FANDOM


The rules comparison charts do not cover the operational games as they are too divergent from the main system. Check the abbreviations page for the abbreviations.

VersionAA Fire Timing
AAC,AAE,AAP,IBDuring enemy combat movement
AARDuring enemy movement
AA50,AA42At the start of combat, not when flying over
AADIn Artillery Shoots at Planes phase
VersionAA Guns
AACCan only fire during enemy combat movement. Can't stack AA. Costs 5.
AAR,AAP,AAECan fire whenever overflown. Can stack AA, but only 1 can fire. Costs 5.
AADNot used. Artillery fires at planes.
AA50,AA42

Can only fire during combat movement. Costs 6. Can stack but only 1 can fire.

AA41Not Used
VersionAir Bases
AAP,,AA50Certain islands are designated as airbases. Air units flying from airbases add 1 to their movement allowance.
AAG40Air bases may be built in any area, giving a bonus of 1 to air movement from. In addition, fighters and tactical bombers at air bases on islands can scramble defend neighboring ships.
OthersNot used
VersionAircraft Carriers
AAC,AAE,AAP,IBCosts 18. Fighters can't be build on carriers. Defends at 3
AARCosts 16. Fighters can be built on carriers. Defends at 3
AA50,AA42Costs 14. Fighters can be built on carriers or simultaneously with carriers. Defends at 2.
VersionArmor Defense
AAC,AAE,AAP,IBDefend at 2
AADGermans defend at 3, Allies defend at 2
AAR,AA50,AA42Defend at 3
VersionArtillery
AACNot used
AADCan shoot down air units on a 1
VersionBattleship
AAC1 hit to sink. Bombardment during first round. Cost 24
AAR2 hits to sink (repairs after battle). Cost 24
AA50,AA422 hits to sink (repairs after battle). Cost 20
AA402 hits to sink. Repairs at start of turn at friendly base. Cost 20.
VersionBlockhouses
AADAttack 3, Defend 1 don't move. May also attack land units in adjacent sea zones. Attacker chooses losses.}
VersionBombardment
AAC,AAE,AAPOccurs during first round. Any enemy ship spoils
AAROccurs before first round. Any enemy ship spoils
AA50,AA42Occurs during first round. Number of bombarding ships can't exceed number of invading units. Any enemy surface warship spoils.
VersionBomber
AAR,AAC,AAPCosts 15. Can engage in strategic bombing
AA50,AA42Costs 12. Can engage in strategic bombing
AADAttacks at 3. Chooses target. Unlimited movement. Can't attack contested areas
VersionChina
AA50China receives no IPC’s but builds 1 infantry per 2 areas held at the end of the turn. Chinese may only be in areas with a Chinese flag and Kwangtung. Chinese may not build in areas with 3+ Chinese units.
AAP40Chinese may only be in areas with a Chinese flag, Kwangtung & Burma. Can only build infantry (and artillery) if Burma Road is open. Can build in any Chinese territory, even if just captured. No capital.
VersionConvoys
AAEThey captured like land areas. Only the original owner can draw income form them
AAEThey captured like land areas. Only the original owner can draw income form them. The original owner must own the land area and convoy.
VersionCruisers
AA50,AA42Fights at 3. Costs 12. Can bombard
VersionDestroyers
AAR3-3-2. Cost 12. Blocks all enemy sub special abilities. No bombardment.
AAE3-3-2. Cost 12. Blocks all enemy sub special abilities. No bombardment. Bombards at 3. Allows air units to attack submarines.
AAP3-3-2. Cost 12. Blocks all enemy sub special abilities. No bombardment. Bombards at 2. Allows air units to attack submarines.
AA502-2-2. Cost 8. Blocks all enemy sub special abilities. No bombardment. Bombards at 2. Allows air units to fight against submarines.
VersionFighters
AAR3-4-4. Cost 10. Not involved in strategic bombing. Can be built on adjacent carriers.
AAC3-4-4. Cost 12. Not involved in strategic bombing. Can't be build on adjacent carriers.
AAE3-4-4. Cost 12. Can escort & attack strategic bombers. (Escorts fire at 1, interceptors at 2).

Can't be built on adjacent carriers.

Pacific3-4-4. Cost 12. Can escort & attack strategic bombers. (Escorts fire at 1, interceptors at 2).

May make a non-combat move to an adjacent sea zone if no other movement made that turn. {C Will land at beginning of your next turn. Can't be built on adjacent carriers.

AADDo not attack during your combat phase. Instead moving it to an area. An enemy unit that

moves in or out is attacked at a 1. Each fighter gets a shot at each enemy. Can only be attacked by artillery (at a 1).

VersionFirst Turn Rules
AACNo Russian first turn attack
AAPAllied force except Chinese, defend at 1 on first turn
VersionHeavy Bombers'
AACRoll 3 dice on attack
AAR,AA50Roll 2 dice on attack
VersionIndustrial Complex
AARCan't build more units than the income value of area, each turn
AACUnlimited builds for original industrial complexes by the original owner. Otherwise, limited to income value
AAEUnlimited builds for original industrial complexes by the original owner. Otherwise, limited to income value. No new complexes
AAP

Unlimited builds for original industrial complexes by the original owner. Otherwise, limited to income value. Only US can build new complexes.

VersionJet Fighters
AAC,AARDefends at 5
AA50Attacks at 4
VersionLend-Lease
AAEDuring the Soviet non-combat move phase, he may convert Allied units in his territory to Soviet
VersionMarines
AAPCost 4. +1 on amphibious attacks
VersionMiddle East
AAEGermans collect income from captured Middle East areas directly from an Allied Player of their choice
VersionNaval Bases
AAPNaval units can move 3 during non-combat movement, if naval bases are in both the starting and ending areas. The island must be controlled for each base. Newly captured areas are fine.
VersionNeutrals
AACCan be invaded for 3 IPC's
AAR,AA50Impassable
AAG40Some neutrals favor 1 side. They can be attacked by the other side freely and recruited by their allies by sending ground units in. True neutrals fight against both sides, and if any true neutral is attacked, all true neutrals will favor the other side.
VersionOrder of Play
OthersUSSR-Germany-UK-Japan-USA
AAEGermany-USSR-UK-USA
AAPJapan-UK-USA
AADGermany-UK-US
VersionRetreat-Attacker
AACRetreat after any combat round, except for amphibious invasion
AAR,AAE,AAPRetreat after any combat round, except for land units in an amphibious invasion
AAD1 round of combat per turn. No retreats. Land units in contested areas can't move.
VersionRetreat-Defender
AAR,AAC,AAPDefending subs can retreat after any combat round
VersionStacking
AAD8 land units, 4 fighters per side per area. Bombers & blockhouse unlimited
OthersUnlimited
VersionStrategic Bombing
AACInflicts d6 IPC losses to the foe
AAE,AAP,AARInflicts d6 IPC losses to the foe, up to the value of the territory.
AA50Inflicts D6 damage to the complex, up to twice the value of the territory. Each hit reduces production capacity by 1. Hits are repaired for 1 IPC during the buy phase.
AA42Inflicts D6 damage to the complex, up to twice the value of the territory. Each hit reduces production capacity by 1. Hits are repaired for 1 IPC during the buy phase. Defending fighters may defend at 2, escorting fighters attack at 1. Fighter combat before AA fire.
VersionSubmarine
AARSubmarines fire during opening fire, on attack or defense. May submerge after round of combat. Can move through enemy sea zones without fighting. An enemy destroyer negates all these abilities (it fires in regular combat).
AACFirst fire on attack. Can retreat after any round of combat.
AAEFirst fire on attack. Can retreat or submerge after any round of combat. Destroyers negate

submarine first fire. Air units can only attack subs if destroyers are present.

AAPFirst fire on attack. Can retreat or submerge after any round of combat.
AA50,AAG40May ignore enemy naval forces without destroyers. May end non-combat movement with enemy naval force without destroyers. First strike on attack or defense unless enemy destroyer present. Can't be hit by aircraft unless enemy destroyer present. Costs 6. Defends at 1. May submerge, even before battle if no enemy destroyer present.
VersionTank Defense
AACDefends at 2
AADAxis defends at 3, allies at 2
OthersDefends at 3
VersionTechnology
AACPay 5 per tech roll. On a 6, you receive a random tech
AARPay 5 per tech roll. On a 6, you received tech of your choice
AA50Pay 5 to receive a researcher. Each researcher succeeds on a 6. All researchers are removed on success. Technology is rolled on the player’s choice of 2 tables.
AA42Not used
VersionTransports
AARCan carry 1 infantry + 1 other land unit. Can load if submerged sub present.
AACCan carry 2 infantry or 1 other land unit.
AAECan carry 1 armor or 2 other land units. Can't load load if submerged sub present.
AAPCan carry 1 armor or 2 other land units. Can't load load if submerged sub present.
AA50Always taken as a loss last. Defends at 0. Costs 7.
VersionTurkish Straits"
AAC,AARSea movement allowed between Mediterranean and Black Sea
AAE,AA50,AA42Sea movement not allowed between Mediterranean and Black Sea
VersionVictory Conditions
AAR,AA42Hold 9 victory cities at the end of a complete turn
AACTake 2 enemy capitals. Axis can win by holding 84 points of income at turn end.
AAETake any enemy capital
AAPJapan scores 1 VP for every 10 points of income (less strategic bombing losses). Bid for VP level for victory.
AADAllies win by having an uncontested control of all 3 objective cities for an entire turn by turn 10.
AA50Hold 15 victory cities at the end of a turn
AA41Take 2 enemy capitals

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.