending with the next turn of the Axis power that captured the final required city), as long as they control an Axis capital (Berlin, Rome, or Tokyo) at the end of that round. The Allies win by controlling Berlin, Rome, and Tokyo for a complete round of play (ending with the next turn of the Allied power that captured the third capital), as long as they control an Allied capital (Washington, London, Paris, or Moscow) at the end of that round.
THE PARTICIPANTS OF THE GAME
The Axis Powers
Germany
Japan
ItalyThe Allies Powers
Soviet Union
United States
China
United Kingdom Europe
Untied Kingdom Pacific
FranceOPENING THE BOXES (Both Europe and Pacific components combined)
Control markers
The game comes with control markers for each nation, control markers are used to track income on the income tracker, to mark territories that have exchanged hands, and to identify any breakthroughs gained during the research and development phase (for this variant you will require a set of union jack roundels which can be purchased at historicalboardgaming.com… here is the link… http://www.historicalboardgaming.com/Custom-Roundels--Union-Jack_p_384.html) �20 German
20 Russian
40 Japanese
45 American
5 Chinese
35 UK Europe (including 2 Union Jacks)
20 UK Pacific (Union Jacks can be purchased through HBG)
20 Italian
5 French
10 ANZAC (which will not be used in this variant)Facilities and Kamikazes
Facilities are units represented by common gray tokens that nations may purchase and place on the board. Kamikaze tokens are special units controlled by the Japan player. When you print the recommended map file to play this variant, all cardboard facility tokens will only be used for newly purchased units as the setup facilities are already printed on the map. � � � � �18 Major factories
20 Minor factories
30 Air bases
32 Naval bases
6 Kamikaze tokensGame aids
The battle board is used to organize the changing dynamics of each combat round during battle, the research and development tracker tracks which nations have gained breakthroughs, and the rule books are for playing Axis & Allies 1940 Global 2nd Edition. All these aids provided in the game boxes will not be used for the variant, this forum thread will replace all rules, and here is a link to a new battle board, and card decks needed to play my variant… �New game aids for this variant…
Game accessories
Place game boards together to form a map of the world, total dimensions are 70"X32". The cardboard trays are for holding each nations plastic units, the setup chart for each nation is printed on the tray lids. Plastic chips are used to consolidate units on a single space, gray chips equal 1 each, green chips equal 3 each, and red chips equal 5 each. The plastic unit on top of one or more chips is added to the total represented by chips, therefore, 1 gray chip, 1 green chip, and 1 red chip with a units on top equals 10 units total. �The 4 Game boards (2 from Europe, 2 from Pacific) will not be used to play my variant, instead you must print a new map using the following file…
New map needed for this variant…
…all other game accessories will be used
10 Unit trays
1 German
1 Japanese
1 Russian
1 American
1 Chinese
2 British (use 1 for UK Europe, and 1 for UK Pacific)
1 Italian
1 ANZAC (use for community tokens like facilities)
1 American / French (use for France pieces only)110 Gary plastic chips
30 Green plastic chips
20 Red plastic chips6 Red dice
6 Black dicePlastic unit pieces
Each nation has one or more types of plastic sculpts representing military units, some nations have different sculpts for the same type of unit.GERMANY - BLACK
40 Infantry
8 Artillery
9 Mechanized Infantry
12 Tanks
8 Antiaircraft Artillery8 Fighters
9 Tactical Bombers
4 Strategic Bombers2 Battleships
2 Aircraft Carriers
4 Cruisers
6 Destroyers
6 Submarines
6 TransportsJAPAN - ORANGE
40 Infantry
12 Artillery
9 Mechanized Infantry
12 Tanks
8 Antiaircraft Artillery16 Fighters
9 Tactical Bombers
8 Strategic Bombers8 Battleships
8 Aircraft Carriers
8 Cruisers
12 Destroyers
12 Submarines
12 TransportsSOVIET UNION - MAROON
40 Infantry
8 Artillery
9 Mechanized Infantry
10 Tanks
8 Antiaircraft Artillery8 Fighters
9 Tactical Bombers
2 Strategic Bombers2 Battleships
2 Aircraft Carriers
2 Cruisers
4 Destroyers
4 Submarines
4 TransportsUNITED STATES - GREEN
40 Infantry
12 Artillery
15 Mechanized Infantry
12 Tanks
16 Antiaircraft Artillery16 Fighters
15 Tactical Bombers
12 Strategic Bombers8 Battleships
8 Aircraft Carriers
8 Cruisers
12 Destroyers
12 Submarines
12 TransportsCHINA - LIME GREEN
30 Infantry
UNITED KINGDOM - BEIGE (use for UK Europe)
40 Infantry
12 Artillery
12 Mechanized Infantry
16 Tanks
16 Antiaircraft Artillery16 Fighters
12 Tactical Bombers
12 Strategic Bombers8 Battleships
4 Aircraft Carriers
8 Cruisers
12 Destroyers
12 Submarines
12 TransportsITALY - BROWN
20 Infantry
8 Artillery
6 Mechanized Infantry
10 Tanks
8 Antiaircraft Artillery8 Fighters
6 Tactical Bombers
4 Strategic Bombers2 Battleships
2 Aircraft Carriers
4 Cruisers
6 Destroyers
6 Submarines
6 TransportsANZAC - GRAY (use for new UK Pacific nation)
20 Infantry
6 Artillery
6 Mechanized Infantry
8 Tanks
8 Antiaircraft Artillery8 Fighters
6 Tactical Bombers
6 Strategic Bombers4 Battleships
4 Aircraft Carriers
4 Cruisers
6 Destroyers
6 Submarines
6 TransportsFRANCE - BLUE
20 Infantry
8 Artillery
8 Mechanized Infantry
10 Tanks
8 Antiaircraft Artillery8 Fighters
6 Tactical Bombers
2 Strategic Bombers2 Battleships
2 Aircraft Carriers
2 Cruisers
4 Destroyers
4 Submarines
4 TransportsCustomizing your gaming experience
Money
The game does not come with any tangible currency, you can get special paper money at HBG (historical board gaming), or special poker chips at IWNGU (I will never grow up).Extra Units
I myself bought 2 copies of both 1940 Europe and 1940 Pacific when I first got started, and I have never run out of anything during a game, but I understand if people don’t want to spend that much money. My suggestion is to play the game a few times and find out what you usually run out of, and then buy extras from HBG. For example: if you find that the Japanese tend to use mech infantry a lot, or if Germany always buys bombers in your games… than add extra units accordingly.Chips
The game does not provide enough chips, and HBG is usually of stock when it comes to the A&A out of box chips. So apart from buying 2 full sets of 1940 global, I suggest replacing all of them with HBG chips, I would get 100 whites, 50 greens, 50 reds, and 10 blues.Dice
Even if you buy 2 full sets of 1940 Global, you still won’t have enough dice… and HBG is always out of stock. I just got a ton from IWNGU which are almost identical to the A&A out of box dice, and FMG have nice customized combat dice. -
Setting up the game
Assigning nations among players
This is how players are to be divided among the available nations.Two Players
Player 1: The Axis Powers
Player 2: The Allied PowersThree Players
Player 1: The Axis Powers
Player 2: Soviet Union / UK Europe / France
Player 3: United States / China / UK PacificFour Players
Player 1: Germany / Italy
Player 2: Japan
Player 2: Soviet Union / UK Europe / France
Player 3: United States / China / UK PacificFive Players
Player 1: Germany / Italy
Player 2: Japan
Player 3: Soviet Union / China
Player 4: United States / UK Pacific
Player 5: UK Europe / FranceSix Players
Player 1: Germany
Player 2: Japan
Player 3: Italy
Player 4: Soviet Union / China
Player 5: United States / UK Pacific
Player 6: UK Europe / FranceSeven Players
Player 1: Germany
Player 2: Japan
Player 3: Italy
Player 4: Soviet Union
Player 5: United States
Player 6: UK Europe / France
Player 7: UK Pacific / ChinaEight Players
Player 1: Germany
Player 2: Japan
Player 3: Italy
Player 4: Soviet Union
Player 5: United States
Player 6: UK Europe
Player 7: UK Pacific
Player 8: China / FrancePreparing the game board
On each nation’s individual piece tray, there is a chart explaining where different units must be placed on the board before the game begins. This is called the setup, and all 9 nations must follow this procedure. However, this variant calls for some minor setup changes and those changes are highlighted in red on the following list…Note: the UK Pacific economy is a separate nation in this variant combined with ANZAC, therefore they will be represented by the ANZAC gray pieces throughout the game.
GERMANY:
Germany: 11 Infantry, 3 Artillery, 1 Tac Bomber, 2 Bombers, 1 Major IC, 3 AA guns
Western Germany: 3 Infantry, 1 Artillery, 4 Mech Infantry, 2 Fighters, 3 Tac bombers, 3 AA guns, 1 Major IC, 1 Naval base, 1 Airbase
Greater Southern Germany: 6 Infantry, 2 Artillery, 3 tanks
Slovakia/Hungary: 2 Infantry, 1 Tank, 1 Fighter
Poland: 3 Infantry, 1 Tank, 1 Tac Bomber
Romania: 2 Infantry, 1 Tank
Holland/Belgium: 4 Infantry, 2 Artillery, 3 Tanks, 1 Fighter
Norway: 3 Infantry, 1 Fighter
Denmark: 2 Infantry
Sea Zone 113: 1 Battleship
Sea Zone 114: 1 Cruiser, 1 Transport
Sea Zone 103: 1 Submarine
Sea Zone 108: 1 Submarine
Sea Zone 117: 1 Submarine
Sea Zone 118: 1 Submarine
Sea Zone 124: 1 SubmarineSOVIET UNION:
Russia: 1 Infantry, 1 Artillery, 1 Mech Infantry, 1 Tank, 1 Fighter, 1 Tac Bomber, 2 AA Guns, 1 Airbase, 1 Major IC
Novgorod: 6 Infantry, 1 Artillery, 1 Fighter, 2 AA Gun, 1 Airbase, 1 Naval Base, 1 Minor IC
Archangel: 1 Infantry
Karelia: 2 Infantry
Vyborg: 3 Infantry
Baltic States: 3 Infantry
Belarus: 1 Infantry
Eastern Poland: 2 Infantry
Western Ukraine: 1 Infantry, 1 Artillery
Bessarabia: 2 Infantry
Ukraine: 3 Infantry, 1 Minor IC
Volgograd: 1 Tank, 1 Mech Infantry, 1 Minor IC
Caucasus: 2 Infantry
Buryatia: 6 Infantry
Sakha: 6 Infantry, 2 AA guns
Amur: 6 Infantry
Sea Zone 115: 1 Cruiser 1 Submarine
Sea Zone 127: 1 SubmarineCHINA:
Suiyuyan: 2 Infantry
Shensi: 1 Infantry
Kweichow: 2 Infantry
Hunan: 2 Infantry
Yunnan: 4 Infantry
Szechwan: 6 Infantry, 1 FighterJAPAN:
Japan: 6 Infantry, 2 Artillery, 1 Tank, 2 Fighters, 2 Tac Bombers, 2 Bombers, 3 AA Guns, 1 Airbase, 1 Naval Base, 1 Major IC
Korea: 4 Infantry, 1 Fighter
Manchuria: 6 Infantry, 1 Mech Infantry, 1 Artillery, 1 AA Gun, 2 Fighters, 2 Tac Bombers
Jehol: 2 Infantry, 1 Artillery
Shantung: 3 Infantry, 1 Artillery
Kiangsu: 3 Infantry, 1 Artillery, 1 Fighter, 1 Tac Bomber
Kiangsi: 3 Infantry, 1 Artillery
Kwangsi: 3 Infantry, 1 Artillery
Siam: 2 Infantry
Iwo Jima: 1 Infantry
Okinawa: 1 Infantry, 1 Fighter
Formosa: 1 Fighter
Palau Island: 1 Infantry
Caroline Islands: 2 Infantry, 1 AA gun, 1 Airbase, 1 Naval Base
Sea Zone 6: 1 Submarine, 2 Destroyers, 2 Carriers each with 1 Tac Bomber & 1 Fighter, 1 Cruiser, 1 Battleship, 1 Transport
Sea Zone 19: 1 Submarine, 1 Battleship, 1 Destroyer, 1 Transport
Sea Zone 33: 1 Destroyer, 1 Carrier with 1 Tac Bomber & 1 Fighter
Sea Zone 20: 1 Cruiser, 1 TransportUNITED STATES:
Eastern United States: 1 Infantry, 1 Fighter, 1 Artillery, 2 AA Guns, 1 Airbase, 1 Naval Base, 1 Minor IC
Central United States: 1 Infantry, 3 Mech Infantry, 1 Tank, 1 Bomber, 1 Minor IC
Western US: 2 Infantry, 1 Mech Infantry, 1 Artillery, 1 Fighter, 2 AA Guns, 1 Airbase, 1 Naval Base, 1 Minor IC
Hawaiian Islands: 2 Infantry, 2 Fighters, 1 Airbase, 1 Naval Base.
Philippines: 2 Infantry, 1 Fighter, 1 Airbase, 1 Naval Base.
Midway: 1 Airbase
Wake Island: 1 Airbase
Guam: 1 Airbase
Sea Zone 10: 1 Battleship, 1 Cruiser, 1 Destroyer, 1 Transport, 1 Carrier with 1 Tac Bomber & 1 Fighter
Sea Zone 26: 1 Submarine, 1 Destroyer, 1 Cruiser, 1 Transport
Sea Zone 35: 1 Destroyer, 1 Submarine
Sea Zone 101: 1 Cruiser, 1 TransportUNITED KINGDOM PACIFIC:
India: 6 Infantry, 1 Artillery, 3 AA Guns, 1 Fighter, 1 Tac Bomber, 1 Airbase, 1 Naval Base, 1 Major IC
Burma: 2 Infantry, 1 Fighter
Malaya: 3 Infantry, 1 Naval Base
Kwangtung: 2 Infantry, 1 Naval Base
Sea Zone 37: 1 Battleship
Sea Zone 39: 1 Destroyer, 1 Cruiser, 1 Transport
Queensland: 2 Infantry, 1 Artillery, 1 Fighter, 1 Airbase, 1 Naval Base.
New South Wales: 2 Infantry, 2 AA guns, 1 Minor IC, 1 Naval Base.
New Zealand: 1 Infantry, 2 Fighters, 1 Airbase, 1 Naval Base.
Malaya: 1 Infantry
Egypt: 2 infantry
Sea Zone 62: 1 Destroyer, 1 Transport
Sea Zone 63: 1 CruiserUNITED KINGDOM EUROPE:
United Kingdom: 2 Infantry, 2 Fighters, 1 Bomber, 4 AA guns, 1 Airbase, 1 Naval Base, 1 Major IC
Scotland: 2 Infantry, 1 Fighter, 1 AA gun, 1 Airbase
France: 1 Artillery, 1 Tank
Ontario: 1 Infantry, 1 Artillery
Quebec: 1 Infantry, 1 Tank, 1 Minor IC
New Brunswick Nova Scotia: 1 Naval Base
Iceland: 1 Airbase
Gibraltar: 1 Fighter, 1 Naval Base
Malta: 1 Infantry, 1 Fighter, 1 AA gun,
Alexandria: 2 Infantry, 1 Artillery, 1 Tank
Egypt: 1 Infantry, 1 Artillery, 1 Mech Infantry, 1 Naval Base
Anglo-Egyptian Sudan: 1 Infantry
Union of South Africa: 2 Infantry, 1 Naval Base, 1 Minor IC
West India: 1 Infantry
Sea Zone 106: 1 Destroyer, 1 Transport
Sea Zone 109: 1 Destroyer, 1 Transport
Sea Zone 110: 1 Cruiser, 1 Battleship
Sea Zone 111: 1 Destroyer, 1 Battleship, 1 Cruiser
Sea Zone 91: 1 Cruiser
Sea Zone 98: 1 Cruiser, 1 Destroyer, 1 Carrier with 1 Tac Bomber, 1 Transport
Sea Zone 71: 1 DestroyerFRANCE:
France: 6 Infantry, 1 Artillery, 1 Tanks, 1 AA gun, 1 Fighter, 1 Airbase, 1 Major IC
Normandy/Bordeaux: 1 Infantry, 1 Artillery, 1 Naval Base, 1 Minor IC
Southern France: 1 Infantry, 1 Artillery, 1 Naval Base, 1 Minor IC
United Kingdom: 2 Infantry, 1 Fighter
Morocco: 1 Infantry
Algeria: 1 Infantry
Tunisia: 1 Infantry
Syria: 1 Infantry
French West Africa: 1 Infantry
Sea Zone 72: 1 Destroyer
Sea Zone 93: 1 Destroyer, 1 Cruiser
Sea Zone 110: 1 CruiserITALY:
Northern Italy: 2 Infantry, 2 Artillery, 1 Tank, 1 Bomber, 2 AA Guns, 1 Major IC
Southern Italy: 6 Infantry, 2 Fighters, 2 AA Guns, 1 Naval Base, 1 Airbase, 1 Minor IC
Albania: 2 Infantry, 1 Tank
Libya: 1 Infantry, 1 Artillery
Tobruk: 3 Infantry, 1 Artillery, 1 Mech Infantry, 1 Tank
Ethiopia: 2 Infantry, 1 Artillery
Italian Somaliland: 1 Infantry
Sea Zone 95: 1 Destroyer, 1 Cruiser, 1 Submarine, 1 Transport
Sea Zone 96: 1 Destroyer, 1 Transport
Sea Zone 97: 1 Cruiser, 1 Battleship, 1 Transport -
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A&A 2nd Edition OOB National Objectives
GERMANY
SCANDINAVIAN RESOURCES = 5 IPCs
TRADE WITH RUSSIA = 5 IPCs
AFRIKA KORPS = 5 IPCs
CAUCASUS OIL FIELDS = 5 IPCs
LONDON = 5 IPCs
LENINGRAD = 5 IPCs
STALINGRAD = 5 IPCs
MOSCOW = 5 IPCs
IRAQ = 2 IPCs
PERSIA = 2 IPCs
NORTHWEST PERSIA = 2 IPCsSOVIET UNION
LEND LEASE ACT = 5 IPCs
NATIONAL PRESTIGE = 5 IPCs
SPREAD OF COMMUNISM = 3 IPCs
BERLIN = 10 IPCs (one time)JAPAN
TRADE WITH AMERICA = 10 IPCs
THE OUTER PERIMETER = 5 IPCs
SOUTH PACIFIC ISLANDS = 5 IPCs
CHINESE CAPITULATION = 5 IPCs
CALCUTTA = 5 IPCs
SYDNEY = 5 IPCs
HONOLULU = 5 IPCs
SAN FRANCISCO = 5 IPCsUNITED STATES
AMERICA = 10 IPCs
CENTRAL AMERICA = 5 IPCs
ALASKA & THE ISLANDS = 5IPCs
THE PHILIPPINES = 5 IPCs
FRENCH LIBERATION = 5 IPCsCHINA
THE BURMA ROAD = 6 IPCs (can build artillery)
UNITED KINGDOM / EUROPE
ORIGINAL TERRITORIES = 5 IPCs
ITALY
THE MEDITERRANEAN SEA = 5 IPCs
THE MEDITERRANEAN COAST = 5 IPCs
NORTH AFRICA = 5 IPCs
IRAQ = 2 IPCs
PERSIA = 2 IPCs
NORTHWEST PERSIA = 2 IPCsUNITED KINGDOM PACIFIC
ORIGINAL TERRITORIES & MALAYA = 5 IPCs
THE OUTER ISLANDS = 5 IPCs
KWANGTUNG & MALAYA = 5 IPCsFRANCE
FRENCH FORCES LIBERATED = 12 IPCs (worth of French units / one time)
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