FANDOM


Download: Repository/Experimental/WW2v3_Variants 1941 Starting Set-Up
Credits:
Triplelk Jason Clark - baseline
Zero Pilot Mike McCaughey - integration
ComradeKev - custom code and rules
Seidelin - playtesting


IMPORTANT: Tech activation is at end of turn;
Though the roll happens at the beginning of turn
Also; buying tech tokens will rarely be worthwhile as the
triggers work by giving you alot of extra tech tokens,
and whenever you gain a tech, all tokens are discarded
Every nation starts with enough tech tokens to get one tech on the first turn
Each nation will get an extra tech every X turns; by nation:
Germany 3; Italy 7; Japan 5;
America 3; Britain 5; Russia 8;
Ao germany & america will get a new tech on turns 4,7,10 etc
britain and japan on 6,11,16.. Technology

      • Air/Naval Tech ***
        SUPER SUBS- subs attack at 3
        JET POWER- fighters attack at 4
        IMPROVED SHIPYARDS- naval units are cheaper
        AA RADAR- AA hit on 2 or less
        LONG RANGE AIRCRAFT- aircraft range increased by 2
        HEAVY BOMBER- roll 2 dice for each bomber attack
      • Land/Production Tech ***
        IMPROVED ARTILLERY SUPPORT- artillery support 2 infantry
        ROCKETS- AA conduct rocket attacks for 1d6 damage to production (each factory may only be targetted once per turn by one rocket, and only 1 rocket in each territory may fire)
        PARATROOPERS- each bomber may carry 1 infantry into combat (must stop in first enemy territory it reaches)
        INCREASED FACTORY PRODUCTION- factories produce 2 additional units (if territory value is 3 or greater), repairs 1/2 price
        WAR BONDS- collect an 1d6 extra PUs each turn
        MECHANIZED INFANTRY- tanks may carry 1 infantry each for 2 spaces


Victory Conditions Total Victory - 18 Victory Cities
Honorable Surrender - 15 Victory Cities
Projection of Power - 13 Victory Cities


National Objectives Germany: Lebensraum- +5 PUs if Axis control France, NW Europe, Germany, Czechoslovakia, Bulgaria, and Poland.
+5 PUs if Axis control 3 of Baltic States, East Poland, Ukraine, East Ukrain, and Belorussia.
+5 PUs if Axis control Karelia or Caucasus

Japan: The Greater East Asia Coprosperity Sphere- +5 PUs if Axis control Manchuria, Kiangsu, and French Indo China.
+5 PUs if Axis control 4 of Kwangtung, East Indies, Borneo, Philippine Islands, New Guinea and Solomon Islands.
+5 PUs if Axis control 1 of Hawaiian Islands, Australia, or India

Italy: Mare Nostrum- +5 PUs if Axis control Italy, Balkans, Morocco and Libya AND no enemy surface ships in sea zones 13, 14, or 15.
+5 PUs if Axis control 3 of Egypt, Trans Jordan, France, and Gibraltar

United States: The Arsenal of Democracy- +5 PUs Allies control W U.S., Central U.S., and E U.S.
+5 PUs if Allies control Philippine Islands.
+5 PUs if Allies control France.
+5 PUs if Allies control 3 of Midway, Wake Island, Hawaiian Islands, and Solomon Islands.

United Kingdom: The British Empire- +5 PUs if Allies control E Canada, W Canada, Gibraltar, Egypt, Australia and South Africa.
+5 PUs if Allies control any territory originally controlled by Japan.
+5 PUs if Allies control France or the Balkans.

Soviet Union: The Great Patriotic War- +10 PUs if Allies control 3 of Norway, Finland, Poland, Bulgaria, Czechoslovakia, and Balkans.
+5 PUs if Soviets control Archangel and no allied forces in Soviet controlled territories.

China: Chinese Resistance & The Flying Tigers +1 infantry for every two territories controlled by China at the beginning of her turn. These infantry must be place in a territory with less than three Chinese pieces.
No Chinese Units, including the Chinese Fighter may leave Chinese territory (except for Kwangtung) (this means no entering sea zones).

Units: infantry artillery armour fighter bomber transport submarine destroyer cruiser carrier battleship aaGun factory

Nations: Germans Russians Japanese British Italians Americans Chinese

WWIIv3 1941 Free Tech