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
-
-On the
-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
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.
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
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,
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
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.
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,
3. Enigma Decoded- Once per game, when
4. Gloster Meteor- At the end of Round 1, the British get the
jet fighter tech
5. French
Resistance- Once per game, if
6. Colonial
Garrison- You begin the game with one additional industrial complex in any tan
territory with an income value of at least 1.
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
4. Yamato
Class Battleships - Battleships attack, defend, and bombard on a 5.
5. Naval
advantage-
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
1.
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:
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.