FANDOM


Written by Alan Emrich. Originally published Battleplan#3.

I. WEAPONS TECHNOLOGY

Weapons technology is now purchased before buying units. On each roll, the player pays the amount rolled in IPC's. On a 6, a discovery is made and 5 is paid. You must have 5IPC's to roll.

New technology table (roll 2 dice)

First Roll = 1,2 or 3

Second Roll =

  • 1 Long range aircraft
  • 2 Rockets
  • 3 Improved Tank Design Tanks defend at 3
  • 4 Convoy Escorts Transports attack at 1 and defend at 2
  • 5 Supreme Diplomate Each movement segment you may try go gain control of a neutral, succeeding on a roll of 1-3
  • 6 Fleet Train 1 group of ships beginning in the same sea zone, may move 3, even if they split up.

First Roll = 4,5 or 6

Second Roll =

  • 1 Heavy Bombers
  • 2 Super Submarines
  • 3 Radar AA Guns defend at 2. Fighters defend at 5.
  • 4 Industrial Efficiency Reduce all production costs by 20%, rounded
  • 5 Truck Transports 1 group of infantry starting in the same area may move 2 areas during non-combat movement. They may split up.
  • 6 Jets

II. PARATROOPERS

If an infantry and bomber unit begin the Combat Movement step together in the same area, the infantry unit is eligible to be dropped in an airborne attack.

The infantry unit and bomber need not move together nor attack together the same area, they just begin the combat phase together. 1 infantry unit may be dropped per bomber and must undergo AA fire like any other air unit.

The range for the infantry unit airdrop is 2 areas. It mustm land in any enemy occupied area and cannot retreat. If fights in the first combat round with an attack strength of 3. On each subsequend round it is treated like a normal infantry unit.

III. NEUTRALS Add the defense force & economic values to neutrals as indicated on the Neutral Order of Battle Charts. While the cost to declare war on a neutral is the same (3 IPC's), after it is declared, their defense forces are set up.

Neutral CountryDefense ForcesEconomic Value
Afghanistan5 Infantry0
Angola2 Infantry1
Argentina3 Infantryy1
Eire2 Infantry1
Mongolia2 Infantry0
Mozambique2 Infantry1
Peru3 Infantry2
Rio de Oro1 Infantry1
Saudi Arabia3 Infantry3
Spain3 Infantry,1 Tank,1 Fighter2
Sweden4 Infantry2
Switzerland3 Infantry0
Turkey3 Infantry1
Venezuela3 Infantry1

IV. NATIONAL CHARACTERISTICS

Each Power in the game now has a unique National Characteristic as follows:

Germany: Begins the game with a single Tank piece which is designated as the SS Panzerkorps. The elite unit attacks at 4 and defends at 5. New SS Panzerkorps may build for 10.

Japan: May make Banzai infantry attacks. Raise attack strength of infantry to 4, but the infantry is removed at the end of the round. The removed infantry can be used to satisfy losses inflicted by the enemy.

Britain: Enjoys Commonwealth production. Each initially controlled British area with a value of more than 1 may received 1 less than its value each turn in newly build British units.

Russia: May being a single attack per Russian player turn with an Artillery Barrage. Before the first round is fought, the Russian player rolls 1 dice for every complete pair of Russian units attacking the designated area. For every 1 rolled, an enemy unit is eliminated before the battle even begins.

United States: Is the arsenal of Democracy. Non-infantry losses suffered during the Axis player turns may be rebuild during the next American Build phase for 1/2 cost (rounded up).

V. VARIANT CARDS

Choose 1 variant card for each side.

Axis

RollVariant
11-26One power in your alliance begins the game with a random technology. First determine the technology, then award it to a power.
31-46Every power in your alliance begins the game with the same singe random technology.
51-52Spy Ring 1 power on your side gets all new technologies discovered by all other countries free, at the beginning of the second turn after the discovery is made.
53-54Italian Victory in East Africa Place a German control marker and 2 infantry units in East Africa at start. Adjsut I.P.C.'s accordingly
55-56Reorganized Axis Economies Each Axis power may spend 3 IPC's to purchase an increase in the value of their capital's area by 1. This increase is immediate and counts for victory purposes.
61-62Axis Demand for Oil becomes Critical. The following areas are worth 5 to any Axis power which controls them: Caucasus, Saudi Arabia and East Indies
63-64Diplomatic Coup 1 of the following countries, if still entrual, joins Germany (German Player's choise): Spain, Eire, Turkey, Sweden, Saudi Arabia
65-66Vichy Loyalty Start the game with a Germany infantry piece and control maker in each of the following areas: French West Africa, French Equatorial Africa, Madagascar & Mozambique

Allies

RollVariant
11-26One power in your alliance begins the game with a random technology. First determine the technology, then award it to a power.
31-46Every power in your alliance begins the game with the same singe random technology.
51-52Spy Ring 1 power on your side gets all new technologies discovered by all other countries free, at the beginning of the second turn after the discovery is made.
53-54Partisans At any time during the American turn, roll a die and remove that many IPCs from any 1 enemy power due to partisan activity behind enemy lines.
55-56Lend Lease Britain may send IPCs to Russia. The US may send IPCs to Britain or Russia. Roll for each IPC, on 1-4= arrives; 5-6=lost at sea.
61-62Organized Chinese Resistance The Americans may place 1 newly built unit in each of its 2 areas in China.
63-64Diplomatic Coup 1 of the following countries, if still entrual, joins Germany (German Player's choise): Spain, Eire, Turkey, Sweden, Saudi Arabia
65-66Coordinated Allied War Effort All allied players move & attack together between the German & Japanese turns.

PRODUCTION LIMITS

An area with a factory can't build more units in value than 4 time the area value.

SCORCHED EARTH

Factories and AA guns may be voluntarily destroyed during the purchase units phase.

PARATROOPERS Bombers may carry 1 infantry unit (reduce moe to 4). The infantry attacks at 2 on the first round.

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