HOUSE RULES and CLARIFICATIONS

 

Antiaircraft

Guns fire at air units that enter the territory in both combat and non-combat moves. This may include multiple shots on the same aircraft during either or both phases. A.A. shots are taken individually at air units, so if an A.A. gun is shooting at 2 fighters and one bomber, roll 2 dice for the fighters and then one for the bomber.

 

Convoy Raids

- UK, US, and Japan are subject to Convoy Raids. These are economic attacks, conducted by submarines, close to enemy shipping lanes (ie. near an IC). Russia and Germany are not subject to such attacks.

-On the UK, US, and Japan Collect Income Phases, for every Enemy sub within 1 sea zone of (ie. directly adjacent to) an IC owned by that respective country, subtract 2IPC from their collected income. For every Enemy sub within 2 SZ of an IC, subtract 1IPC.

-Multiple SUBs may affect a single IC, with damage capped at the Territory's IPC value. Any individual sub, can only affect one IC/turn, but may affect multiple ICs/ROUND (eg. a German SUB in SZ 8 cannot affect UK ICs in both UK and Canada on the same TURN. It can however, affect the UK IC on UK's Collect Income Phase, and then the United States IC on US's Collect Income Phase later in the ROUND)

 

Retreats

Units can retreat from an amphibious assault if all the units attacking from transports are destroyed.

 

Economic attacks

The COMBINED total of any bombing raid, rocket attack, or convoy raid is limited to the value of the territory under attack per turn. NOTE: The IPC’s lost to convoy raids are lost on the players turn who is losing them. So it is still possible for Germany to strat. bomb and/or rocket England for 8 IPC’s on Germany’s turn, and then have England lose another 8 IPCS because there are four German subs in the North Sea.

 

 

Bilateral Nonagression Treaty as Standard

-If Russia or Japan attack an original Orange or Red territory respectively, the treaty is considered broken and the defender places 4 free INF in that territory before resolving combat. If more than one territory is attacked, the defender decides which territory gets the free INF.

-If any of the following happen:

1. Russia/Japan attacks a non-Orange/non-Red Japan/Russia-owned land territory

2. Russia/Japan moves units into a Friendly-owned original Orange/Red territory

3. Russia/Japan attacks Japanese/Russian Naval Units

the treaty is considered void rather than broken, and the infringed upon party places 2 free INF in their capital.

-Once the treaty is either void or broken, it no longer comes into play.

 

Fighters landing on Carriers

Your fighter may also end its move in a sea zone adjacent to an industrial complex you own if you have purchased an aircraft carrier that turn and will subsequently place that carrier in the sea zone where your fighter ends its turn.

 


WEAPONS DEVELOPMENT (Tech Rolls)

Implementation

Tech rolls take effect in the mobilize units phase of your turn (effectively delaying their implementation by one turn).

New 4:2 Tech Rule

-The first time you roll for a particular Tech, you MUST purchase a minimum of 4 rolls that turn

-The second time you roll for that Tech, you MUST purchase a minimum of 2 rolls that turn, but you recieve the Tech automatically

 

Tech Changes

1. Jet Power (Jet Fighters)

-Your fighters are now Jet Fighters. Their defense increases to 5, their strategic bombing defense increases to 1, and enemy AA to hit values against them decrease by 1 (ie. to 0, unless they have Radar)

-For EACH Fighter in a territory undergoing strategic bombing, you may roll a single die at 1, to "intercept" (ie. immediately destroy) an incoming bomber. This occurs, after any antiaircraft gun fire, if present.

2. Rockets- Same

3. Super Subs- Sub attack and defense values increase to 3

4. Long Range Aircraft- Same

5. Combined Bombardment- Same. 

6. Heavy Bombers- Two dice at 3 or less for attacking, For strategic bombing, roll two dice, take the better roll, and add 1.

 

NATIONAL ADVANTAGES

Russia

1. Russian Winter- Once during the game in your Collect Income phase, you can declare a severe winter. Until the start of your next turn, your infantry defend on a 3. This applies to all Russian infantry, anywhere on the map.

2. Mobile Industry- Russia can produce units in any territory East of Moscow up to that territory’s IPC value.

3. Russian T-34's – Russian armor in red territories defend on a 4.

4. Salvage- If you win a combat against tanks or artillery in a red territory and at least one enemy tank or artillery is destroyed, you may place one free tank or artillery in that territory accordingly.

5. Lend Lease- During your Mobilize Units phase, you can convert up to 12IPC worth of Allied units into Soviet units if they are in a red territory. These may be land or air units. Remove the affected units from play and replace them with the same units of your own color. Converted pieces lose any advantages owned by the previous owner.

6. Trans-Siberian- In the noncombat  move phase, your INF, AA Guns, and artillery may move 2 territories per turn ONLY among these territories: Bury, Yak, Novo, Russia, WRus and Kar. You may move into or through territories you have just taken over (ie. did not control at the start of your turn) or that are Allied-controlled.

 

Germany
1. German 88's - During the first cycle of combat only, on Attack and Defense, your Artillery fire in the Conduct Opening Fire phase (instead of the Attacking Units fire and Defending Units fire phases respectively). Casualties are removed immediately.

2. Atlantic Wall: During any Amphibious Assault against a gray territory, all your infantry and artillery defend on a 3 on every cycle of combat.

3. Panzerblitz- If your attacking forces destroy all defending units in a territory in one cycle of combat, any of your surviving armor may move 1 territory during your noncombat move. This NCM move applies even if: a) your ARM has already moved 2 spaces in Combat b) you invaded an empty territory c) you invaded a territory containing only an AAGun and/or Industrial complex d) your ARM arrived by amphibious assault

4. Afrika Corps- During your mobilize new units phase, you may place one of your infantry for free in Libya or Algeria if you control it.

5. Wolf Packs - Your Subs attack on a 3 (4 with Super Subs) if there are at least two of them at the start of the combat cycle. When there are less than two SUBs at the start of a combat cycle, this ability is lost. Wolf Packs does not improve defending SUBs. The SUBs may come from different sea zones, but must attack the same sea zone. For Convoy Raids, when there are at least two German subs in the same sea zone, and they are within 2 sea zones of the enemy IC, the enemy subtracts an additional 1IPC from their collected income. If the group of at least two subs are within 1 sea zone of the enemy IC, the enemy subtracts an additional 2IPC from their collected income.

6. Luftwaffe Dive-Bombers - During the first cycle of combat, if there are no defending fighters present, your fighters hit on a roll of 4 or less. In succeeding cycles of combat, the fighters hit normally. If defending fighters are present, this ability is cancelled. This applies to both Land and Naval Combat. Your fighters are still subject to any A.A. Fire.

 

 

England

1. Radar- Your antiaircraft guns in tan territories hit air units on a roll of 2.

2. The Commonwealth - Place 1 free Infantry during the Mobilize Units Phase in either Eastern Canada, Egypt, South Africa, India or Australia if you controlled the territory at the beginning of your turn.

3. Enigma Decoded- Once per game, when Germany finishes its combat move phase but before its conduct combat phase, you may make one special move. You may move any number of your units from an adjacent space into any one friendly space being attacked by Germany. Alternatively, you may move any number of your units from a space being attacked by Germany into an adjacent friendly space, but you must leave at least one unit behind. This special move otherwise follows the rules for a noncombat move. If your units survive, they remain in the space to which they were moved.

4. Gloster Meteor- At the end of Round 1, the British get the jet fighter tech

5. French Resistance- Once per game, if Western Europe becomes controlled by the Allies, you may place three British infantry there for free. 

6. Colonial Garrison- You begin the game with one additional industrial complex in any tan territory with an income value of at least 1.

 

Japan

1. Tokyo Express- Each of your destroyers may act as a transport for two infantry. These destroyers follow the same rules for loading and offloading units as transports do. No tanks or artillery

2. Kamikaze- At the start of a sea combat (both attack and defense qualify - but never on land), the Japanese player designates any number of his fighters (not bombers) as Kamikaze fighters. Your attacking air units may make a combat move without having to land in a friendly space afterward, using their full range of movement (4 regular, 6 with Long Range Air) to reach the target sea zone. In the first cycle of combat, Kamikazes hit in the opening fire step of combat (meaning, their casualties

cannot hit back) - each Kamikaze specifies one specific enemy unit, which it tries to hit (several Kamikazes could specify the same target unit, but they cannot call off an

attack or change targets once conduct combat begins). Kamikazes hit on a 4 in attack and defense (5 on defense with Jets). Kamikazes cannot be hit by enemy units! Instead, they automatically die after the first cycle of combat, whether they have hit or not.

3. Taiwanese conscription, Same as Chinese divisions for U..S., but Japan must control Kwantung or French Indochina.

4. Yamato Class Battleships - Battleships attack, defend, and bombard on a 5.

5. Naval advantage- Japan get 4 free tech rolls on its first turn, which can only be used towards Super Subs, or Combined bombardment. If Japan does not get the desired tech on the first turn, he can spend 10 IPCs the second turn and get it automatically as per the 4:2 rule.  

6. Banzai Attacks – When you begin an attack with only infantry (no armor or artillery), all those infantry attack on a 2. This also applies to any amphibious assault in which your attacking land units consist of only infantry. Attacking banzai infantry can be accompanied by Air Units and bombardment by naval units

 

United States

1. Island bases- When moving your air units, you may treat island groups as part of the sea zones containing them.

2. Chinese divisions- During your mobilize new units phase, you may place one of your infantry for free in one of the following territories if you control it: China, Sinkiang, Kwangtung, or French Indochina.

3. Marines- Your infantry attacks on a 2 in the first cycle of the land combat portion of an amphibious assault. Marines may be matched 1:1 with supporting RTL, and thereby attack at 3 on the first cycle of combat.

4. Mechanized infantry- Your infantry have a move of 2 and may blitz just as tanks do.

5. Fast Carriers- Your aircraft carriers have a move of 3 and cost 14.

6. Superfortress- The defender rolls two antiaircraft guns for each superfortress. The total of 2 die must add to 3 or less to shoot the superfortress down in the opening fire step. A superfortress can still be shot down by a Jet Fighter.

 

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