Research & Development
Either economy can pay all or part of the cost of conducting Research and Development. The results apply to the power as a whole.
Purchase & Repair
Both United Kingdom Europe and Pacific make their own separate purchases and repairs.
Combat Moves, Conduct Combat, and Noncombat Moves
All combat moves, combat, and noncombat moves are made or conducted as any other power’s single, united force.
Mobilize New Units
United Kingdom mobilizes its new units purchased by each economy at industrial complexes that fall under that economy.
Collect Income
Each of the two economies’ incomes should be separately collected and maintained. This will include any income deducted for convoy disruptions or awarded for national objective income.
Capture of an Axis Capital
If Berlin or Rome is captured by the United Kingdom, the IPCs go to the Europe economy’s treasury. If Tokyo is captured, the IPCs go to the Pacific economy’s treasury. This applies even if the receiving economy’s regional capital is held by the Axis.
Capture of one of the United Kingdom’s Regional Capitals
If one of the regional capitals is captured, it will surrender any unspent IPCs that its economy has in its treasury to the capturing Axis power. An economy whose capital is held by the Axis can’t collect income, spend IPCs, or repair units. The free regional capital may never collect IPCs that would normally go to the captured regional capital, even if such territories are recaptured from the Axis. Other Allied powers can temporarily take control of any original United Kingdom territory that would otherwise be liberated when its regional capital (London or Calcutta) has been captured by the Axis.
Rule Changes:.
Some of these changes are already familiar to you, some are brand new. This list is presented mostly in general terms (in some cases it was felt that detailed descriptions and explanations would be needed). I think you’ll get the general game mechanics from the information provided below.
What is an Island:
An island or island group is a single territory surrounded entirely by one or more sea zones. A sea zone can contain more than one island or island group, but each one is considered one territory. Each territory has a separate name and emblem on it. It’s not possible to split up land-based units so that they are on different islands in the same group. For example, Sardinia and Sicily are both located in sea zone 95. These named islands can each have independent land-based units. However, West Indies, located in sea zone 89, is an island group (one territory), so any land units there are all together, not on separate islands.
AA Guns:
Cost: 5 Attack: - Defense: - Move: 1
Unit Characteristics
Limited Move: Normally this unit can be moved only during the Noncombat Move phase. This unit cannot move during the Combat Move phase (other than being carried on a transport if the unit was loaded on a prior turn).
No Combat Value: Even though an AA gun can defend, either alone or with other units, it has a combat value of 0. This means that an AA gun cannot fire in the defending units fire step. It can, however, be taken as a casualty. If a territory containing AA guns and no combat units is attacked, the AA guns are automatically destroyed. AA guns may never attack.
Air Defense: AA guns can only fire at an air unit when that unit attacks the territory containing that AA gun. AA guns fire only once, before the first round of combat. Each AA gun in the territory may fire up to three times, but only once per attacking air unit. In other words, the total number of air defense dice rolled is three times the number of AA guns, or the number of attacking air units, whichever is the lesser. Once the number of air defense dice is determined, the dice are rolled. For each “1” rolled, the attacker must choose one air unit as a casualty. These casualties are removed immediately, and will not participate in the remainder of the battle. This AA gun attack is made immediately before normal combat occurs in the territory containing the AA gun. AA guns do not defend facilities against strategic or tactical bombing. Facilities have their own “built in” air defenses.
Industrial Complexes:
Major industrial complexes can only be built on originally controlled territories (this includes upgrading minor ones). Likewise they may not be upgraded when captured. Major industrial complexes are reduced to minor when captured. The original owner of the territory may upgrade it if the territory is recaptured.
Submarines:
Submarines no longer fire a special “sneak attack” shot at unescorted transports that move through their sea zone (see page 30 of the Europe Rulebook). Instead, transports are not allowed to unload land units for an amphibious assault in a sea zone containing an enemy sub(s) belonging to a power with which they are at war unless at least one of his warships was also present in the sea zone at the end of the Combat Move phase.
Scramble:
Scrambling is a special movement that the defender can make at the end of the Combat Move phase. It must be done after all of the attacker’s combat movements have been completed and all attacks have been declared. The attacker may not change any combat movements or attacks after the defender has scrambled.
A quick reaction team of no more than 3 defending fighters and tactical bombers (strategic bombers can’t scramble) located on each island or coastal territory that has an operative air base can be scrambled to defend against attacks in the sea zones adjacent to those territories. These air units can be scrambled to help friendly units in adjacent sea zones that have come under attack. They can also be scrambled to resist amphibious assaults from adjacent sea zones, whether or not the territory being assaulted is the territory containing the air base. They may defend against the enemy ships conducting the amphibious assault even if friendly ships are not present.
In situations where a sea zone is adjacent to more than one territory containing an air base, sea zone 109 and Scotland and United Kingdom for example, each of the territories can scramble up to 3 fighters and/or tactical bombers. In situations where a territory containing an air base is adjacent to more than one sea zone, United Kingdom and sea zones 109 and 110 for example, the territory may still only scramble up to 3 fighters and/or tactical bombers, but they may be split between the sea zones in any combination.
Scrambled fighters and tactical bombers are defending, so refer to their defense values and abilities when resolving combat. They are treated as normal defending units in their sea zones. As defenders, they may not retreat. They can’t participate in any other battles during that turn, including a battle in the territory from which they were scrambled.
After all combat is completed, each surviving scrambled air unit must return to the territory from which it was scrambled. If the enemy has captured that territory, the unit can move one space to land in a friendly territory or on a friendly aircraft carrier. If no such landing space is available, the unit is lost. Surviving scrambled air units land during that turn’s Noncombat Move phase, before the attacker makes any movements.
Kamikaze Strikes:
The Japanese player has the ability to make a special defensive strike against Allied surface warships. Japan is allowed to make six kamikaze strikes during the game. These strikes can only be made in sea zones that contain the Kamikaze symbol. They are the sea zones surrounding Japan, Okinawa, Iwo Jima, Formosa, Marianas, and Philippines. If an Allied player attacks Japanese units or declares an amphibious assault from one of these sea zones, the Japanese player can announce at the beginning of the Conduct Combat phase that he or she intends to launch one or more kamikaze strikes. They are resolved before any combat begins.
The Japanese player must declare how many kamikaze strikes will be made, in which sea zone(s) they will be used, and which enemy ship will be attacked by each kamikaze before any dice are rolled. For each declared strike, one Kamikaze token must be spent (no actual air unit is involved) and will be removed from the game after the strike is resolved. A kamikaze strike can target any specific enemy surface warship (not a submarine or transport). More than one kamikaze strike can be made against the same ship. Kamikaze strikes have an attack roll of 2 or less. If a hit is scored, it must be applied to the chosen unit. Sea units (all but submarines and transports) that are successfully destroyed by a kamikaze strike (capital ships still take two hits) are immediately removed and will not participate in the subsequent battle. A kamikaze strike prevents offshore bombardment supporting an amphibious assault in that sea zone, whether or not it is successful.
Strategic Bombing Raids (SBRs):
A strategic or tactical bombing raid is a direct attack on a facility. During this step, you can bomb enemy industrial complexes, air bases, and naval bases with your strategic bombers. You can also bomb enemy air and naval bases with your tactical bombers. When you damage these facilities, their capabilities are decreased or eliminated, and your enemy must spend IPCs to repair them in order to restore those capabilities. Repairs can be made by the units’ controlling player during his or her Purchase & Repair Units phase.
To conduct a bombing raid, the attacking player moves his or her bombers to the territory on the map containing the target(s). Note that a base may be both strategically and tactically bombed at the same time. Both attacking and defending fighters (not tactical bombers) can also participate in strategic bombing raids as escorts and interceptors. Escort fighters (those accompanying the attacking bombers) can escort and protect the bombers, and they can originate from any territory or sea zone, range permitting. They can’t participate in any other battles during that turn, including a battle in the territory in which the bombing raid is occurring. This applies whether or not the defender commits any interceptors.
Any number of defending fighters based in a territory that is about to be strategically and/or tactically bombed can be committed to participate in the defense of that territory’s facilities as interceptors, whether or not there are attacking fighter escorts. The number of defending fighters that will intercept is decided by the owning player(s) after the attacker’s Combat Move phase is completed and before the Conduct Combat phase begins. These fighters cannot participate in other battles during that turn, including a battle in the territory in which the bombing raid is occurring. They must remain in their original territory after the battle. If that territory is captured, they can move one space to land in a friendly territory or on a friendly aircraft carrier. This movement occurs during the Noncombat Move phase, before the acting player makes any noncombat movements. If no such landing space is available, the fighters are lost.
If the defender has elected to commit fighter interceptors, an air battle will be fought immediately before the strategic bombing raid is conducted. This air battle, which ends after one round of combat, is resolved in the following way:
1. Both the attacking bombers and fighter escorts, if any, fire with an attack value of 1. For each “1” rolled, a defending interceptor is immediately removed as a casualty.
2. The surviving defending interceptors then fire with a defense value of 2. For each result of “2” or less, the attacker must choose a casualty and remove it.
After the air battle is complete, or if there were no defending fighter interceptors, surviving fighter escorts are considered to be retreated. They don’t participate in the actual bombing raid, are not subject to antiaircraft fire, and will remain in the territory until the Noncombat Move phase. Any surviving attacking bombers carry out the bombing raid. If the territory offers more than one target, the bombers may be divided into groups, and each assigned a specific target (tactical bombers may not attack industrial complexes).
Each industrial complex, air base, and naval base has its own antiaircraft system. If there is an antiaircraft gun in the targeted territory, don’t roll for it. Those antiaircraft guns are used to protect combat units. Each complex and base rolls one die against each bomber directly attacking it (regardless of the number of bombers). For each “1” rolled, a bomber of the attacker’s choice is immediately removed.
After resolving the antiaircraft fire, surviving bombers each roll one die. To mark the damage done by the attacking bomber(s), place one gray plastic chip under the targeted industrial complex or base per damage point rolled. An industrial complex can’t receive more than 20 total damage for major industrial complexes and more than 6 total damage for minor ones. Air bases and naval bases can’t receive more than 6 total damage. Damage exceeding these limits is not applied.
A bomber that performed a strategic or tactical bombing raid can’t participate in any other combat this turn and must return to a friendly territory during the Noncombat Move phase.
Convoy Disruptions:
German subs “On Station” can cause the loss of 3 IPCs when attacking convoys.
No single territory can lose more IPCs than its own IPC value from multiple disrupted adjacent convoys (for example, Scotland cannot lose more than 2 IPCs form disrupted convoys in the sea zones 109 and 119).
Research & Development (that have been modified)
Rockets: Your air bases can now launch rockets. During the Strategic and Tactical Bombing Raid step of your Conduct Combat phase each turn, each of your operative air bases can make a single rocket attack against an enemy industrial complex, air base, or naval base within 4 spaces of it. This attack does one die roll of damage to that facility. Rockets may not be fired over neutral territories.
Improved Mechanized Infantry: Each of your mechanized infantry units that are paired up with a tank or artillery now has an attack value of 2. Also, your mechanized infantry may now blitz without being paired with a tank.
Super Submarines: The attack value of your submarines is now 3 instead of 2. In addition, during convoy disruptions each of your submarines now causes the loss of 3 IPCs from your opponents’ income.
Jet Fighters: The attack value of your fighters is now 4 instead of 3. In addition, during bombing raids your escorting fighters now hit on a 1 or 2 instead of just a 1.
Improved Shipyards: Change the IPC cost of cruisers to “9”.
END PART 3
http://www.harrisgamedesign.com/phpBB3/viewtopic.php?f=40&t=6491
This ends the core rules. Changes to rules follow.