World at War Enhanced Rules
This is a set of rules which in my opinion can improve Xeno's World At War variant of Axis & Allies. Some these rules can be used independently of others. Turn dependant rules are mutually connected and reflect the 9 month length of single round as suggested by game designer (Germany has two impulses in first round which enable it to repeat the Blitzkrieg from first 9 months of the war). Such calendar is respected throughout the rules. These rules are based upon 3rd edition of W@W and either supplement original ones or replace completely.
1.1 Infantry can be built without factories only in originally owned territories and those captured with diplomatic influence. A path through friendly/unoccupied territories/sea zones between such infantry building territory and own factory has to exist during building of infantry unless the territory is a part of the self-sustained area. Self-sustained areas are territories capable of producing infantry without clear path to one of the own factories. List of the self-sustained territories per country:
Germany: Finland, Rumania, Chile* and other minor allies Italy: Spain*, Argentina* United Kingdom: Canada, Australia, New Zealand, South Africa, India, Saudi Arabia* and other minor allies France: none Japan: Okinawa, Thailand US: minor allies China: all territories (including Manchuria and Tibet)
1.2 Any time a territory with factory is captured, a factory is considered destroyed in battle and removed from the map. The maximum number of units of all types which can be built in one territory is limited with IPC value of territory.
1.3 A battleship which suffers a hit is replaced with cruiser in next round of battle. If hit twice during the same round of battle, it is considered sunk (but can defend as battleship). If hit by a submarine, it is replaced with cruiser immediately and defends as cruiser. If battleship suffers two sub hits within same round it is considered sunk without possibility to return fire.
1.4* Submarines can't fire on each other, nor can hinder each other's movement. After any round of battle in which subs were attacked solely by air units, subs can submerge (withdraw but in the same sea zone).
1.4** Transports cannot be taken as ""cannon fodder"" in attack unless they are scheduled for an amphibious assault (have ground units aboard).
1.5 Infantry and paratroopers can be transported only by air transports (use Xeno's bomber units to represent air transports). Air transports cost 6 IPCs, have a range of 4 and no attack nor defense strength but can be taken as a casualty. When transporting infantry in non-combat movement, transport doesn't need to be in the same territory as infantry at the beginning of the turn and can land together with infantry in the same territory. Maximum number of paratrooper units per country is 2.
1.8 Heavy bombers don't need to be replenished. (or can be supplied only in factory) 1.9 Antiaircraft guns CANNOT be used in antitank role. The number of AA guns in particular territory is limited with (IPC value - 1). In one territory only one AA gun may be built per turn. No factory is needed for production of an AA gun. Each AA gun fires once at the start of any round of battle. AA guns CANNOT be used as casualties nor can be moved. When territory with AA guns is captured, AA guns are considered lost in battle.
1.10 This rule is no longer valid.
1.11 This rule is no longer valid. Each rocket (there can be more than one per territory, see 1.9) fires at enemy's factory normally as in original A&A.
2.1 No Western Allied (or Chinese) unit may finish the non-combat movement in a territory controlled by Soviet Union. In all other cases, USSR cannot remove Allied units nor collect IPCs for removing them.
2.2 No German/Japanese unit can end its non-combat movement in territory controlled by Japan/Germany.
3.1 If ""1"" is rolled All but 1 IPC is lost and returned to the bank. If ""2"" is rolled half of the IPCs are lost and returned to the bank. If ""3"" is rolled third of the IPCs are lost and returned to the bank. If ""4"" is rolled fourth of the IPCs are lost and returned to the bank. If ""5"" is rolled fifth of the IPCs are lost and returned to the bank. If ""6"" is rolled all but 1 IPC safely made to the destination. All fractions are rounded up.
6.3 Italy is a separate country in the same relation to Germany as France to UK, or China to US. Italian forces are placed in Italy, Libya and Italian East Africa with adjacent sea zones as well at the beginning of the game. The price of Italian units is the same as of the French. From Germany's 30 IPCs Italy gets 9 at the beginning of the game and its starting IPC level is 6. Italy play at the same time as Germany. Before the fall of France, Italians can attack only neutrals (Balkans for example), after that no further limits would be imposed. In case that Allies capture Italy, Italian money goes to the bank. All Italian controlled territories go to German control and all Italian units are withdrawn from the game permanently. In case that Germany retakes Italy, Italians do not return to the game.
6.4 In case of the fall of Rumania, German player has to remove 2 infantry units from any of the following territories: any originally Soviet territories or Balkans.
6.5 Finish infantry always defend at ""2"". In case that Soviet Union does not attack Finland on first round, Finland remains neutral but its IPCs are still added to Germany (like Sweden's). In that case Finland does not activate as German ally.
6.6 If Germany falls, German player has one chance for counterattack. Germany may spend money for builds. In case of failure, all German and Italian forces capitulate and war in Europe is over.
6.7 The German-Soviet treaty lasts until the 3rd round.
6.8 SPAIN: Whenever Italy receives at least 13 IPCs German player may attempt... Use Italian units and markers to represent Spanish forces and possessions.
Turkey: Whenever Germany and Italy receive at least 55 IPCs ...
Iraq: Whenever Germany or Italy capture Egypt...
Argentina: Instead of Germany's, Argentina can became Italian minor ally.
6.9 German player may attempt to assassinate Hitler if all of below conditions are satisfied:
a) IPC total of both Germany and Italy is less than 25. b) There are no German/Italian ground forces outside Europe. c) Allies control France.
If ""1"" is rolled, attempt was successful. Western Allies sign a separate peace with Germany and Italy for the rest of the game. Germany and Italy must vacate all territories originally owned by UK or France and Norway and Iceland if they control them. German troops have to withdraw to nearest German controlled territory. Italy becomes a neutral country and its troops are returned to Italy. War between Germany and Soviet Union continues.
If ""2-4"" is rolled, attempt failed but Hitler didn't notice it. Attempt can be repeated from the next turn onwards.
If ""5-6"" is rolled, attempt failed and Hitler is aware of an attempt and wants revenge. Germany cannot attack for entire turn. Ground movements are limited to retreat to Germany. Air and naval units cannot be moved.
6.10 SS Panzers attack at ""4"" and defends at ""3"". Their max number is limited to 3.
6.11 The number of SS Panzer grenadiers is limited to 4.
6.12 German player can build pens without factories.
6.13 Germany and Italy can attack Switzerland if attacker pays 15 IPCs. All units can be used and Swiss infantry defends at ""2"".
6.14 Germany must attack Poland on its first impulse. Italy may attack only neutrals during the first impulse. If France has already fallen, Italy may attack Free French/British during second impulse.
6.15 Italy uses Germany's rail movement.
7.2 Japan cannot attack USSR before fourth round.
7.5 Japan may exercise its sneak attack only in the round when it declares a war to the western powers.
7.6 The number of Bans attacks is limited to one per turn.
7.7 Kamikaze may be sent only against naval targets.
7.8 Japanese infantry in Japan defends normally (at ""2"").
7.9 Japan surrenders no IPCs to its conqueror. It spends IPCs for builds.
8.1 Britain cannot attack Japan before fifth round. After fall of Germany, no neutrals may be attacked.
8.2 British player pays no IPCs to the conqueror of UK. He does not get a free factory, nor the IPC value of new capitol increases. If Commonwealth falls afterwards, British may spend IPCs for builds. If they fail to recapture at least one of the Commonwealth home countries when their turn comes, all remaining IPCs are surrendered in the bank
8.3 Poland has to be attacked during first impulse.
8.5 British player gives Germany as much IPCs as total IPC value of all Vichy territories with German markers on (France included). In Vichy fleet dice roll:
If ""1"" is rolled, the fleet becomes German. If ""2"" is rolled, the fleet is scuttled. If ""3-5"" is rolled, the fleet becomes Vichy. If ""6"" is rolled, the fleet becomes Free French.
8.6 If Allies liberate France, all Vichy territories which are not adjacent to Japan controlled territory becomes Free French, others go under Japanese. All Vichy troops are removed from the game. Germany may build Vichy infantry in Vichy controlled territories if particular territory can trace a path through Axis/Vichy controlled territories towards Axis controlled France.
Germany may move Vichy troops from one Vichy territory to another. It may use Vichy transport if such unit exists. If Axis capture a Vichy territory, any Vichy fleet in adjacent sea zone is scuttled.
8.8 Dutch fleet is released in fourth round.
8.10 British infantry and fighters in United Kingdom defend normally (at ""2"" and ""4"" respectively).
9.1 US cannot attack Axis before fourth round.
9.3 This rule is no longer valid.
9.4 Starting from the fourth round, marines may be produced the same way as paratroopers do (+1 IPC). They can be produced only in Western US factory. Their max number is limited to two units. Rangers do not exist any more.
9.5 Mechanized infantry may be built starting from the fourth round.
9.6 This rule is no longer valid.
9.7 Peace time production lasts until fourth round.
9.11 China may attack Tibet. Chinese units may be engaged in multinational forces.
10.1 Soviet Union may not attack Germany before third round. USSR may not attack Japan before fourth round.
Rumania: Soviet player can pay 4 IPCs and roll a dice before the war with Germany. If dice roll is 1-2 Rumania becomes neutral and Germany does not receive Rumanian IPCs any more.
Finland: Soviet player may attack Finland in first round only until in war with Germany. This attack may last for one round of battle only.
Mongolia*: Every turn, Soviet player may try to win Mongolia by rolling one die. If 1-2 is rolled Mongolia becomes Soviet minor ally.
While USSR is neutral it may perform only one aggressive action (attack, diplomatic pressure etc.) per turn.
10.2 Until at war with major power, Soviet Union may spend only 16 IPCs on military units each turn.
10.4 Soviet Union does not receive any special IPCs after German attack.
10.5 Soviet factories may move only one territory and cannot build during that turn.
10.6 The IPC value of Russia remains the same no matter whose forces are there. New Soviet capital's IPC value does not increase. No factory is moved towards new capital.
10.7 It takes two partisans to link up in one normal Soviet infantry unit. If Balkans are Axis controlled and unoccupied, Soviet player may build one partisan per turn there. If any of the Chinese territories (including Manchuria and Tibet) are Japanese controlled and empty, Soviet player may build one partisan unit per turn there. Whenever an Allied unit enters in such territory, any partisan is removed and territory switched to Chinese control. If partisans managed to link up in regular Soviet infantry unit (representing major communist force), only regular Chinese units may attack such territory in order to revert it to Chinese control.