File:Max-AAE.pdf Max's Advanced Rules for A&A-E
- Naval Task Forces
- Antiaircraft Gun Target Selection
- Additional Strategic Bombing Raid Targets
- Strategic Bombing Raid Interceptors and Fighter Escorts
- Tactical Air Battles
- Armored Spearheads
- Armored Encirclements
- Major Cities
- Liberty Ships and Escorting Destroyers
- German Surface Raiders
- Air Attacks Against Convoys
- Bomber Capabilities
- Extended Range for P-38
- Relocation of Russian Factories
- Economic Investment / War Bonds
- Alternate Victory Conditions
This is an expansion kit of optional rules. No additional pieces are needed. If you choose to use rules #10 Major Cities and #20 Economic Investment, you will need paper, pencil and pennies.
This booklet is a collection of optional rules. It is not a "game system" that requires learning all of the rules and applying them all at once. Rather, the rules may be used singly, or in any combination to customize the game to your particular tastes. Or, if desired, all of the rules may be used.
All original rules apply unless otherwise stated.
1. Naval Task Forces
When conducting an amphibious assault in which enemy naval units occupy the sea zone adjacent to the target coastal territory, the attacker may split his naval units into two task forces. These task forces are designated as the Attack Fleet and the Invasion Fleet.
The Attack Fleet must fight a naval battle against the enemy naval units, This naval battle is fought like any other and may last an unlimited number of rounds, Only if the sea zone is cleared of enemy naval units may the Invasion Fleet conduct t the amphibious assault.
If at the end of any round of combat of the naval a. le e attacker wishes to retreat, the surviving units of the Attack Fleet and the entire Invasion Fleet must retreat. All of the units of the Attack Fleet and the Invasion Fleet must retreat in 0 a single sea zone,
Naval units in the Attack Fleet may not participate in the land battle portion of the amphibious assault. Likewise, naval units and air craft roamers which are assigned to the Invasion Fleet may not participate in the naval battle may not be taken as casualties in the naval battle,
Only battleships and destroyers assigned to the Invasion Fleet may conduct one shot support attacks during an amphibious assault.
Aircraft carriers and their accompanying aircraft may not be assigned to separate task forces.
Also, aircraft carriers still may not directly attack defending land units from a carrier in the Invasion Fleet may still participate in unlimited rounds of combat during the amphibious assault and may be chosen as casualties,
Aircraft attacking in an amphibious assault may not retreat until all atacking land units are lost.
A player conducting an amphibious assault is not required to split his attacking naval units into task forces,
A. Air Transport
During Non-Combat Movement each bomber may transport one infantry unit to a friendly territory, A bomber and the infantry unit it is to transport begin the turn in the same territory,
Once the bomber lands and unloads the infantry the bomber's turn is over. Likewise, infantry units may not move into an adjacent territory after disembark ~ from a bomber. Bombers moved during Combat Movement may not move again 0 carry out air transport during the Non-Combat Movement phase of the same turn,
Infantry units transported by bombers may be used to conduct an airborne assault.
Airborne assaults are conducted by moving the bombers and the infantry units performing the assault to an enemy controlled territory during Combat Movement.
As in air transport, each bomber may transport one infantry unit and the bomber and the infantry unit must begin the turn in the same territory. Also, the infantry unit may not move into an adjacent territory after being "dropped".
Any antiaircraft fire is resolved against the bombers before the infantry units are "dropped" into the enemy territory. If a bomber carrying an infantry unit is hit by an antiaircraft gun, the bomber and the infantry unit aboard are immediately lost and the infantry may not attack.
If the antiaircraft fire missed the bomber or if there is no antiaircraft fire, the infantry unit is placed on the Battle Board.
Infantry units which are "dropped" into an enemy territory attack at "2". This attack advantage applies only to the turn in which the infantry units are "dropped". In later turns the infantry units will attack as regular infantry units at a "I" unless they are "dropped" again.
Airborne assaults may be conducted independently or in conjunction with other attacks. Infantry used in an airborne assault lose the option to retreat. Also, no other attacking units may retreat until all units which were "dropped" are lost.
Whenever an airborne assault is conducted in conjunction with other attacks and fire from the defenders results in hits to the attacking units, the "dropped" units must be the first units chosen as casualties.
Bombers used to "drop" infantry units may not conduct any other attack during Combat Movement. Bombers that "drop" infantry units are not placed on the Battle Board and cannot be taken as losses in the airborne assault. Bombers that "dropped" infantry units must land in a territory which was friendly at the beginning of the turn and which is within the remaining range of the bomber.
An additional cost of 2 IPC’s is required for each infantry unit used in an airborne assault. This must be paid during the Purchase Combat Units portion of the turn in which the unit is dropped. It must be paid each time a unit is dropped as it represents irreplaceable equipment such as gliders and parachutes.
Infantry units may not be "dropped" into friendly territories.
3. Antiaircraft Gun Target Selection
When antiaircraft guns defend against bombers and fighters during land combat, assign specific die rolls to individual planes. In this way the attacker may no longer choose which planes are taken as casualties.
For example: Two fighters and one bomber support a German attack against Stalingrad. To resolve the antiaircraft fire the Soviet player first rolls two dice against the fighters and then a separate die against the bomber.
If the Soviet player rolls a "1" with the last die the bomber is hit and must be chosen as a casualty regardless of the outcome of the other die rolls.
4. Additional Strategic Bombing Raid Targets I
Bombers may conduct strategic bombing raids against any enemy controlled territory, not just territories with an industrial complex.
For example assume two German bombers conduct a strategic bombing raid against Ukraine S.S.R. If both of them survive the antiaircraft fire, two dice are rolled to determine the number of IPC’s the Soviet player must return to the bank. Even if the total for the two dice is greater than 2, the Soviet player only returns two IPC’s to the bank.
If a bombed territory contains an industrial complex but is not a capital, the number of IPC’s lost due to the raid cannot exceed the income value of the territory.
5. Strategic Bombing Raid Interceptors and Fighter Escorts
A. Strategic Bombing Raid Interceptors
Defending fighters which are located in a territory which is the target of a strategic bombing raid may intercept and "attack" the bombers.
Defending fighters may only "attack" bombers which conduct a strategic bombing raid against the territory in which they are located. Surviving intercepting fighters must return to the territory they were in at the beginning of the raid.
Each of the intercepting fighters may conduct a one round "attack" against the bombers at a die roll of"3".
Each of the bombers" defend" against the intercepting fighters at a die roll of" I" .
Only one round of Fighter vs. Bomber Combat is allowed in each bombed territory.
Any antiaircraft fire against the bombers is resolved next.
Surviving bombers then conduct the strategic bombing raid and the defender returns to the bank the number of IPC’s lost due to the raid.
A single defending fighter may either perform strategic bombing raid interception or defend against an attack on its territory. A single defending fighter may not do both in a single turn.
However, if more than one defending fighter is present, some may intercept the strategic bombing raid and some may defend against the attack on the territory.
The defender may wait until the attacker is completely finished with his Combat Movement before deciding how to use his defending fighters.
If an attacker captures a territory on the same turn defending fighters from that territory were to intercept a strategic bombing raid, the intercepting fighters are automatically lost without a chance to fire against the attacking units. However, this occurs at the completion of the entire Resolve Combat Action Sequence and fighters yet to complete their interception of strategic bombing raids may still conduct the interception.
Defending fighters are not required to intercept strategic bombing raids.
B. Fighter Escorts for Strategic Bombing Raids
Friendly fighters may escort bombers on strategic bombing raids.
The role of fighter escorts is to attack defending fighters which are used to intercept strategic bombing raids.
As with bombers, fighter escorts may only be engaged by interceptors which are located in the territory that is the target of the bombing raid.
When a strategic bombing raid with a fighter escort is intercepted by defending fighters, a single round of Fighter vs. Fighter Combat occurs.
Fighter escorts "attack" the defending interceptors at a die roll of "3".
The interceptors "defend" against the attacking fighter escorts at a die roll of"4".
Interceptors may not conduct the one round of Fighter vs. Bomber Combat against the bombers unless they outnumber the fighter escorts. If this is the case, a number of interceptors at least equal to the number of fighter escorts must participate in Fighter vs. Fighter Combat.
Only the remaining interceptors not involved in Fighter vs. Fighter Combat may conduct the one round of Fighter vs. Bomber Combat. However, excess interceptors are not required to attack the bombers. They may be used to gain an advantage in Fighter vs. Fighter Combat.
A Strategic Bombing Raid is now conducted as follows:
1. Fighter vs. Fighter Combat occurs between fighter escorts and interceptors (one round only).
2. Excess interceptors conduct Fighter vs. Bomber Combat (one round only).
3. Antiaircraft fire against bombers is resolved.
4. Surviving bombers inflict I.P.C. damage to the target.
When fighter escorts accompany bombers on strategic bombing raids, antiaircraft guns may only fire at the bombers.
Fighters performing escort duty need not begin the turn in the same territory as the bombers they are escorting. Fighter escorts and bombers conducting strategic bombing raids may link up over the target territory.
When using fighter escorts, remember that the range of bombers is greater than the range of fighters. Fighters may not be able to accompany bombers to distant targets. As when using fighters in other attacks, fighter escorts must be able to end their turn in a territory which was friendly at the beginning of the turn.
Fighters performing escort duty may not participate in other attacks during the turn. This restriction applies even if the strategic bombing raid is not intercepted.
6. Tactical Air Battles
A. Tactical Air Battles Over Land
Whenever a territory is attacked and the attacker's units include fighters and/or bombers and the defender's territory contains fighters which are not being used to intercept a strategic bombing raid, a special one round Tactical Air Battle must be fought before the land battle may begin.
To fight this Tactical Air Battle proceed as follows:
1. All of the attacker's aircraft participating in the battle must fight a one round Tactical Air Battle against all of the defender's fighters present in the territory and not assigned to intercept a strategic bombing raid.
Place the aircraft involved on the Battle Board and resolve one round of combat without the use of the other attacking and defending units.
Attacking fighters attack the defending fighters at a die roll of "3".
Attacking bombers attack the defending fighters at a die roll of" 1 ".
(Note this attack is different than the attack with a die roll of "4" which bombers usually use.)
Also attacking bombers carrying paratroopers must be placed on the Battle Board and may be taken as casualties during the Tactical Air Battle. However, bombers carrying paratroopers may not roll any dice against the defending fighters.
Defending bombers may not take part in Tactical Air Battles.
Defending fighters defend with a roll of "4" against the attacker's aircraft.
Since land units are not yet involved, only air units taking part in the Tactical Air Battle may be taken as casualties during this round of combat.
Attacker may chose to take any combination of fighters and bombers as casualties.
2. Following the Tactical Air Battle, all of the attacker's remaining fighters and bombers taking part in the attack against the territory (including bombers carrying paratroopers) undergo defensive fire from the defender's antiaircraft gun if one is present.
3. After conducting the one round Tactical Air Battle and resolving any antiaircraft fire, the attacker's and defender's surviving aircraft are joined on the Battle Board by the attacking and defending land units .
Any bombers conducting airborne assaults "drop" their infantry units at this time and are placed in any territory which was friendly to the attacker at the beginning of the turn and which is within the remaining range of the bomber.
A regular Resolve Combat action sequence now begins with no limit on the number of rounds and all units participating and eligible to be taken as casualties .
Attacking bombers will now attack at their usual die roll of "4".
The attacker may not retreat until at least one round of combat involving all of the land and air units in the territory is executed.
B. Tactical Air Battles at Sea
Whenever a naval battle occurs in a sea zone and the attacker's units include bombers and/or fighters and the defender's units include fighters on aircraft carriers, a special one round naval Tactical Air Battle must be fought before the naval battle may begin.
To fight this Naval Tactical Air Battle proceed as follows:
1. All of the attacker's aircraft participating in the battle must fight a one round Tactical Air Battle against all of the defender's fighters from aircraft carriers present in the sea zone.
Place the aircraft involved on the Battle Board and resolve one round of combat without the use of the other attacking and defending naval units.
Attacking fighters attack the defending fighters at a die roll of "3".
Attacking bombers attack the defending fighters at a die roll of" 1". (Note this is different than the attack die roll of "4" which bombers usually use.)
Defending fighters defend with a die roll of "4" against the attacker's aircraft.
Since naval units are not yet involved, only the air units taking part in the Naval Tactical Air Battle may be taken as casualties during this first round of the Resolve Combat action sequence.
The attacker may choose to take any combination of fighters and bombers as casualties from a Naval Tactical Air Battle.
2. After conducting the one round Naval Tactical Air Battle, the attacker's and defender's surviving aircraft are joined on the Battle Board by the attacking and defending ships.
A regular Resolve Combat action sequence now begins with no limit on the number of rounds and all units participating and eligible to be taken as casualties.
Attacking bombers will now attack at their usual die roll of" 4".
The attacker may not retreat until at least one round of combat involving all of the ships and air units in the sea zone is executed.
Artillery pieces attack in a special and limited way. Artillery units conduct a one round artillery bombardment before other land combat is resolved. But attacking artillery units can only fire in this way. After the one round bombardment, attacking artillery units cannot fire during the remainder of the attack. Artillery may be chosen as casualties at any time.
Any air to air combat is resolved first. Then an artillery bombardment is conducted by the attacking artillery.
Any casualties caused by the bombarding artillery are removed by the defender immediately and do not return fire. Combat is then resolved normally except the attacking artillery may no longer fire.
Defending artillery defends in the normal way along with all other defending pieces. It does not "shoot back" during the attacking artillery's bombardment. But it does fire during every regular round of combat.
Artillery does not change the die rolls of any other friendly piece.
Artillery may not take part in an amphibious assault.
8. Armored Spearheads
During Combat Movement attacking tanks may move through adjacent enemy occupied territories if no enemy tanks are present. Enemy tanks stop attacking tanks from continuing to move on a one to one basis.
For example, three German tanks expend 1 movement point each and move into the Ukraine. The Ukraine contains three Soviet infantry. The German player may continue to move any or all of his tanks into other adjacent friendly or enemy territories.
If the Ukraine contained one Soviet tank, the German player would be forced to leave at least one tank in the Ukraine. If the Ukraine contained two Soviet tanks the German player would bee forced to leave at least two tanks in the Ukraine. And if the Ukraine contained three or more Soviet tanks the German player must stop all of his tanks upon entering the Ukraine.
At the end of Combat Movement, combat is resolved normally.
9. Armored Encirclements
If the attacker has more tanks than the defender in an embattled territory at the end of any round of combat he may conduct an armored encirclement rather than fight another round.
When an armored encirclement is announced there is no more combat in the contested territory. Subtract the number of defending tanks from the number of attacking tanks. This is the number of non-tank units that the attacking armor has encircled. The defender immediately loses this many non-tank units as automatic casualties. If the defender does not have enough non-tank units, he loses all of his non-tank units but nothing more. Any defending tanks and surviving non-tank units are retreated by the defender to a single adjacent friendly territory. Combat in the territory is then over.
Defending units may not be retreated into other territories where combat is yet to be resolved. If there are no other adjacent friendly territories available to retreat units into, resolve combat in all adjacent territories prior to retreating the defender's units. If at the end of all combat, there are no adjacent friendly territories for units escaping an encirclement to retreat into, all of the defender's retreating units are lost.
Armored encirclements may only be conducted after at least one full round of combat.
Armored encirclements may be conducted in conjunction with armored spearheads.
10. Major Cities
London, Berlin, Moscow, Stalingrad, and Leningrad are all major cities. Major cities are additional independent territories separate from the territories that surround them. (Similar to island territories in sea zones.) Write each city's name on a small separate piece of paper and use the paper as an off board box to place the units in which enter these cities. (This is provided at the end of these rules).
A unit moving from the surrounding territory into a major city expends one movement point. For example, a unit moving from Germany to Berlin expends 1 movement point.
All attacking units except infantry and paratroopers add + 1 to their die roll when attacking units in a major city. For example, a "3" is rolled for a tank attacking an enemy unit in a major city. Usually this is a hit, but after adding" 1" to the die roll it becomes a "4" and a miss.
To capture a major city the city itself, not the zone around it, must be captured.
The income from each of the territories surrounding the major cities remains the same and no income is generated by the city itself.
Armored encirclements are prohibited in major cities.
Any or all of the units that previously started the game in the territories surrounding the cities may now, at the owning player's discretion, begin the game in the major cities.
11. Liberty Ships and Escorting Destroyers I
When setting up the game the U.S., British, and Soviet players place additional transports in each of their convoy boxes. One transport is placed in the convoy box for each income point the convoy box is worth. These are Liberty ships. Also, place one additional British destroyer in each of the of the British convoy boxes. These are escort destroyers. Use gray chips for Liberty ships and red chips for escort destroyers whenever there are not enough ship pieces.
These Liberty ships and escort destroyers cannot be moved. They may be sunk by German submarines.
Other Allied destroyers may move into convoy boxes to perform convoy escort duty. Allied destroyers that move into convoy boxes to perform escort duty may not be moved out.
No units other than Liberty ships, escorting destroyers and German submarines are allowed to enter convoy boxes.
If a German submarine enters a convoy box during Combat Movement and no Allied destroyers are present it may attack the Liberty ships.
Each attacking sub may conduct a one round "first shot" attack against each Liberty ship. The German subs hit on a roll of "4" or less. For example, two subs attack four Liberty ships. Roll four dice for each attacking sub. Each time a "4" or less is rolled a Liberty ship is hit. The hit Liberty ships are sunk and immediately removed from play. The surviving Liberty ships are helpless and cannot return fire. A submarine's combat move is over at the conclusion of its attacks on Liberty ships and it remains in the convoy box.
If one or more Allied escort destroyers are present all of the attacking subs in a single convoy box must either attack the escorts or attempt to slip by the escorts and attack the Liberty ships. The German player may not use some subs to attack the escorts and others to attack the Liberty ships.
If the subs attack the escorts resolve combat normally. At the conclusion of combat surviving subs may not attack the Liberty ships.
If the subs attempt to slip by the escorts and attack the Liberty ships follow these steps:
a. Escorting Destroyers Search for Subs
Each sub is separately searched for by the destroyers. Roll a die for each sub. A single destroyer detects a sub one a die roll of 2 or less. Each additional escorting destroyer present in the convoy box modifies the die roll by minus 1.
For example two German subs attack a convoy box and attempt to slip by the escort to attack the Liberty ships. Two American and one British destroyer are in the convoy box. One die is rolled for each sub and two is subtracted from the die roll. A "5" and a "4" are rolled resulting in a "3" and a "2". One sub has been detected.
b. Escorting Destroyers Attack
Each escorting destroyer conducts a one round attack against each detected sub at "3". The detected sub may not return fire.
c. Surviving Subs Retreat or Try Again
Subs that survive the escorting destroyers' attack may end their turn and remain in the convoy box or they may make another attempt to slip by the destroyers. There is no limit to to the number of attempts subs may make to slip past the escorting destroyers. But each attempt must follow steps a, b, and c.
d. submarines Attack Liberty Ships
Subs that have successfully slipped by escorting destroyers attack the Liberty ships.
Each attacking sub may conduct a one round "first shot" attack against each Liberty ship. The German subs hit on a roll of "4" or less. The hit Liberty ships are sunk and removed from play. The surviving Liberty ships are helpless and cannot return fire. A submarine's combat move is over at the conclusion of its attacks on Liberty ships and it remains in the convoy
Instead of automatically generating income convoy boxes only generate one income point per Liberty ship they contain at the time income is collected.
Convoy boxes may contain an unlimited number of Liberty ships but they cannot generate more income than their original value printed on the board. There is one exception. The Soviet convoy box may contain up to 12 Liberty ships and generate up to 12 income points per turn. However, any income greater than 4 comes directly from the U.S. player's cash on hand, not the bank, and is subject to the availability of the U.S. player's funds and the U. S. player's willingness to transfer all or part of the funds.
Beginning with the first turn, Allied players may purchase Liberty ships for 3 IPC’s each and escort destroyers for 12 IPC’s each. The Soviet player may only place Liberty ships and escort destroyers in the Soviet convoy box. The British player may only place Liberty ships and escort destroyers in British convoy boxes. The U.S. player may place Liberty ships and escort destroyers in any convoy box.
When U.S. Liberty ships are in British or Soviet convoy boxes they generate income for the owner of the convoy box. This income comes from the bank as usual except for any excess C.S. Liberty ships in the Soviet player's convoy box as explained above.
Newly built Liberty ships and escort destroyers are placed directly in the convoy boxes at the same time that other new units are placed on the board.
Newly constructed escort destroyers placed in convoy boxes containing German subs can attack the German submarines in future turns. (But not in the same turn that they are placed on the board.)
Other Allied destroyers may move into a convoy box and attack German submarines as well. But these destroyers may never move out of the convoy box.
When using Liberty ships it is important to use this revised action sequence:
1. Purchase Units
2. Combat Movement
3. Resolve Combat
4. Non-Combat Movement
5. Submerged submarines resurface and damaged battleships are repaired.
6. Collect Income
7. Place new units on the board.
12. German Surface Raiders
German destroyers and battleships may attempt to reach convoy boxes and attack Liberty ships. If a German destroyer or battleship enters a convoy box that contains Liberty ships but no destroyer escort, the German warships attack the Liberty ships.
Each attacking destroyer and battleship conducts a one round attack against each Liberty ship. The German destroyers hit on a roll of "4" or less and the battleships hit on a roll of "5" or less.
For example, a German battleship and destroyer attack four Liberty ships. Roll four dice for the attacking battleship. Each time a "5" or less is rolled a Liberty ship is hit. Roll four more dice for the attacking destroyer. Each time a "4" or less is rolled another Liberty ship is hit.
The hit Liberty ships are sunk and immediately removed from play. The surviving Liberty ships are helpless and cannot return fire. A surface raider's combat move is over at the conclusion of its attacks on Liberty ships and it remains in the convoy box.
The Liberty ships are helpless and cannot return fire.
If one or more destroyer escorts are present, combat between the warships is conducted as usual. However the Liberty ships cannot be taken as casualties. If at the conclusion of one or more rounds of combat all of the escorting destroyers are sunk, surviving German battleships and destroyers may attack the Liberty ships.
Each attacking destroyer and battleship conducts a one round attack against each Liberty ship in the same way as explained above. After resolving combat the German battleships and destroyers remain in the convoy box.
Newly constructed escort destroyers that are placed in the convoy box could attack the German surface raiders in future turns. (But not in the same turn that they are placed on the board).
No units except Liberty ships, escort destroyers, German submarines and German surface raiders may enter convoy boxes.
13. Air Attacks Against Convoys
Aicraft may attack escorting destroyers or convoy ships in convoy boxes that are in
All attacking aircraft must attack either the escorting destroyers or the Liberty ships.
Attacks against destroyers are resolved normally. When German aircraft attack escorting destroyers Liberty ships may not be taken as casualties.
German air attacks against Liberty ships are resolved as follows:
1. Roll one die for each escorting destroyer. A hit is scored for each "1" that is rolled. If - .::--:..~ and bombers are involved randomly determine which planes are taken as losses .
2. Conduct a one round air attack against the Liberty ships. Roll one die for each surviving aircraft. Aircraft hit Liberty ships with the same die rolls as they hit other targets. Escorting destroyers may not be taken as losses .
DESIGNER'S NOTES REGARDING LIBERTY SHIP RULES Escorting Destroyer Duties
All German attacks in convoy boxes must be stated before any are resolved. If using rules 11, 12 and 13 it is possible for escorting destroyers to perform many tasks during a single German turn.
Follow this sequence:
l . Escorting destroyers defend themselves during a regular sea battle against any attacking subs surface raiders, and aircraft. Hit escorting destroyers and German losses are removed.
2. Escorting destroyers search for any subs attempting to slip by and attack Liberty ships. "Remember all subs may do only #1 or #2.)
3. Escorting destroyers attack any detected subs.
4. Escorting destroyers fire at any aircraft attacking Liberty ships. (Remember all attacking aircraft must either attack the destroyers or the Liberty ships.)
Restricting what kind of ships can enter the convoy boxes may seem strange. It may be helpful to not think of the convoy boxes as so many geographic points in the ocean but instead to think of them as a way to measure what resources are being applied to convoyI duty in different locations. In this way the Allied players must decide between defendng the convoys with escort destroyers or building other types of naval units for other purposes.
It is possible that after sinking all of the escorting destroyers and all the Liberty ships German surface raiders and submarines could be left in control of a convoy box. Unless new Liberty ships are constructed and placed in the convoy box (and prudence would dictate building new escorting destroyers or moving other destroyers in to protect them) no Allied IPC’s can be generated from the convoy box.
Once a German submarine or surface raider reaches a convoy box it may remain in it indefinitely with the only threat to its survival being Allied escort destroyers. While this may seem odd it is meant to simulate a serious interruption of Allied supply lines and the commitment of specialized resources to confront the threat. In the case of escort destroyers the pieces do not represent an individual class of ships but a combination of many types of assets including US Coast Guard cutters, corvettes, "jeep" carriers and patrol aircraft that are assigned to protect the shipping lanes.
14. Bomber Capabilities
German bombers have a range of 5 instead of 6.
Subtract 1 from German bomber's strategic bombing raid bombing die rolls.
When American, British and Soviet bombers attack land or sea units add 1 to the die rolls. For example an American bomber attacks a German infantry unit and rolls a "4" which is usually a hit. However, after adding one to the die roll it becomes a "5" and a miss.
All other aircraft die rolls, including air to air combat die rolls, are unaffected.
15. Extended Range for P-38
P-38s begin the game able to move up to 5 spaces in a single turn.
The American player may attempt to increase this range to 6. When purchasing units, The American player may purchase 1 die per turn for 3 LP.C.s. On a roll of "1" all P-38's built during that turn and onward have a range of 6. Place a control marker under the new six movement point P-38s to distinguish them from other five movement point P-38s.
Soviet homeland territories that are not occupied by at least one German unit when the German player collects income do not generate any income.
Also whenever a Soviet homeland territory is occupied by only one German unit at the end German player's non-combat movement a one round partisan attack occurs in the
Separately roll for each homeland territory containing only one German unit. If a six is rolled a German unit is lost.
17. Relocation of Soviet Factories
At the beginning of first Soviet turn after the German player has attacked any territory under Soviet control, the Soviet player may spend from 5 to 10 LP.C.s to simulate the relocation of Soviet factories to areas out of reach of the invasion and off the board.
When the I.P.C.s are spent the Soviet player places one of his control markers on the matching number on the national production chart. At the start of the Soviet player's next turn, this marker is removed and the Soviet player's income on the national production chart is increased by the same amount.
18. Economic Investment / War Bonds I
Players may invest cash on hand and receive a return of their capital plus a dividend on a later
Each country has a unique economic investment track. While purchasing units a player may purchase a penny to place on the first space of his investment track. The cost of the penny differs from country to country and is equal to the number in the first space of a country's investment track.
A purchased penny is placed on the first space of the investment track when new units are put into play.
When income is collected in subsequent turns the penny is either moved to the next space on the investment track thereby increasing the value of the investment or it is removed. When a a penny is removed, the owning player receives an LP.C. payment from the bank equal to the number in the space the penny was in.
Any investment on the investment track is lost to the bank whenever a player's capital is taken.
A player may have only one investment (one penny) on the investment track at a time.
The value of investments cannot exceed the final space on the investment tracks.
Use paper and pencil to construct separate investment tracks for each player to use during the game. (A display is included with these rules).
19. Alternate Victory Conditions
The German player is immediately declared the winner upon simultaneously controlling all of the territories color-coded to Germany except Morocco, Tunisia, Algeria and Libya as well as all of the territories listed below:
- Ukraine S.S.R.
- Baltic States
- East Poland
(And the major cities of Leningrad, Moscow and Stalingrad if using rule #10 - Major Cities)
20. Unconditional Surrender / The Cold War Begins
Should Germany fall (or Berlin when using rule #10 - Major Cities) the Soviet, American and British players continue to compete for control of any remaining German controlled territories.
When Germany (or Berlin) falls the German player immediately is out of the game. Any German pieces remaining on the board cannot attack or move. They may only defend.
The other players continue to take their turns as usual attacking German territories until there are no longer any German controlled territories. At that point the game is over.
The Soviet player wins if the Soviet Union controls more German color-coded and Middle East territories than the American and British players combined.
The American and British players win as a team if combined they control more German color-coded and Middle East territories than the Soviet Union.
When counting territories Germany (or Berlin) counts as two territories.
If Germany controls any territories color-coded to the Soviet Union or Britain at the end of the game, subtract two for each German occupied territory from the respective county's total.
Warfare between the Soviet Union and the Western Allies is not permitted.