FANDOM


Originally published in Wargamer #46

Written by Mark McLaughlin

Rules Modifications & Optional Rules

(a) FACTORIES: A player may construct a factory in an area marked with either his national color or listed as a pro-that player. No more than one-half of the units produced by a player may be placed at a factory that is located outside his home country. The home country is defined as

  • Japan: Japan
  • Germany: Germany & Italy
  • England: United Kingdom
  • USA: East & West US
  • USSR: All starting areas

Captured factories may not be utitlized for production.

(b) LEND-LEASE: The American player may lend production certificates to the British of Soviet playeer; the British player may lend production certificates to the Soviet player. No other loans are allowed.

Loans are NOT automatic transfers. During his construction phase, a player expends 5 point to build a lend-lease cargo, this is represent by a flag marker and is placed in a production circle. On the next turn, the flag may be loaded onto a transport, as if it were a regular unit. The flag may be unloaded in any area of the borrower's home country or anywhere the borrower has a factory. When unloaded it is immediately convered into production certificates (5 per flag) added to the borrower's treasury.

If the transport carrying the loan is sunk, the loan is lost.

Lend lease can be converted back to production certificates by the originating player if he decides to forgo the loan and the flag marker is currently in his home country.

(c) PARATROOPS: The German & Russian players each begin the game with 1 paratroop infantry unit. The British, Japanese and Americans may each build 1 paratroop unit. A player may not have more than 1 paratroop unit in play or in production (total) in the same turn. Paratroopers cost 5 IPC's. They are designated by placing a flag marker on the unit. Paratroopers have the same combat values as regular infantry. A paratrooper may move like normal infantry or conduct a 2-space air move (subject to usual AA fire). They can not retreat from a combat that they entered by air movement.

(d) GAME LENGTH and VICTORY This game is 10 turns long. Each turn represents 6 months. The turns are as follows:

Turn#Period
1Fall 1941
2Spring 1942
3Fall 1942
4Spring 1943
5Fall 1943
6Spring 1944
7Fall 1944
8Spring 1945
9Fall 1945
10Spring 1946

The first alliance (Axis or Allies) to control 2 enemy capitals while still controlling 1 of their own capitals at then end of any turn wins the game. If by the end of turn 9, this has not occured:

(1) The Axis palyer wins if he controls both Axis capitals.

(2) If the Axis player does not both axis capitals and has not otherwise won by the end of turn 9, proceed to turn 10. The Axis player wins if at the end of turn 10, he controls at least 1 of his own capitals and none of the allies has the Heavy Bomber technology. The Allied player wins if neither condition has been met.

SPECIAL TURN 1 RULES

(1) No Russian combat movement on turn 1.

(2) The American player may not attack unless his territory or units were attacked.

(3) Allied submarines have 0 combat value on the first turn.

(4) Japanese air & naval units receive special first turn 'surprise attack' bonuses. Japanese air units may make a 1st round 'free shot' attack against Allied areas. No Allied units (except carrier-based fighters) may return fire on the 1st round. The Japanese player may target antiaircraft units on this round only. He may specify that they are to be destroyed if he scores a hit. On the 2nd round, if the Japanese air units are still involved, all Allied defenders, including AA guns, may return fire as per a normal, simultaneous round of combat (note that AA guns fire their 1 shot a turn in this round on turn 1). All Japanese ground attacks/amphibious landing are conducted as normal, however, the Japanese player may defer landing his units until the 2nd round to allow for the surprise air raids to take out enemy targets.

Initial Setup

Russian Setup - 27 IPCs

Add control marker in Ukraine

UnitRussiaKareliaCaucasusUkraineEvenkiYakutSoviet Far East
Infantry335232
Paratroop1
Armor2121
Fighter11
AA11
Transport1
Sub1
Complex11

German Setup - 29 IPCs

UnitGermanyEastern EuropeSouthern EuropeWestern EuropeFinland-NorwayAlgeriaLibya
Infantry3622311
Paratroop1
Armor231211
Fighter1211
Bomber1
AA111
Battleship11
Transport11
Sub11
Complex1

English Setup - 34 IPCs

Put control markers in Dutch East Indies, New Guinea, Borneo

UnitGreat BritainEast Can.West Can.AustraliaIndiaSyria-IraqGibraltarSouth AfricaEgyptDutch East Indies
Inf.21221111
Armor11
Ftr21
Bomb1
AA1
BB11
Tr111
Sub1
IC1

Japanese Setup - 15 IPCs

Indochina is neutral, but on the first turn the Japanese may capture for free Borneo is English-controlled, but Japanese units start at sea adjacent to it 2 Fighters starting in Japan are placed on the carriers, 1 is on land

UnitJapanBorneoManchuriaKwang-tungOkinawaSolomon IslandsCaroline Islands
Infantry5225111
Armor111
Fighter31
Bomber1
AA11
Battleship21
Carrier2
Transport2
Sub11
Complex1

United States - 39 IPCs

Place control markers in Philippines and Wake Island Place a carrier with 1 fighter by rolling a D6: 1,2=Hawaii; 3-4=West Coast; 5-6=South Pacific

UnitEast USAWest USAAlaskaHawaiiMidwayChinaSinkiangPhilipines
Infantry22111221
Armor1
Fighter11111
Bomber1
AA1111
BB11
Carrier
Trans.11
Sub1
Complex11

Ad blocker interference detected!


Wikia is a free-to-use site that makes money from advertising. We have a modified experience for viewers using ad blockers

Wikia is not accessible if you’ve made further modifications. Remove the custom ad blocker rule(s) and the page will load as expected.