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GW36 v4.2.1 Rulebook

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0% found this document useful (0 votes)
788 views104 pages

GW36 v4.2.1 Rulebook

Uploaded by

Rodrigo Eidt
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 104

Global War 1936

v4.2.1

Table of Contents

Acknowledgements ....................................................................................................2
Introduction .................................................................................................................2
Chapter 0 - Terminology .............................................................................................3
Chapter 1 - The Map ...................................................................................................8
Chapter 2 - Setting Up ..............................................................................................16
Chapter 3 - Victory ....................................................................................................18
Chapter 4 - National Relations ..................................................................................23
Chapter 5 - War and Peace ......................................................................................32
Chapter 6 - Pacts and Truces ...................................................................................37
Chapter 7 - Order of Play ..........................................................................................40
Chapter 8 - Production Phase ..................................................................................42
Chapter 9 - Combat Movement Phase .....................................................................51
Chapter 10 - Combat Phase .....................................................................................58
Chapter 11 - Non-combat Movement Phase ...........................................................71
Chapter 12 - Place Units Phase ................................................................................76
Chapter 13 - Units and Facilities ..............................................................................80
Chapter 14 - Historical Events ..................................................................................96
Chapter 15 - National Special Abilities .....................................................................98
Chapter 16 - Designer Notes ..................................................................................104

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Acknowledgements

Historical Board Gaming would like to thank the people who worked on this most recent
edition of Global War 1936:

Lead designer Morten Munck, co-designer Mattias Thomsen, member of the design/play-
testing team: Steven Kuntz, and editor Peter Neifert (GW ’36 Enthusiast).

Many others have also contributed. Historical Board Gaming is grateful for its thriving
community, and would like to thank everyone who has sent ideas, suggestions and provided
feedback to help improve the game.

Version 4 stands on the shoulders of the earlier versions. As such, Historical Board Gaming
would also like to acknowledge everyone who participated in developing the earlier versions.

Copyright © Historical Board Gaming

Introduction

After more than 1000 hours of development over the last 4 years, Historical Board Gaming is
proud to present Global War 1936 version 4.

Listing the changes is an impossible task. Every component in the game and every sentence
in the rules has been scrutinized. In many ways, version 4 is a totally new game compared to
version 3.

We have done a lot of streamlining to make the game faster to play, and easier for new players
to pick up. This includes removing things that did not work well or were unnecessarily
complicated.

A tremendous amount has been added to the game: an all-new map, revised diplomacy, more
balanced units, and enhanced technologies. Everything is now much more integrated. One of
the biggest new additions are the “in port” rules, which will transform the game in many ways.

In any 3-alliance system, the rules open up possibilities to gaming the system. Although a lot
has been done to reduce/eliminate this in version 4, Global War has been designed to be
played like gentlemen. As such, it is our hope that players aspire to this, and “play the game”,
instead of “playing the rules”. The former is a lot more fun!

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Chapter 0 - Terminology
0.1 Terminology:
Global War rules use many speci c terms. For ease of use, where a term has a speci c
de nition in the game it is Capitalized. For example, the terms Control, Possession and
Alliance are Capitalized to di erentiate them from their more common usage.

0.2 Glossary:
Alliance: Any of three main coalitions: Axis, Allies or Comintern. Minor Powers may join these
Alliances during the game. In order to avoid confusion, we use the term “members of your
Alliance” instead of “allies” to avoid confusion with the Alliance called the “Allies” (refer to 4.3).

Aligned: Two or more nations are Aligned when they meet certain conditions. Major Powers
that are members of the same Alliance will Align with each other when they are at war with the
same Major Power. Minor Powers Align with Major Powers when certain Alignment conditions
are met (refer to 4.6).

Annexation: Special kind of combat move by a Major Power that takes place with no combat
and no Declaration of War against a Minor Power. It is allowed only under certain conditions:
the Molotov-Ribbentrop Pact; German Annexations of Bohemia, Slovakia and Austria; and
Italian Annexation of Albania (refer to 5.6).

Attacker/Defender: The Attacker is the player who is currently taking a Player Turn. The
Defender is any other player that is being attacked. Where the rules use the words “attack” or
“defend” they also refer to this dynamic. Thus, if a rule states that a unit gets +1 attack, it only
gets that bonus when it is the Attacker and not when it is the Defender.

British Commonwealth: Great Britain, Far East Command (FEC), Australian and New Zealand
Army Corps (ANZAC) and all land zones on the map marked with a British, Canadian,
Egyptian, South African Union, FEC, Australian or New Zealand roundel are considered part of
the British Commonwealth. Canada, Egypt and the South African Union are treated as part of
Great Britain. Australia and New Zealand are treated as part of ANZAC. They all share the
same Player Turn (refer to their national reference sheets for more information).

Calendar Turn: When the rules specify that it takes a Calendar Turn, it means that all nations
have gone through their turn sequence (refer to 7.1).

Capital: Required to collect income. (Note that ANZAC, CCP, FEC and KMT are exceptions,
refer to their National Reference Sheet). A Capital may be captured (refer to 10.10.2) and some
nations may relocate it (refer to 10.10.3).

Capital Ship: Fleet Carriers, Heavy Fleet Carriers, Battleships and Heavy Battleships are
Capital Ships. These ships take multiple hits to destroy. Can only be built at Major Shipyards
(refer to 13.2.5).

Carrier: Surface Ships de ned by their ability to carry Fighters/Tactical Bombers.

China: When the rules refer to China (without a speci c reference), they refer to all KMT, CCP
and warlord Originally possessed land zones.

Control: A level of decision-making power a Major Power has over a Minor Power. This
typically includes moving that nation’s units, rolling for that nation’s units in battle, choosing
casualties in combat, and making recruitment rolls (refer to 4.5).
It is important to understand the di erence between “Aligned” and “Controlled”.

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D6: A six-sided die: This die is used in convoy raiding, part of Soviet income rolls and strategic
bombing.

D12: A twelve-sided die. This is the standard die used in the game. Used unless otherwise
speci ed.

Declaration of War (DoW): Declaring war is “initiating” war. Many nations have certain
requirements to meet before they can declare war and limitations when, how and on whom
they can declare war (refer to 5.1).

Enemy: Nations (and all their units, facilities and land zones) are Enemies when they are at war
with each other (e.g. Germany and France are not “Enemies” until they are at war).

Friendly: A Nation (and all its units, facilities and land zones) is Friendly if (a) it Possesses them
or (b) it is Aligned with them. (For example, London is not a Friendly land zone for USA until
USA and British Commonwealth are Aligned.)

Full Production: The total IPP value of a nation’s Originally possessed land zones. For USSR,
the current Full Production income is the total IPP value of all currently possessed, Originally
possessed land zones.

Home Country: Each nation has a group of land zones that comprise its Home Country. Home
Country is used for various things like building certain facilities, Supply Paths, receiving Lend-
lease, etc.

Home Country Land Zones


Germany Berlin, Western Germany, Eastern Germany and Bavaria.
Japan Tokyo, Honshu, Hokkaido and Kyushu.
Italy Rome, Northern Italy, Lazio and Southern Italy.
USSR All Originally possessed land zones with a Soviet roundel
All land zones Originally with a Chinese warlord, KMT, CCP,
CCP / KMT Manchukuo or Mongolian roundel as well as Formosa and Hong
Kong.
London, Northern England, Southern England, Scotland and
Great Britain Northern Ireland.
Far East Command Does not have a Home Country.
ANZAC All land zones in Australia and New Zealand.
Paris, Picardy, Alsace-Lorraine, Southern France, Aquitaine and
France Normandy.
Free France Does not have a Home Country.
Vichy Corsica and Southern France.
Contiguous United States (all USA Originally possessed land
USA zones adjoining Washington, D.C.).

Non-listed nations’ Home Country are all Originally possessed land zones except o shore
territories.

Example: Suriname, Netherlands Antilles and Netherlands East Indies are o shore land zones
and not part of Netherlands’ Home Country.

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Industrial Production Points (IPP): The basic unit of currency in the game.

Japan: All land zones on the map marked with a Japanese or Manchukuo roundel.

Lend-lease: A system by which Major Powers may produce units for other nations without
necessarily being at war themselves (refer to 8.7). Lend-lease is delivered via a Supply Path
(refer to 12.4).

Maritime Air Patrol (MAP): Special kind of combat move for aircraft in a sea zone (refer to
9.3.1).

Nations: Nations are grouped into Major Powers and Minor Powers (refer to 4.1 and 4.2).

Originally: Since the start of the game. The nation with its roundel printed in the land zone on
the map.

Example: Szechwan is Originally KMT. Sikang is not.

Player Turn: When the rules specify that it takes a Player Turn, it means that it takes a whole
“Production - Combat Movement - Combat - Non-combat Movement - Place Units” turn
sequence (refer to 7.3).

Possession/Ownership: Possession means that a nation owns a land zone – either either via
Alignment (refer to 4.6), Annexation (refer to 5.6), capture (refer to 10.10), liberation (refer to
10.10.1), or starting the game with it. A nation can never Possess a sea zone.

Spain: All land zones on the map marked with a Spanish Nationalists or Spanish Republicans
roundel.

Spanish Nationalists/Republicans: Factions in the Spanish Civil War. Di erent from


“Nationalist/Republican Spain”, which is a neutral Minor Power created after the resolution of
the Spanish Civil War.

Strategic Naval Movement: Special kind of movement available to Naval Transports (refer to
11.4.2).

Strategic Rail Movement: Movement of land, air or rocket units via railroads (refer to 11.2).

Submerge: Defending submarines Submerge after the rst combat round. Once a defending
submarine is submerged, it has withdrawn from combat and can no longer be taken as a
casualty. Submerging lasts for the rest of the Attacking Player’s Turn. Attacking submarines
never Submerge.

Surface Ship: Any naval unit that is not a submarine.

Supply Path: A virtual path of land and/or sea zones traced across the map from your Home
Country for various purposes (refer to 1.11). Can be blockaded (refer to 9.4.5) and interdicted
(refer to 12.5).

Target Selection: The player rolling a hit within a certain range chooses the casualty. Often
limited to a particular class (i.e. a Tank Destroyer selects an Enemy vehicle-class unit on rolling
“1-3”).

Warship: Any naval unit that is not a Naval Transport.

Wartime Bonus Income: Nations are eligible to get Wartime Bonus Income once at war with a
Major Power. Zones and convoy lines that provide a Wartime Bonus Income are depicted with

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rectangular ags on the map. Use the IPP tracker to keep track of each nation’s Wartime
Bonus Income.

Wartime Income: Some nations have to reach a certain level of income to be able to declare
war. This is called Wartime Income (refer to 5.1).

0.3 Zone Sharing:


There are times that units of di erent nationalities share land or sea zones (other than being in
combat).

Sharing Land Zones:


Nations may not share land zones until they are Aligned, (exception: if CCP and KMT have
signed the Chinese Truce (refer to 6.6)).

Example: British and French units cannot both be in Picardy until they are at war with the same
Major Power even though they are from the same Alliance.

If your units are present in an Aligned land zone being attacked by a nation not a war with you,
your units do not participate in the combat, unless you or the Attacker declare war (if
possible). If the Attacker succeeds in conquering the land zone, any non-participating units are
moved to the nearest Friendly-possessed land zone, regardless of distance.

Sharing Sea Zones:


Nations that are not at war with each other may freely share sea zones and do not a ect each
other. There are instances when units that are at war might share a sea zone:

• When naval units of nations that were not at war now come to be at war.
• When submarines Submerge.
• When aircraft on Maritime Air Patrol decline combat.
• When Battlecruisers slip away.
• When Surface Warships are designated as escorts and ignored by Enemy units.

In these cases, units do not participate in combat until one power makes a new combat move
during the Combat Movement Phase against the other units in that zone. Units may freely
move out of the zone without triggering an attack. (Exception: Strategic Naval Movement
cannot depart from an Enemy-occupied sea zone, refer to 11.4.2). If the Attacking player
moves into a sea zone which contains Enemy units and neutral units, and then the neutral
power comes to be at war with the Attacking player, then the Defending players defend
together (refer to next section, “Defense”).

Example: USSR and Germans are not at war and their ships are in the same sea zone. Then
Germany declares war on USSR. Germany could attack the Soviet ships (during Germany’s
Combat Movement Phase), move out of the sea zone, or stay in the same zone and do
nothing.

Defense:
When two or more members of the same Alliance have units in a zone that is being Attacked,
Defending players jointly decide which units su er casualties. If players cannot agree on which
casualty to take, either player may request to resolve the issue with a die roll where highest
roller makes the choice (ties are re-rolled). When members of di erent Alliances (e.g.
Comintern and Allies) share a sea zone and are attacked by a power they are both at war with,
they would also defend together. However, members of a di erent Alliance cannot join in a
naval battle as a result of a Declaration of War in the Combat Phase.

Attack:
Although members of the same Alliance defend together when attacked by a nation they are
both at war with, nations that do not share a Player Turn cannot participate in an Attack

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together. This includes in a sea zone, even if that sea zone contains units from other members
of his Alliance. Only the Attacking player’s units may participate in and be taken as casualties
during attacks.

Example: If a German eet enters a sea zone with a USA eet and an Italian Submarine, the
Italian Submarine could not be selected as a casualty during combat because it is not Italy’s
Player Turn and the Submarine is not attacking. This would be di erent if USA was the Attacker
as the German and Italian units could defend together (but only if both were at war with USA).

0.4 Movement & Range:


When calculating movement (when moving units) or range (when ring Strategic Rockets or
calculating Maritime Air Patrol ranges), crossing each land or sea zone border counts as one
point of movement or range. Movement is always across a border. Diagonal movement is not
allowed across a vertex. Movement within a zone (such as moving from a Carrier into the
same sea zone) does not count against a unit’s movement.

0.5 Bonuses & Die Roll Modi ers:


Bonuses and die roll modi ers are cumulative except as follows:

(a) A player may only claim the highest positive attack or defense bonus available to each unit
each round. (Exception: Modi ers from Germany’s “Operation Barbarossa” (refer to 15.1)
and Japan’s “Dug in Defense” (refer to 15.4).)

Example: An Infantry defending in a city with a forti cation would claim defense +2 on the rst
round of combat due to the forti cation, and defense +1 due to the city on all subsequent
rounds.

(b) A player is only subject to the highest negative attack or defense penalty to each unit each
round. (Exception: Modi ers from Germany’s “Operation Barbarossa” (refer to 15.1) and
Japan’s “Surprise Attack” (refer to 15.4).)

Example: A mountain and river in a zone would both subject an attacking armor to a -1 attack,
but the Attacker would only su er -1 (not a combined -2). For other examples of Multiple
Terrains, refer to 1.7.8.
Example: Germany declares war on USSR with an “Operation Barbarossa”. Germany manages
to surround Kiev. All defending Soviet units would su er a combined -2 defense (-1 for being
surrounded and -1 for “Operation Barbarossa”).

(c) Permanent changes to a unit’s statistics are not modi ers. Thus, an Airborne Infantry unit
that becomes Elite after developing Airborne Doctrine technology would still be subject to
terrain modi ers.

(d) Negative modi ers never reduce an attack or defense value to less than one. Modi ers do
not a ect units without an attack value or defense value (listed N/A for attack/defense).

(e) Movement bonuses conferred by facilities are not cumulative.

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Chapter 1 - The Map
1.1 Land Zones:
All land zones have a name printed on them. If a land zone does not have a name, it is part of
an adjacent zone or island chain and not a separate zone.

1.2 Sea Zones:


All sea zones have a number. The letter designates which ocean the zone is in:

Atlantic Ocean: A##


Mediterranean: M##
Indian Ocean: I##
Paci c: P##

A sea zone cannot be possessed.

1.3 Colors & Roundels:


All nations on the map are identi ed by a color and a roundel.

1.4 Facilities:
Land zones may have various structures in them referred to henceforth as “facilities”. Many
facilities are shown on the map. Additional facilities can be built.

Location within a zone matters for the purpose of blockading (refer to 9.4.5), scrambling (refer
to 10.4) and narrow crossings (refer to 1.9).

1.5 Convoy Lines:


Convoy lines are printed on the map with dark blue dotted lines. These lines have a roundel
that show whose line it is and usually a blue number showing the maximum potential IPP loss
value.

A convoy line can start and end in a land or sea zone. Convoy lines that end in sea
zones are marked with an arc. If it starts or ends in a land zone, it will close if one
or both of these ends is possessed by an Enemy. A closed convoy line cannot be
raided. Ends in sea zone

Narrow Broad
1.6 Railroads:
Railroads are drawn on the map in checkered lines. Narrow (normal)
gauge railroads are depicted with a white checkered lines and broad
gauge with a yellow checkered line.

1.7 Terrain:
There are several terrain types in the game. If the majority of a roundel in a land zone is
located in a terrain type, the entire land zone is subject to terrain rules.

Examples: Sydney is mountains. Rome is mountains. Belgium is normal terrain.

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The land zone the unit is starting in does not cause terrain e ects. Assume it begins directly
on the border. If the roundel of the entered land zone is not located in terrain, but you need to
cross terrain to reach the roundel, you are subject to “border terrain” rules. Movement rules for
that terrain are in e ect, but combat rules for that terrain last only for the rst combat round for
both attacker and defender. Determine a crossing by tracing the shortest land path from the
originating land zone roundel or sea zone number to the entered land zone roundel that only
passes through the two zones, not counting the originating land zone terrain.

Example: USSR is attacking Western Ukraine with a T-34 from Eastern Ukraine. USSR
Possesses Kiev. If the T-34 moves through Kiev into Western Ukraine, this will consume two
movement points, but the T-34 will not face the river penalty. If the T-34 moves directly from
Eastern Ukraine to Western Ukraine, the shortest path goes north of Kiev. Starting on the
border of Eastern and Western Ukraine, the T-34 will cross a river as it moves towards the
roundel of Western Ukraine and thus su ers the river penalty on the rst round of combat.

Example: Germany attacks Belgium, and following a successful invasion,


they are able to blitz with eligible units into Picardy, since the mountain
border is on the Belgian side. However, if the situation was reversed,
French units attacking into Germany-possessed Belgium would su er -1
attack in the rst round, and would not be allowed to blitz further, since
they are subject to mountain border terrain.

Example: A German Naval Transport in sea zone M11 drops o 1 Infantry


and 1 Marine to perform an amphibious assault in Donets-Kuban. To determine the terrain, a
line is traced from "M11" on the map to the roundel for Donets-Kuban. As this line is traced, it
reaches the coast of Transcaucasia, but cannot enter this land zone. The shortest path to reach
Donets-Kuban is to travel northwest along the coast of Transcaucasia until reaching North
Caucasia. Again, the path cannot enter North Caucasia and the shortest path is to continue
traveling northwest along the coast until reaching the coast of Donets-Kuban, where the terrain
is a mountain border.

If a land unit has more than one movement (e.g. vehicles and self-propelled artillery), conduct
each movement separately against the terrain (i.e. as long as movement was not ended due to
terrain in the rst movement, assume the unit also begins directly on the border for its second
movement).

Example: A Japanese Self-propelled Artillery is moving from Northern Manchuria to Kerulen. It


chooses to move through Japanese-possessed Western Manchuria. Starting on the border on
a straight line from the roundel in Northern Manchuria to the roundel in Western Manchuria, the
path passes only through clear terrain, so the Self-propelled Artillery does not encounter any
terrain in its rst movement. For its second movement, the shortest path is a line from the
roundel in Western Manchuria to Kerulen. Starting on the border, the Self-propelled Artillery
does not su er the mountain penalty from the border mountains on the Western Manchuria
side, and enters Kerulen.

Terrain marked with the word “impassable” cannot be moved into by land units. Air units can
y over. Railroads cannot be built into impassable terrain.

1.7.1 Mountains:
Movement rule: All land units immediately end their movement upon crossing
or entering mountains. Units cannot blitz crossing or entering mountains.

Cavalry are una ected by mountain movement rules.

Combat rule: All land units have -1 attack penalty.

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Mountain Infantry, including Foreign Legions and Gurkhas, are una ected by mountain
combat rules, and have +1 defense bonus in mountains.

1.7.2 Deserts:
Movement rule: All land units immediately end their movement upon crossing
or entering desert. Units cannot blitz crossing or entering desert.
Desert

Combat rule: All land units have -1 attack penalty.

Foreign Legions are una ected by desert combat rules, and have +1 attack bonus in desert.

Deutsches Afrika Korps (DAK) units are una ected by desert rules.

1.7.3 Jungles:
Movement rule: All land units immediately end their movement upon crossing
or entering jungle. Units cannot blitz crossing or entering jungle.

Combat rule: All vehicle-class units have -2 attack/defense penalty.

Gurkhas have +1 attack bonus in jungles.

1.7.4 Marshes:
Movement rule: All land units immediately end their movement upon crossing
or entering marsh. Units cannot blitz crossing or entering marsh.

Combat rule: All vehicle-class units have -2 attack/defense penalty.

1.7.5 Tundra/Ice:
Movement rule: All land units immediately end their movement upon
crossing or entering tundra/ice. Units cannot blitz crossing or entering
tundra/ice.

Combat: Only one round of combat per Player Turn. If combat is not
resolved, surviving attacking units must retreat. If retreating is not possible (e.g.
when doing an airborne or amphibious assault (refer to 10.6.1 and 10.8.3)),
attacking units are eliminated.

1.7.6 Rivers:
Rivers are depicted as blue lines on the map. Some rivers form the border between two zones
(bounded on both sides by a border line) and would apply to units crossing in either direction.

Land units that must cross river artwork in the attacked land zone before reaching the roundel
in that land zone are subject to river rules. Apply once per combat per land zone regardless of
the number of rivers crossed.

Combat: All land units except Marines, Airborne Infantry conducting an airborne assault and
artillery-class units have -1 attack penalty on the rst round of combat.

Strategic Movement: A river can be used for Strategic Rail Movement (refer to 11.2).

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Supply Paths: A river can be used to trace Supply Paths (refer to 1.11).

1.7.7 Cities:
Cities are indicated by a circular or semi-circular land zone on the map.

Combat:
Only three rounds of combat per Player Turn. (Exception: When Japan uses its “Surprise
Attack” special ability.) If combat is not resolved, surviving attacking units must retreat. If
retreating is not possible (e.g. when doing an airborne or amphibious assault (refer to 10.6.1
and 10.8.3)), attacking units are eliminated.

Cities give attacking vehicle-class units -2 on all rounds of combat. (Exception: When
Germany uses its “Blitzkrieg” special ability.) If the city is surrounded (see below), attacking
vehicle-class units do not su er this -2 attack penalty.

Cities give defending infantry-class units +1 defense bonus on all rounds of combat and
Target Selection at “1” (versus vehicle-class units). A city that is surrounded (see below) gets
neither of the above bonuses but instead gives -1 defense penalty to all defending units on all
rounds of combat.

Cities have inherent Anti-aircraft Artillery against airborne assaults (refer to 10.6.1). If an
Attacker has developed Airborne Doctrine technology, then Enemy cities no longer have
inherent Anti-aircraft Artillery (refer to 8.2.1).

Forti cations in cities reduce the e ect of carpet bombing by 1 (refer to 13.2.6).

Surrounded:
A city is surrounded if all adjacent land zones are Enemy-possessed and if there is no
undamaged Airbase, port, dockyard or shipyard present. A blockaded naval facility is treated
the same as if it were damaged. If the city borders a neutral or friendly land zone, it cannot be
surrounded.

Movement:
Units cannot blitz out of a city.

1.7.8 Multiple Terrains:


Some zones have more than one terrain in them. A player must claim their highest combat
modi er as well as their lowest combat modi er each combat round (refer to 0.5 (a) and 0.5
(b)). These may change during the combat as some terrain types only impact the rst round of
combat.

Examples of multiple terrains:

• Mountain cities: A mountain city (i.e. Madrid) gives -1 attack penalty to attacking land units
and +1 defense bonus for all defending infantry-class units infantry-class units on all rounds
of combat unless surrounded. Attacking Mountain Infantry do not su er the -1 attack
penalty. Defending Mountain Infantry do not also gain an additional +1 bonus.
• Surrounded mountain cities: A surrounded mountain city (i.e. Madrid) imposes a -1 defense
penalty for all defending units on all rounds of combat. However, defending Mountain
Infantry would also claim the +1 defense bonus from mountain terrain, so their combined
terrain modi er is 0. The mountains give -1 attack penalty to attacking land units other than
Mountain Infantry.
• Mountain rivers: Mountain Infantry would be subject to the -1 penalty for the river on the
rst combat round even though they su er no attack penalty in mountains. Other attacking
land units su er -1 attack penalty. Defending Mountain Infantry gain +1 defense bonus.

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• River city: The river would provide -1 attack penalty to the Attacker on the rst round of
combat, and the city would provide +1 defense bonus to the Defender on all rounds of
combat.

1.8 Straits and Canals:


Straits and canals are strategically important waterways. Straits are labeled with the
name of the strait and canals are labeled and marked with the canal symbol. Naval
units and aircraft move through straits or canals like they would crossing sea zone
borders.

Passage through a strait or canal can be restricted by the owner. The primary di erence
between canals and straits is that a strait is located between two sea zones and a canal is
located in a land zone. Units cannot end their movement in a canal. A canal is considered a
sea zone border for the purpose of tracking movement. (Note that you cannot y over an
Enemy-possessed canal if its controlling land zone contains Enemy ghters (refer to 9.3 and
11.3)). A canal can be used as a river to trace Supply Paths and Strategic Naval Movement.
Attacking across a canal gives the same attack penalties as a river (refer to 1.7.6). There are
several restrictions regarding movement through straits and canals:

• Land units can cross a canal but not a strait.


• Aircraft may y over a neutral nation’s straits and canals, even if closed.
• Submarines can move through closed straits but not closed canals.

Strait Controlling Land Zone Closure


Strait of Gibraltar Gibraltar Owner of Gibraltar closes to nations
with whom it is at war.
Danish Straits Denmark The Danish Straits are closed to
British Commonwealth, France and
USA Surface Ships until Denmark is
in Allies’ Possession/Control. Soviet
and German Warships may move
through the straits while Denmark is
neutral.

Once Denmark is captured, the


owner closes to nations with whom
it is at war.

Forcing a Strait:
A nation may attempt to force its navy through a closed strait. The Defending player
Controlling the strait gets to shoot at each forcing Surface Ship at “3”. This is in addition to
any Coastal Artillery at the narrow crossing the Defending player may have. Forcing a strait is
a Declaration of War on the owner of the strait, and subject to all restrictions thereof.

Example: A British eet consisting of one Battleship and one Destroyer wants to force the
German-controlled Danish Straits. The German player rolls a “2” for the Battleship and scores
a hit. The German player rolls a “6” for the Destroyer and misses.

Canal Controlling Land Zone Closure


Panama Canal Panama Owner of Panama closes to
nations with whom it is at war.

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Canal Controlling Land Zone Closure
Suez Canal Lower Egypt Owner of Lower Egypt closes
to nations with whom it is at
war.
Kaiser-Wilhelm Kanal Western Germany Owner of Western Germany
can freely permit or deny
passage to neutral nations.
Owner of Western Germany
closes to nations with whom it
is at war.
Baltic-White Sea Canal * Leningrad & Karelia If one player Possesses both
Leningrad and Karelia, then
that player may freely permit or
deny passage to neutral
nations. If two di erent players
Possess Leningrad and Karelia,
both must permit passage or
the canal is closed.
Turkish Straits ** Istanbul Owner of Istanbul closes to
nations with whom it is at war.

Turkey, while neutral:


• Closes to all Carriers and
Battleships
• Closes to any nation at war
with a Major Power.
(Exception: USSR can trace a
Supply Path via its
“International Red Aid”
special ability).

St. Lawrence Seaway Ottawa Owner of Ottawa closes to


nations with whom it is at war.

* The Baltic-White Sea Canal connects Leningrad with the White Sea. The canal may be used
to non-combat move one submarine per Player Turn between sea zone A14 and sea zone A9
(in either direction). The submarine must start its move in either sea zone A9 or A14, and it
expends its full movement (including any bonuses) to make the move. The Baltic-White Sea
Canal can be used to deliver Lend-lease to Leningrad.
** Turkish Straits are signi cantly narrow enough that they are considered a canal.

1.9 Narrow Crossings:


Some sea zones are marked with a line between land zones – a narrow
crossing.

A player may combat move Marines across narrow crossings in an


amphibious assault. A player may also non-combat move infantry-class Narrow crossing
units across. The units must begin on one side of the crossing and end within a sea zone.
their move on the other, as if they were adjacent. Units may not use
Strategic Rail Movement to make the crossing. The number of units that
may be moved across is printed on the line.

The presence of Coastal Artillery in the attacked land zone prevents


combat movement across a narrow crossing. Enemy Surface Warships,
non-Submerged submarines or aircraft on Maritime Air Patrol in any sea Narrow crossing
touching 3 sea zones.
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zone touching a narrow crossing line, prevent both combat and non-combat movement across
a narrow crossing. Coastal Artillery located at narrow crossings may re at Enemy Surface
Ships crossing the narrow crossing (refer to 13.2.7).

1.10 Special Forti cation Areas:


Some areas on the map are so small that a single Forti cation and/or Coastal Artillery protects
the entire zone regardless of how many land or sea zones they border. These areas are:

• All city land zones


• Panama
• British Malaya
• Crimea

1.11 Supply Paths:


Supply Paths are virtually traced across the map when required (they are not actually shown
on the map). A Supply Path can be traced any distance and does not require a transport nor
use up rail capacity. A Supply Path can be traced as follows:

• By Land: The Supply Path must travel along rivers and/or railroads that have been
undamaged, and possessed by you or a Controlled/Aligned nation, since the beginning of
the Player Turn. A Supply Path can consist of a combination of railroads and rivers. If a river
travels between two land zones, one side may not be possessed by an Enemy nation.
• By Sea: The Supply Path must travel via ports, dockyards or shipyards within range that
have been undamaged, and possessed by you or a Controlled/Aligned nation, since the
beginning of the Player Turn. Minor naval facilities have a Supply Path range of 3. Major
naval facilities have a Supply Path range of 5. Players may give each other permission to
use straits and canals in their Possessions (refer to 1.8). Germany has a “Condor Legion”
special ability, which gives +1 Supply Path range when delivering Lend-lease to the Spanish
Nationalists (refer to 15.1).

Example: To trace a Supply Path to its Minor Factory in Cape Town, Great Britain can trace a
Supply Path from its Major Shipyard in Southern England four sea zones (A21, A28, A35, A44)
to the Major Dockyard in Gibraltar, then ve sea zones (A44, A46, A48, A51, A53) to the Minor
Port in St. Helena, then two sea zones (A53, A54) to the Minor Port in Cape Town.

Once a Supply Path has re-entered land zones from sea zones, it cannot move across more
sea zones. Enemy units can prevent the tracing of Supply Paths by either blockade (refer to
9.4.5) or interdiction (refer to 12.5).

1.12 Burma and Ledo Roads:


Allows tracing a Supply Path through the otherwise impassable Himalayan Mountains for
Lend-lease delivery. It cannot be strategically bombed. It requires the following four conditions
in order to be open:

1. It must be July, 1938 or later.


2. Japan and KMT are at war.
3. KMT Possesses Yunnan.
4. The Allies Possess Burma.

While the Burma Road is open, KMT may purchase Artillery and Anti-aircraft Artillery in
Yunnan. The Ledo Road extends the Burma Road to Bengal. Same conditions and rules apply,
but the Allies must also Possess Bengal.

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1.13 Northern Sea Route:
The Northern Sea Route is a passage across the northern edge of USSR (o the map). USSR
can move one naval unit per Player Turn between sea zones A9 and P1 (in either direction).
The unit must start its move in either sea zone A9 or P1, and it expends its full movement
(including any bonuses) to make the move. USSR may give other nations permission to use
this route.

1.14 Great Barrier Reef:


It is not possible to make amphibious assaults into Queensland from sea zones P64, P71 &
P72.

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Chapter 2 - Setting Up

2.1 Assign Players


Global War 1936-1945 is a game for 3—6 players. Depending on the number of players,
assign nations accordingly:

3 Players 4 Players 5 Players 6 Players

Germany 1 1 1 1
Italy 1 1 1 6
Japan 1 4 4 4
CCP 2 2 2 2
USSR 2 2 2 2
Great Britain 3 3 3 3
FEC (Far East Command) 3 3 3 3
ANZAC 3 3 3 3
France 3 3 3 3
KMT 3 3 5 5
USA 3 3 5 5

Five is the ideal number of players. If playing with more than six players, assign them either
CCP, KMT or France.

2.2 National Reference Sheets


Each nation has a national reference sheet that contains important information needed to play
that nation. Most information contained on the national reference sheets can also be found in
this rulebook.

2.3 Setup
Set up units and facilities for each nation as described in the setup chart on the national
reference sheets. This includes ships in various stages of production on the build queue in the
corner of the map.

2.4 Starting Income


Give each nation its starting IPPs as shown on the IPP
tracker with a small roundel. Starting income is also listed on
the national reference sheets.

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2.5 Income, Turn & Wartime Bonus Tracker
Place the calendar marker on the top of the IPP tracking chart to indicate the Calendar Turn of
round 1 - July, 1936.

The IPP tracking chart also shows large opaque roundels signifying important events for that
nation once that income level is reached.

At the bottom of the IPP tracking chart is a table to track the Wartime Bonus Income for each
nation.

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Chapter 3 - Victory

3.1 Winning
The Alliance with the highest number of victory points at the end of the game, wins. Victory
points can be scored by possessing victory cities and by completing strategic objectives.

In order to score victory points, nations must be at war with a Major Power. A nation that has
surrendered cannot score any victory points.

3.2 Victory Cities


There are 10 victory cities, each worth 1 victory point:

• Berlin • Calcutta • Nanking


• Rome • Sydney • Moscow
• Tokyo • Paris • Stalingrad
• London

3.3 Strategic Objectives


There are 10 strategic objective points available to each Alliance. Each strategic objective
yields a bonus that is e ective immediately, as soon as the conditions are met, and is worth
one or more victory points, if the conditions are met at the end of the game. Bonuses that
provide a unit or facility each Player Turn allow placement of that unit/facility in the Place Units
Phase.

Example: Germany conquers Denmark and has land units in all seven land zones along the
coast from Denmark to Aquitaine at the end of the Combat Phase. It has now completed the
“Festung Europa” strategic objective and scores 1 victory point when calculating victory points
at game end. Each Player Turn the condition was met during the Non-combat Movement
Phase, Germany may place 1 Forti cation or 1 Coastal Artillery as pieces of the “Atlantic Wall”
in one of these land zones. If Germany later loses the strategic objective due to not maintaining
units in all seven required land zones, it no longer gets to place 1 Forti cation or 1 Coastal
Artillery each Player Turn, but does get to keep the elements of the “Atlantic Wall” already
placed on the board.

Axis

Objective Point(s) Bonus


Festung Europa. 1 Forti cation or 1 Coastal Artillery to
be placed in one of these land zones
At least one German land as pieces of the “Atlantic Wall” (each
unit is present in all seven Player Turn).
Germany coastal land zones from 1
Denmark to Aquitaine at
the end of the German
Non-combat Movement
Phase.

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Objective Point(s) Bonus
Lebensraum. 1 Minor Factory in two of the three
possessed Soviet cities (once per
Germany Possess 3 Soviet city land 2 game).
zones.
Spanish Civil War. 1 Blue Legion (regular Infantry) to be
placed in the German Capital (each
The Nationalists win the Player Turn).
Spanish Civil War. Spain is
subsequently neutral or
Germany Aligned with Germany. 1

(If Madrid is ever captured


by an Enemy Alliance,
Germany loses the
objective).
Paci c Bu er Zone. 1 Forti cation or 1 Coastal Artillery to
be placed on one of these Islands
Japan Possess Wake, Midway,
1 (each Player Turn).
Attu & Kiska and Guam.
Kidō Butai. Capital Ships can be built for -1 IPP
per stage, per ship.
Japan has more
undamaged Capital Ships Note this may stack with Improved
in the Paci c than the Allies Construction technology for a total of
Japan while at war with an Allies’
1 -2 IPP per stage, per ship.
Major Power. Each Heavy
Battleship and Heavy
Carrier count as two.
(Note: Ships in port count.)
Access to Resources. 1 additional Strategic Rail Movement
in all regions (each Player Turn).
Japan 1 1 additional Strategic Naval
Possess all of Manchukuo,
Borneo, Java and Sumatra. Movement (each Player Turn).
Asia for Asians. 1 Minor Factory to be placed in one of
these land zones (once per game).
Japan Possess Burma, Siam, 1 1 Airbase to be placed in one of these
Cochinchina, Annam Tonkin land zones (once per game).
and British Malaya.
Africa Orientale Italiana. 2 Militia, 1 Airbase and 1 Minor
Factory to be placed in Eritrea,
Italy Possess Eritrea, Abyssinia
1 Abyssinia or Italian Somaliland (once
& Italian Somaliland. per game).
Impero Italiano. 1 Airbase to be placed in an Italian-
possessed city land zone (once per
Possess Albania, Cyprus, game).
Malta and all of Greece.
New special ability: Able to trace a
Supply Path between two Airbases.
Italy 1
The Airbases must be within range of
5 zones which are free of Enemy
Fighters. This supply path cannot be
interdicted. (Note: This special ability
is permanent even if the objective is
lost.)

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Allies

Objective Point(s) Bonus


African Colonialism. 1 Airbase to be placed in any British
Commonwealth-possessed land
British Lower Egypt and Cape Town zone in Africa (once per game).
Common- connected via undamaged 1
wealth railroad in British 1 additional Strategic Rail Movement
Commonwealth-possessed in Africa (each Player Turn).
land zones.
The Sun Never Sets. 1 additional Strategic Naval
British Movement (each Player Turn).
Common- Possess Gibraltar, Malta, 2
wealth Lower Egypt, Cape Town &
British Malaya.
A World Power. 1 Foreign Legion to be placed in a
land zone with an IPP value France
France is a Major Power at has possessed since the beginning
war with an Axis Major of the Player Turn (each Player Turn).
Power.
France Note: This can happen either 2
before surrendering to
Germany early in the war or
after Paris has been liberated
and France has been
resurrected, or both.
Chinese Civil War. 1 Major Factory to be placed in a
city land zone or
KMT Evolve to Major Power. 1 1 Medium Factory to be placed in a
land zone (once per game, refer to
14.3.1).
Sphere of In uence. 1 additional Strategic Naval
Movement (each Player Turn).
USA Possess Wake, Midway, Attu
1
& Kiska and Guam.
Big Blue Fleet. Capital Ships can be built for -1 IPP
per stage, per ship.
USA has Twice as many
undamaged Capital Ships in Note this may stack with Improved
USA the Paci c as Japan. Each
1 Construction technology for a total
Heavy Battleship and Heavy of -2 IPP per stage, per ship.
Carrier count as two.
(Note: Ships in port count.)
Triumph of Capitalism. USA can place one of its purchased
units at an eligible factory in Great
USA is at war with a Major Britain’s Home Country (each Player
Power and the combined Turn). This does not a ect the
USA incomes (including bonuses)
1 production capacity of the factory
of Great Britain and USA are for the Great Britain player.
more than twice the income
of USSR (including bonuses).

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Objective Point(s) Bonus
American Technological 1 Heavy Strategic Bomber, 1 Jet
Supremacy. Fighter & 1 Strategic Rocket to be
placed at an eligible factory (once
Have researched: per game).
USA 1
• Heavy Strategic Bombers
• Long-range Aircraft
• Strategic Rockets
• Jet Fighters

Comintern

Objective Point(s) Bonus


Chinese Civil War. 1 Major Factory to be placed in a city
land zone or
CCP Evolve to Major Power. 1 1 Medium Factory to be placed in a
land zone (once per game, refer to
14.3.1).
One China. 3 Cavalry and 2 Infantry (if CCP
CCP 1 possesses a land zone at time of
KMT has surrendered. KMT surrender) (once per game)
Paci c Expansion. 1 additional Strategic Rail Movement
in all regions (each Player Turn).
USSR Possess South Sakhalin
1 1 additional Strategic Naval
and all of Manchukuo. Movement (each Player Turn).
Winter War. Move two of the following three
Technologies up one stage:
USSR Possess Helsinki. 1 Advanced Artillery, Advanced
Mechanized Infantry or Heavy Armor
(once per game).
Rapid Industrialization. 1 technology die roll (each Player
Turn).
USSR Possess all city land zones 1
in Soviet Home Country at
the start of the Player Turn.
Spanish Civil War. 1 International Brigade (regular
Infantry) to be placed in the Soviet
The Republicans win the Capital (each Player Turn).
Spanish Civil War. Spain is
subsequently neutral or
USSR Aligned with USSR.
1

(If Madrid is ever captured


by an Enemy Alliance,
USSR loses the objective).
Soviet Technological 1 Jet Fighter and 1 Strategic Rocket
Supremacy. to be placed at an eligible factory
(once per game).
USSR 1
Have researched:
• Jet Fighters
• Strategic Rockets

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Objective Point(s) Bonus
Access to the Can use its Factory Movement
Mediterranean. special ability to move 1 Minor
Factory outside Home Country (each
USSR 1 Player Turn).
Possess Istanbul and an
undamaged shipyard in
Crimea.
European Bu er Zone. 1 Forti cation to be placed in Warsaw
and 2 Infantry to be placed in Central
USSR Possess Warsaw and
2 Romania (once per game).
Central Romania.

3.4 Ending the Game


Beginning July, 1944, Victory Points are counted and a D12 is rolled at the end of each
Calendar Turn. The USA player rolls the die after its Player Turn is nished. Subtract 1 from
what the USA player rolled for the game end die roll for each Enemy-possessed Originally
owned Major Power Capital (Berlin, Tokyo, Rome, Moscow, Washington, D.C., London, Paris,
Calcutta and Sydney). The game ends on the following modi ed roll:

Turn Modified Die Roll:


July 1944 Less than or equal to 1
January 1945 Less than or equal to 2
July 1945 Less than or equal to 3
January 1946 Less than or equal to 5
Each turn thereafter Less than or equal to 6

Example: It’s July 1944 and thus the game ends on a “less than or equal to 1”. There is one
Enemy-possessed Originally owned Major Power Capital (Paris). The USA player rolls a “2” on
his game end die roll, and due to Paris being Enemy-possessed, the roll is modi ed to a 1.
Since this is less than or equal to the target number, the game ends.

If the game end die roll would end the game when two Alliances are tied for rst, no further
game end die rolls are made, but the game continues until the score for victory points is no
longer tied for rst at the end of a Calendar Turn.

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Chapter 4 - National Relations

4.1 Major Powers:


There are 7 Major Powers: Germany, Japan, Italy, British Commonwealth, France, USA, and
USSR.

4.2 Minor Powers:


All other nations are Minor Powers. Two, KMT and CCP, may evolve into a Major Power (refer
to 14.3).

4.3 Alliances:
There are three Alliances in the game – Axis, Allies, and Comintern.

Axis Allies Comintern


Major Powers • Germany • British • USSR
• Japan Commonwealth
• Italy • France
• USA

Minor Powers • Dadao Government • Free France • CCP


(Controlled by) (Japan) • Abyssinia (France) • Mongolia (USSR)
• Siam (Japan) • KMT • Spanish Republicans
• Spanish Nationalists (USSR)
(Germany)
• Vichy (Germany)

Nations not part of an Alliance are neutral.

4.4 Neutrality:
A Major Power is neutral until it is at war with another Major Power (even if it is at war with a
Minor Power). A Minor Power is neutral towards any Major Power that has not declared war on
it until it is Aligned with a Major Power.

Example: Japan is neutral even if it is at war with unevolved KMT and CCP because KMT and
CCP are Minor Powers until they evolve.

4.5 Controlling:
The term “Control” refers to a limited level of decision-making a Major Power may have over a
non-Aligned Minor Power. This can occur when the Minor Power is attacked by another Major
Power.

Axis Allies
Nations come under Axis Control if they are Nations come under Allies’ Control if they
attacked by the Allies. are attacked by the Axis or Comintern.

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Axis Allies
Assign Control
Closest Axis Major Power Home Country Americas (USA)
All others (GB)

Minor Powers become Controlled at the end of the Combat Phase after being attacked.
During the combat phase before becoming Controlled, the Major Power which will gain control
rolls for the attacked Minor Power, chooses casualties, and makes any scrambling decisions.
Once a nation is Controlled, attacks by other Major Powers do not change Control, but may
cause the Controlled nation to Align (refer to 4.6 and 4.7).

If a Major Power Controls a Minor Power, the Major Power may:

• Move the Minor Power’s units, including combat movement if already at war.
• Fly over the Minor Power’s land zones.
• Make recruitment rolls.
• Trace a Supply Path using the Minor Power’s naval facilities and through the Minor Power’s
land zones.

The controlling Major Power may not, on behalf of the Controlled Minor Power:

• Declare war or take actions that put the Minor Power at war with any Major or Minor power
it is not already at war with.
• Collect income.
• Send Lend-lease.
• Develop technology.
• Engage in diplomacy.

Example: USSR and British Commonwealth are not at war. USSR declares war on Turkey and
captures Eastern Anatolia. Turkey comes under British Control. On Britain’s Player Turn it
Controls Turkey, and could move Turkish forces inside Turkey, use them to Attack Soviet units
and make a recruitment roll for Turkey. British aircraft could not y over Turkey since Turkey is
still neutral towards British Commonwealth.

Exceptions: Controlled Minor Powers with a national reference sheet (CCP, KMT and Free
France) are not handled through this process. Refer to their national reference sheets for how
they may act.

When a Controlled nation is at war with the same Major Power as the controlling nation, the
Minor Power Aligns immediately.

Example: British Commonwealth and Italy are not at war. Great Britain attacks Greece.
After the British Combat Phase, Greece becomes Controlled by Italy, as it is the closest
Axis Major Power. Had British Commonwealth and Italy been at war, Greece would
have immediately Aligned with Italy.

4.6 Aligning:
Nations that are members of the same Alliance become “Aligned” when they are at war with
the same Major Power. Minor Powers Align with Major Powers under certain conditions.

Units from Nations that are Aligned with one another may:

• Enter, move through, or y over Friendly land zones.

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• Defend with other Aligned units.
• Use Friendly bases and naval facilities for scrambling and movement bonus.
• Use Friendly dockyards and shipyards for repairing Capital Ships.
Note: Aircraft may not utilize Carriers from another Major Power.

When a Minor Power Aligns with a Major Power it becomes fully incorporated and ceases to
exist. This means all the Minor Power’s land zones and units are now possessed by the Major
Power. The Minor Power’s sculpts may be replaced by the corresponding Major Power’s
sculpts. Free France, CCP and KMT are exceptions to this rule as they do not become
incorporated into a Major Power when they Align, but are run as separate nations.

The phase of the Player Turn that a Minor Power Aligns determines what the Major Power may
do with the Minor Power’s units and land zones in the same Player Turn.

Example: If a Minor Power Aligns in the Production Phase, the Major Power can use any of its
units in the following phases, as well as land aircraft in the Minor Power’s land zones in the
same Player Turn.

Note: If the Aligning Minor Power has more Militia in a land zone than allowed (refer to 12.1),
these stay in the zone.

4.7 Special Alignment and Control Conditions:


Some nations have special alignment or control conditions. For details about the Molotov-
Ribbentrop Pact, refer to 6.4.

Nation Aligns with Condition

Bulgaria, Germany Bulgaria, Hungary & Romania Align with Germany if


attacked by USSR.
Hungary &
Romania After France has surrendered, Germany may, in the three
subsequent Place Units Phases, Align one of these three
nations per Player Turn. As soon as Germany is at war
with USSR, the remaining nations Align.

If the Molotov-Ribbentrop Pact has been signed:


USSR may Annex Bessarabia. USSR may not attack
further into Central Romania. If USSR Annexes
Bessarabia, the rest of Romania becomes a neutral
Minor Power Controlled by Germany. Germany may
Align after France has surrendered. Romania Aligns with
Germany when Germany and USSR are at war. Note:
Germany does not get +3 Wartime Bonus Income from
Romania as long as Bessarabia is possessed by USSR.
Sweden Germany If USSR declares war on a neutral Sweden, Norway or
Denmark, Sweden Aligns with Germany at the end of the
Soviet Combat Phase.
Turkey Germany If, at the end of the Combat Phase there is a German
land unit in Transcaucasia, a neutral or British-controlled
Turkey then immediately Aligns with Germany.

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Nation Aligns with Condition
Finland Germany If the Molotov-Ribbentrop Pact has not been signed:
If attacked, refer to 4.5.

If the Molotov-Ribbentrop Pact has been signed:


If attacked by the Axis or Allies, refer to 4.5.
If attacked by USSR:
• Finland becomes a neutral Minor Power Controlled by
Germany.
• If the Moscow Peace Treaty (refer to 6.5) has been
signed, Finland will not Align with Germany at the time
Germany and USSR declare war on one another.
• If the Moscow Peace Treaty has not been signed,
Finland Aligns with Germany when Germany and
USSR are at war.
Iraq Germany / Italy If, at the beginning of the German / Italian Production
Phase there is a German or Italian land unit in a land
zone adjacent to Iraq, Iraq Aligns with the corresponding
Axis nation.
Nationalist Germany If attacked, Nationalist Spain Aligns with Germany at the
end of the Attacker's Combat Phase.
Spain
Republican USSR If attacked, Republican Spain Aligns with USSR at the
end of the Attacker's Combat Phase.
Spain
Mongolia & USSR Mongolia begins the game as a USSR-Controlled
Comintern Minor Power. As long as Controlled, Mongolia
Tannu Tuva
gets recruitment rolls.

If Mongolia or Tannu Tuva are attacked, they Align with


USSR at the end of the Attacker's Combat Phase. If
USSR is at war with a Major Power, they Align
immediately.
Dadao Japan If attacked by a non-Chinese faction, it Aligns with Japan
at the end of the Attacker's Combat Phase.
Government
Aligns with Japan as soon as Japan is at war with China
and is at war with a Major Power.
Siam Japan Siam begins the game as a Japanese-Controlled Axis
Minor Power. As long as Controlled, Siam gets
recruitment rolls.

In the Production Phase of the Japanese January, 1939


turn, Siam Aligns with Japan.
Poland Great Britain If Poland is not Controlled by a Major Power, Poland
Aligns with Great Britain as soon as Great Britain is at
war with a Major Power.

4.8 Soviet Sphere of In uence:


USSR considers all land zones adjacent to its Home Country to be within its sphere of
in uence if they were Originally possessed by a neutral Minor Power. Within this sphere, USSR
can attack without a declaration of war, even if the neutral nation has previously Aligned with
another Major Power. If the Minor Power has not previously Aligned, it becomes Controlled
and is at war with USSR.

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Examples: Germany and Great Britain are at war. Germany has declared war on Poland, but
has not captured Podlachia, Lubelskie or East Poland. These land zones subsequently Align
with Great Britain. USSR may attack these land zones as they are within its sphere of in uence.
Such an attack would not require a Declaration of War against Great Britain.

Although Korea is adjacent to Soviet Home Country, it is Originally possessed by Japan, so it


is not within USSR’s sphere of in uence.

Although Sinkiang is adjacent to Soviet Home Country, it is Originally possessed by a Chinese


warlord (refer to 4.9), so it is not within USSR’s sphere of in uence.

4.9 China:
Many regions of China are controlled by regional warlords, each marked with their own
warlord roundel and individually colored for identi cation. These land zones are:
• Sinkiang
• Tsinghai
• Suiyuan
• Beiping and Hopeh
• Tibet
• Sikang
• Yunnan
• Kwangtung and Hainan

Each of the eight warlords is separate and has its own roundel (so Beiping and Hopeh have
the same roundel, and Kwangtung and Hainan have the same roundel). To outside nations,
these semi-autonomous provinces are considered part of KMT. (Note they are not considered
Originally KMT).

An attack by a foreign nation on an Originally possessed warlord, CCP or KMT land zone
(excluding the Dadao Government, if created, refer to 15.4), is considered an attack on all of
China and causes all warlords to Align with either CCP or KMT (or the Dadao Government if
has been created) at the end of the Attacker’s Combat Phase. If a warlord is not bordering a
CCP-possessed or Dadao Government-Possessed land zone, it Aligns with KMT. If a warlord
is bordering a CCP-possessed land zone, it will potentially Align with CCP. If a warlord is
bordering a Dadao Government-Possessed land zone, it will potentially Align with Dadao
Government. For each land zone, roll a D12.

Land zone borders CCP and Land zone borders only CCP or
Dadao Government Dadao Government
Dice # Action Dice # Action
Aligns with CCP or Dadao
1-5 Aligns with CCP. 1-6
Government.
6-10 Aligns with KMT. 7-12 Aligns with KMT.
Aligns with Dadao
11-12
Government.

KMT cannot attack Chinese warlords until CCP is eliminated. If KMT subsequently attacks a
warlord, it Aligns with CCP (e ectively reviving CCP).

If a warlord is attacked by CCP or the Dadao Government, it and all its remaining land zones
and units Aligns with KMT at the end of the Attacker’s Combat Phase. If KMT has surrendered,
the warlord does not Align, but stay neutral.

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4.10 Spain
After the resolution of the Spanish Civil War, Spain becomes a Controlled neutral Minor Power.

Nationalist Victory:
If the Spanish Nationalists have won the Spanish Civil War, Spain becomes a German-
controlled neutral Minor Power called Nationalist Spain. As long as Controlled, Nationalist
Spain gets recruitment rolls (refer to 12.7). Until Madrid is captured by an Enemy Alliance,
every Player Turn, Germany gets a free “Blue Division” (regular Infantry) in the Place Units
Phase in Berlin. Germany can use Spain’s naval facilities for repairs, in port and movement
bonus. (Note that German Naval Transports may only go in port without cargo).

Will Align with Germany after the Combat Phase if attacked by the Allies or Comintern or if
Axis Possesses either:
(a) London or
(b) Both Gibraltar and Lower Egypt.

Axis Powers may not attack a neutral Nationalist Spain. If Spain Aligns with Germany,
Germany no longer gets free Blue Divisions.

Republican Victory:
If the Spanish Republicans have won the Spanish Civil War, Spain becomes a USSR-
controlled neutral Minor Power called Republican Spain. As long as Controlled, Republican
Spain gets recruitment rolls (refer to 12.7). Until Madrid is captured by an Enemy Alliance,
every Player Turn, USSR gets a free “International Brigade” (regular Infantry) in the Place Units
Phase in Moscow. USSR can use Spain’s naval facilities for repairs, in port and movement
bonus. (Note that Soviet Naval Transports may only go in port without cargo).

Will Align with USSR after the Combat Phase if attacked by the Allies or Axis. Comintern
Powers may not attack a neutral Republican Spain. If Spain Aligns with USSR, USSR no
longer gets free International Brigades.

4.11 France

4.11.1 French Surrender


France surrenders immediately when either:

• Paris is Enemy-possessed or
• All land zones surrounding Paris are Enemy-possessed.
All IPP currently in Possession of the French player are surrendered to the conquering Major
Power.

If France surrenders due to Paris being surrounded, the conquering nation may non-combat
move land units into Paris, even if these have moved during the Combat Movement Phase.

Once France surrenders, the French player takes command of Free France, an Allies’ Minor
Power. If French surrender conditions are reversed (i.e. Paris is liberated), Free France will
become “France” again with Paris as its Capital. Note that France only surrenders once per
game.

Example: Paris is liberated by the Allies and France is resurrected. The turn after, Germany
counter-attacks and captures Paris for a second time. This time, France does not surrender,
but the French player lose his IPP to the bank and may relocate his Capital (refer to 10.10.2
and 10.10.3).

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4.11.2 Vichy Creation Order Vichy Rolls
Immediately after the French surrender, the German 1 Roll for French naval units
player creates a new Axis Minor Power called Vichy.
2 Roll for French land zones
Roundels:
Place a Vichy roundel on Corsica and Southern France and a German roundel on all remaining
land zones in French Home Country. Remove all French non-naval units in French Home
Country & Corsica. Move all Axis units out of Vichy land zones to the closest Axis-possessed
land zone.

Other Forces:
If Paris is encircled with Allies’ units in it, those units surrender with Paris and are removed
from the game. If Paris was captured, Allies’ land units or aircraft in other French Home
Country land zones are allowed to use their full movement range to move out of France,
potentially onto Naval Transports. If they cannot, they are eliminated.

Vichy Army:
Place 3 Infantry, 1 Artillery and 1 Fighter in Southern France.

French Navy:
For each French naval unit in port in French Home Country or in Enemy captured French land
zones, roll a D12:

Dice # Action
1-7 Scuttled; Remove from game.
Replace with Vichy equivalent; Move to sea zone M1. No further movement
8-10
this turn. (Eligible Surface Ships may go in port in Southern France).
Joins the Axis; Replace with German equivalent (Japanese equivalent if the
11-12
naval unit is in the Indian or Pacific Ocean).

For each other French naval unit on the board (including in port), roll a D12:

Dice # Action
1-3 Joins the Allies; Unit becomes Free French.
4-7 Scuttled; Remove from game.
Replace with Vichy equivalent; Move to sea zone M1. No further movement
8-10
this turn. (Eligible Surface Ships may go in port in Southern France).
Joins the Axis; Replace with German equivalent (Japanese equivalent if the
11-12
naval unit is in the Indian or Pacific Ocean).

If a Naval Transport containing cargo joins Vichy or the Axis, the cargo joins the corresponding
Vichy or Axis nation along with the Naval Transport.

Ships are replaced in their current state regarding damage and/or skeleton crew. The Axis
players can decide to let some or all of their newly acquired ships be placed immediately in a
sea zone adjacent to, or in port at, their Home Country, representing these ships having sailed
under the French Flag. This must be decided after the rolling for all French naval units has
ended. Any ships moved in this way cannot move further this turn.

For ships on the French build queue, roll a D12:

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Dice # Action
1-7 Scuttled; Remove from game.
8-10 Replace with Vichy equivalent on the build queue.
11-12 Replace with German equivalent on the build queue.

Germany can Lend-lease IPPs to advance Vichy ships on the build queue.

French Territories:
French Guiana and St. Pierre Island become Free French. For any other French o shore
territory (all land zones marked with a French roundel on the map besides Corsica that are not
part of French Home Country), roll a D12:

Dice # Action
1-6 Becomes Free French.
7-12 Becomes Vichy.

With the placement of each roundel, that faction takes possession of the land zone and
French units within. If the land zone went Vichy, any French units within may be replaced by
corresponding Vichy units (exception: the four land zones in 1. below, which will be replaced
with Japanese sculpts if a 7-12 is rolled). Allies’ forces in Vichy land zones are allowed to use
their full movement range to move to a Friendly-possessed land zone, potentially onto Naval
Transports. If they cannot, they are eliminated.

The following land zones are combined for this determination into one die roll for each
grouping:

1. Annam Tonkin, Cochinchina, Gambier Islands and New Caledonia*


2. French Somaliland, Madagascar and Réunion
3. Northern-, Western- and Southern Algeria
4. Mauritania, French Guinea, French Sudan and Ivory Coast
5. Dahomey, Niger, Chad, Cameroon and Oubangui-Chari

* Annam Tonkin, Cochinchina, Gambier Islands and New Caledonia will become Japanese-
possessed if a 7-12 is rolled (replacing French units with Japanese equivalents).

If a land zone contains a naval facility with ships in port, move these ships out of the naval
facility.

Vichy may non-combat move its units and make a recruitment roll in in the same Player Turn it
is created.

French Units on MAP and in Aligned Major Powers’ Land Zones:


All French units on MAP and any French land units or aircraft in Aligned Major Powers’ land
zones become Free French.

French Aligned Minor Powers:


All French Aligned Minor Powers (e.g. Abyssinia) Align with Free France. All land zones that
France has captured become Free French-possessed. (French-controlled Minor Powers, refer
to 5.7).

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4.11.3 Vichy Income and Diplomacy
Vichy is an Axis Minor Power Controlled by Germany. As long as Controlled, Vichy gets
recruitment rolls (refer to 12.7). When collecting income each turn, the German player decides
how income from Vichy-possessed land zones should be allocated. Either:
• Added to the German income (to be spent as Germany) or
• Collected by Vichy (to be spent as Vichy)
Vichy is at war with Free France. Vichy can not attack other nations. If attacked by anyone
besides Free France, Vichy will Align with Germany after the Attacker’s Combat Phase.
(Exception: When Great Britain uses its “Operation Catapult” special ability.) If Vichy Aligns
with Germany, IPP collected by Vichy is added to the German income. Axis Powers may not
attack Vichy.

4.11.4 Internal French Con ict


Vichy and Free France are in an internal French con ict. They may attack each other’s units
and land zones. A Free French attack on Vichy does not make Vichy Align with Germany.

If Vichy attacks a Free French land zone containing units not from Free France, the non-French
units do not participate in the combat. If Vichy succeeds in conquering the land zone, the non-
French units are moved to the nearest Friendly-possessed land zone, regardless of distance.

If Vichy attacks Free France in a sea zone containing other Allies’ naval units, the non-French
units do not participate in the combat but stay in the zone.

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Chapter 5 - War and Peace

The game begins with all Major Powers being neutral (refer to 4.4).

5.1 Declaration of War (DoW):


Players can declare war on other Major Powers at any time, Wartime Income
even during other players’ turns (exception: Strategic Naval
Movement (refer to 11.4)). When a Major Power has DoW USSR 19
declared by another Major Power, it immediately jumps to its Great Britain 25
Full Production income, plus any income from annexed or
captured land zones. When Great Britain goes to war with a France 18
Major Power, both ANZAC and FEC’s income increase to
Full Production. A DoW by a Minor Power does not trigger USA 63
an income increase.

Players can issue DoW’s on Minor Powers only by means of a land unit combat movement
against that nation. Nations have speci c requirements for declaring war. Some nations
cannot issue a DoW until reaching a certain income level, called Wartime Income. You may not
declare war on a member of your Alliance.

Aggressor DoW on: Yes/No, Condition


Axis Major Other Axis No.
Power Nationalist Spain No.
(Germany,
Japan, Italy) Any other nation Yes, anytime.
Other Comintern No.
Republican Spain No.
Yes, once at Wartime Income and if the Allies’
USSR nation is at Full Production income. 10 IPP
Allies’
income decrease if USSR is not at Full
Production income (refer to 5.4).
Any other nation Yes, once at Wartime Income.
Other Comintern No.
Chinese warlords Yes, via combat movement against warlord.
CCP
Yes, once evolved to Major Power or if that
Any other nation nation has units or possesses a land zone in
Chinese Home Country.
Other Allies No.
Chinese warlords or Yes, if CCP previously has been eliminated. Via
KMT Mongolia combat movement.
Yes, once evolved to Major Power or if that
Any other nation nation has units or possesses a land zone in
Chinese Home Country.
Other Allies No.
Chinese warlords No.

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Aggressor DoW on: Yes/No, Condition
Yes, once at Wartime Income and only if that
Axis nation:
• Possesses an Allies’ Major Power's Original
Axis Major Powers land zone or
• Has sent Lend-lease to a nation which was at
war with an Allied Major Power or
Allies’ Major • Has interdicted an Allied Lend-lease delivery or
Power (British • Has declared war on another nation.
Commonwealth, Axis Minor Powers Yes, once at Wartime Income.
France, USA) Yes, once USA is at Wartime Income and:
• Comintern has declared war on an Allies’
nation or
Comintern • USSR Possesses an Originally neutral land
zone outside its sphere of in uence or
• Comintern Possesses an Allies’ Major Power
Original land zone.
Yes, once at Wartime Income. 10 IPP penalty for
declaring nation and if USA is at peace then
Any other nation
USA su ers a 10 IPP income decrease (refer to
5.4).
Other Allies No.
Chinese warlords No.
Yes, if that Axis nation has declared war on
Axis
Free France another nation.

Comintern Yes, if USA is at war with USSR.


Yes. 10 IPP penalty and if USA is at peace then
Any other nation USA suffers a 10 IPP income decrease (refer to
5.4).

Once nations are at war, they cannot go back to neutrality unless otherwise speci ed (refer to
6.5 and 6.6). If units from warring nations occupy the same territory, combat is not optional
unless otherwise speci ed (refer to 9.3.1, 9.4, 10.5, 10.6.1, and 10.7). When nations are at war,
the following are no longer possible:

• Lend-lease between members of the Alliances of the two nations.


• Build railroads into the other nation’s land zones.

5.2 Income Increases:


Some nations receive income increases up to a maximum of their Full Production on certain
Calendar Turns and based on actions of other players. If the increase is due to a Calendar
Turn, roll in the beginning of the Production Phase.

Jan. ´37 Jan. ´38 Jan. ´39 Jul. ´39 All Player Turns Thereafter
USSR 1D6 1D6 1D6 1D12 1D12 until Full Production (46)
Great Britain 1D12 1D12 until Full Production (25)
France 1D12 1D12 until Full Production (18)
USA 1D12 1D12 until Full Production (63)

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Example: It is January, 1939, turn 6. USSR has rolled twice for income increases (once in
January of 1937 and another in January of 1938) and has increased Soviet income by 11, for a
total of 15 IPP. Again, USSR rolls a D6 for income increase this Player Turn at the beginning of
the Production Phase and rolls a “4”. Now it has achieved its Wartime Income and may declare
war. If USSR remains neutral, at the end of this Player Turn, USSR will receive 19 IPP. Next
Player Turn, USSR will begin rolling a D12 every Player Turn for income increases until its
income reaches its Full Production (46 IPP).
Example: USSR has declared war on Germany. Soviet income is 30 IPP. Germany captures 2
Soviet land zones worth 3 IPP, decreasing Soviet income to 27 IPP. Subsequently, Soviet “Full
Production” is now reduced by 3 to 43 IPP, and the Soviet player rolls income increase rolls
until this income level is reached.

If the income increase is due to actions by other players, roll for these immediately. Thus, a
player may be able to take income-dependent actions like declaring war even on another
player’s turn.

5.3 Wartime Bonus Income:


A nation may be eligible for bonus income based on certain circumstances listed on its
national reference sheet. Note: Some instances of Wartime Bonus Income are eligible when a
nation is at peace, but most instances require nations to be at war. Bonus income can be
tracked on the IPP Tracking Chart.

5.4 Declaration of War Penalty:


If Great Britain, France, Free France or USA declare war on a neutral nation, it must pay a one-
time 10 IPP penalty. Additionally, USA, if at peace, su ers a 10 IPP income decrease each
time it or an Allies’ nation declares war on a neutral nation.

USSR su ers a 10 IPP income decrease if it declares war on an Allies’ nation if USSR income
is less than Full Production.

5.5 Monroe Doctrine:


USA has a special doctrine in place known as the “Monroe Doctrine” which
claims all of North and South America as o -limits to foreign occupation.

The “Monroe Doctrine” allows USA to attack Comintern units that are
bordering North or South American land zones without declaring war and
regardless of its own income level or income determined movement restrictions. USA is also
allowed to attack Comintern-occupied land zones in North and South America. Comintern
violations of the “Monroe Doctrine” do not trigger USA income increases.

If an Axis Major Power attacks a land zone in North or South America, or has a Surface Ship
end its movement within 3 sea zones of USA Home Country, USA considers it a declaration of
war. Sea zones a ected by this are depicted by a small “Monroe” symbol on the map.

5.6 Annexations:
Some Major Powers can Annex certain land zones according to historical events. Annexation
is done by combat moving a land unit into the land zone. No combat occurs.

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Land Zone Major Power Condition - When?
Neutral Units Present?
Consequence for Allies’ Income
Albania Italy Anytime
Remove
None
Estonia USSR Molotov-Ribbentrop Pact (January, 1939 or later)
Remove
None
Latvia USSR Molotov-Ribbentrop Pact (January, 1939 or later)
Remove
None
Lithuania USSR Molotov-Ribbentrop Pact (January, 1939 or later)
Remove
None
Bessarabia USSR Molotov-Ribbentrop Pact (January, 1939 or later)
(Romania) Remove
None
Austria {A} Germany Anytime, one per Player Turn of {A-B-S}
Replace with German equivalent
Great Britain+1, France+1
Bohemia Germany Anytime, one per Player Turn of {A-B-S}
(Czechoslovakia) Replace with German equivalent
{B} Great Britain+1, France+1
Slovakia Germany Anytime, one per Player Turn of {A-B-S}
(Czechoslovakia) Replace with German equivalent
{S} Great Britain+1, France+1

5.7 Defeating a Nation


Player nations have di erent surrender conditions. If a nation surrenders:

• Its units are removed from the board. (Exception: France and Vichy, refer to 4.11).
• Its Controlled Minor Powers become Controlled by another member of their Alliance.
• Its possessed land zones are up for grabs via a combat movement.
• It may not have land zones liberated (refer to 10.10.1).

Nation Surrender Condition


Germany Germany never surrenders.
CCP CCP never surrenders.
USSR USSR never surrenders.
Japan If Tokyo is Enemy-possessed at the end of the Japanese Player Turn.
If London, Cape Town, Ottawa, Sydney and Calcutta are all Enemy-
Great Britain possessed at the end of the British Commonwealth Player Turn.
FEC If Great Britain surrenders.
If Sydney and all of New Zealand are Enemy-possessed at the end of
ANZAC the ANZAC Player Turn.

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Nation Surrender Condition
If either:
(a) Paris is Enemy-possessed or
France (b) all land zones surrounding Paris are Enemy-possessed.

Note that France only surrenders once per game.


Free France Free France never surrenders.
If Paris is liberated. All remaining Vichy units and land zones
Vichy subsequently join France.
Italy If Rome is Enemy-possessed at the end of the Italian Player Turn.
KMT If KMT Possesses no land zones.
USA If Washington, D.C., Chicago, New York and San Francisco are all
Enemy-possessed at the end of the USA Player Turn.

Other nations / neutrals do not surrender. They may be eliminated when they no longer have
land zones or units, or may be absorbed through Alignment.

If a nation surrenders, the Attacking player rolls a D12 for each ship of the surrendering nation
still on the build queue:

Dice # Event
1-7 Scuttled; Remove from game.
8-12 Captured by Attacking player.

If a ship under construction is captured by the Attacking player, he may continue building it.

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Chapter 6 - Pacts and Truces

6.1 Signing a Treaty:


Players may sign a treaty at any point in time, even during another player’s turn.

6.2 Terminating a Treaty:


Players may terminate a treaty at any point in time, even during another player’s turn, but
some treaties require payment of IPPs to do so. Once terminated, a treaty may not be signed
again.

6.3 Japanese-Soviet Non-Aggression Pact:


The Japanese and Soviet players may sign a non-aggression pact.

Japanese-Soviet Non-Aggression Pact


Neither side will attack the other or engage in border clashes.
Non-Aggression Neither side will Lend-lease to a nation the other is at war with.
Termination Either side may break the treaty by paying 5 IPP.

6.4 Molotov-Ribbentrop Pact:


The German and Soviet players may sign the Molotov-Ribbentrop Pact in January, 1939 or
later.

The trade (bonus income / technology) provided by the treaty will be given to the players at the
end of each Calendar Turn, after they possess all Originally Polish-possessed land zones.

Molotov-Ribbentrop Pact
Non-Aggression Neither side will attack the other.
Germany and USSR agree to mutually bene cial trade.
Germany gets 5 IPP bonus income per Player Turn.
Trade USSR gets 3 IPP bonus income + 1 technology roll per
Player Turn.
Baltic-White Sea Canal: One German submarine may use
the Baltic-White Sea Canal per Player Turn.
Right of passage
Northern Sea Route: One German naval unit may use the
Northern Sea Route per Player Turn.

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Molotov-Ribbentrop Pact
Enables USSR to attack/Annex certain land zones before
reaching Wartime Income:

Baltic states:
USSR may Annex the Baltic states (Lithuania, Latvia and
Estonia).

Poland:
USSR may attack Podlachia, Lubelskie & East Poland.
USSR may not attack further into Poland.

Regardless of USSR actions, the Allies’ income increases


when Germany attacks Poland are reduced to 1D12 instead
of 2D12.

The turn after Germany Possesses Warsaw, Germany may


attack Podlachia, Lubelskie & East Poland if they are still
Polish-possessed. This does not trigger a Soviet D12
income increase.

Finland:
USSR may attack Viipuri Province. If attacked, Finland
Sphere of In uence becomes a neutral Minor Power Controlled by Germany
(refer to 4.7). As long as Controlled and at war with USSR,
Finland gets recruitment rolls and may receive Lend-lease
from the Axis and the Allies. The Soviet player may sign a
truce with Finland (refer to 6.5).

Note that USSR may attack further into Finland after USSR
reaches Wartime Income without breaking the Molotov-
Ribbentrop Pact.

Bulgaria & Hungary:


USSR may not attack Bulgaria or Hungary.

Romania:
USSR may Annex Bessarabia. USSR may not attack further
into Central Romania. If USSR Annexes Bessarabia, the rest
of Romania becomes a neutral Minor Power Controlled by
Germany. As long as Controlled, Romania gets recruitment
rolls. Romania Aligns with Germany when Germany and
USSR are at war. Note: Germany does not get +3 Wartime
Bonus Income from Romania as long as Bessarabia is
possessed by USSR.
France and Germany may engage in border clashes if
Border Clashes Germany has attacked Poland (refer to 10.5.2).

Termination Either side may break the treaty at any time.

6.5 Moscow Peace Treaty


Only applicable if the Molotov-Ribbentrop Pact has been signed and Viipuri Province is the
only Soviet-possessed Finnish land zone.

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Moscow Peace Treaty
Immediately after capturing Viipuri Province, the Soviet
player can unilaterally sign a peace treaty with Finland.
Molotov-Ribbentrop
Pact and the Winter War Being at peace, Finland does not get recruitment rolls and
may not receive Lend-lease from either the Axis or the Allies.
The Soviet player may break the treaty by paying 5 IPP.
Termination Finland Aligns with Germany.

Note the di erent Finnish Alignment conditions (refer to 4.7).

6.6 Chinese Truce


When a foreign Major Power declares war on China, CCP and KMT may agree to a truce. This
must be decided immediately at the end of the Attacker’a Combat Phase.

Chinese Truce
Non-aggression Neither faction may attack the other faction.
If one faction retakes a land zone in Chinese Home Country
from a foreign nation, that faction gains Possession.

Cooperation Both factions may move freely within each other’s land
zones, defending together as if Aligned.
Termination Either side may break the truce during their Combat Phase.
The faction that breaks the truce is able to move some, or
all, of its units out of a zone it is sharing with the other
faction, during the Combat Movement Phase. If either
faction evolves to Major Power, the truce is automatically
terminated. In both cases, combat is then resolved for any
land zones that contain units from both factions. If KMT
breaks the truce and has units potentially su ering low
morale (refer to 15.7) in shared land zones, these are
eliminated if they roll a 10 or more.

Note that If one of the Chinese factions has evolved to Major Power, the Chinese Truce can no
longer be signed.

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Chapter 7 - Order of Play

7.1 Order of Nations:


Nations perform their Player Turns in the following order:

1 - Germany (Vichy & Nationalist Spain)


2 - CCP
3 - USSR (Mongolia & Republican Spain)
4 - Japan (Siam)
5 - British Commonwealth
6 - France (Abyssinia) / Free France
7 - Italy
8 - KMT
9 - USA

Controlled Minor Powers (listed in parentheses) share Player Turns with their Controlling Major
Power. They may not attack together.

The constituents of the British Commonwealth (Great Britain, FEC and ANZAC) share Player
Turns, and move/attack/defend together as if one nation.

7.2 Continuous Play:


Experienced players may want to play overlapping each other to a certain extent.

Examples of overlapping gameplay:

• CCP may start at the same time as Germany.


• If USSR plays his Asian theatre rst (or is neutral towards Japan), Japan may begin right
after CCP.
• If Italy is not attacking the Allies, it may begin right after Great Britain.
• KMT may begin right after Japan.
For overlapping gameplay to work, all players have to be experienced, and as mistakes are
sure to be made, it is mandatory to have a high degree of gentlemen-like sportsmanship and
an exemplary code of conduct.

This mode provides for a greatly reduced timespan of play in the early game and can be very
gratifying, but potentially stressful!

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7.3 Phases of a Player Turn:
Players go through the following phases during their Player Turn. Unless otherwise speci ed,
players can perform the actions within a Player Turn phase listed in any order.

Order of a Player Turn What Players Do

• Income increases.
1. • Developing technology.
• Purchase units and facilities.
• Pay to move units along build queue.
Production Phase • Alignments.
• Start repairs on damaged Capital Ships and facilities.
• Declare Lend-lease.

• Declare combats and move units accordingly.


2. • Designate Warships as screening forces.
• Designate Surface Warships as escorts.
Combat Movement • Designate Battlecruisers as raiders.
Phase • Assign aircraft on Maritime Air Patrol.
• Declare convoy raiding.

• Resolve combats that were declared in the Combat


3. Movement Phase. The Attacking player decides in which
order the combats are resolved.
Combat Phase • Conduct blitzing.
• Move aircraft returning from combat.

• Move units that did not move during the Combat


4. Movement Phase.
• Move aircraft returning from Maritime Air Patrol.
Non-combat Movement • Strategic Naval Movement.
Phase • Strategic Rail Movement.
• Designate ships in port.

• Place units and facilities from build queue place units box.
• Finish repairs on Capital Ships and facilities.
• Upgrade units.
5. • Deliver Lend-lease (make interdiction rolls if applicable).
• Roll for captured ships in port.
Place Units Phase • Make recruitment rolls.
• Make in uence rolls.
• Collect income.
• Remove IPP loss trackers on convoy lines.

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Chapter 8 - Production Phase

8.1 Income Increases:


Eligible nations roll for income increases (refer to 5.2).

8.2 Developing Technology


The technology chart lists the technologies that can be developed and the die roll needed to
pass each stage of development. Once a nation’s marker reaches completion, the technology
is immediately available for use.
Major Factories are the source of your technological development capacity. For every
undamaged possessed Major Factory, you get 1 technology die roll. You can only roll for a
technology once per Calendar Turn. Damaged factories provide no rolls.

• USA can not develop technology until it reaches 10 IPP income.


• Until USSR reaches 15 IPP income, it can only develop technology via its Rapid
Industrialization strategic objective or the Molotov-Ribbentrop Pact.
• Stage III cannot be developed before July, 1939.
• Units that become available after developing technology cannot be Lend-leased.

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8.2.1 Technologies
Advanced Mechanized Infantry represents improvements in mechanized infantry doctrine
and weaponry. Advanced Mechanized Infantry technology allows a nation to build Advanced
Mechanized Infantry units.

Advanced Mechanized Infantry units are Mechanized Infantry for all purposes except as
follows:
• Improved attack and defense values.
• May pair 2:1 with blitzing with armor (e.g. 2 Advanced Mechanized Infantry may accompany
one blitzing armor).
Attack Defense Movement Price
Advanced Mechanized Infantry 4 5 2 4 IPP

After developing Advanced Mechanized Infantry technology, Germany is able to build a


special kind of Advanced Mechanized Infantry unit: Panzergrenadiers.

Advanced Artillery represents improved artillery doctrine and advanced artillery weapons.
Advanced Artillery technology allows a nation to build Advanced Artillery units.

Advanced Artillery units are Artillery for all purposes except as follows:
• Improved attack and defense values.
• May make an attrition attack on an adjacent land zone at “2”.

Attack Defense Movement Price


Advanced Artillery 4 4 1 4 IPP

Self-propelled Advanced Artillery 4 4 2 5 IPP

After developing Advanced Artillery technology, USSR is able to build a special kind of Artillery
unit: Katyusha Rocket Artillery.

Radar represents advanced naval and air detection capabilities. As soon as a nation develops
Radar technology, it gets the following advantages:

• +1 modi er to battlecruiser and convoy rolls (refer to 9.4.3 and 10.9).


• Bases and major naval facilities may scramble an unlimited number of units.
• Fighters gain +1 interception.
• Facilities’ inherent anti-aircraft may shoot at Strategic Rockets.
• Fighters able to intercept and scramble from Heavy Fleet Carriers.

Anti-submarine Warfare (ASW) represents improvements to naval vessels, aircraft and


merchantmen to detect and destroy submarines. As soon as a nation develops ASW
technology, it gets the following advantages:
• Defending convoys gain +1 to their convoy roll (refer to 10.9).
• When submarines raid a convoy line of a nation with ASW technology, the Defender gets a
defensive roll at “2” against each raiding submarine.
• In regular combat all Naval Transports defend at “1” against attacking submarines.
• Seaplanes on MAP get +2 attack bonus against submarines.

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Improved Factories represents modern mass production. As soon as a nation develops
Improved Factories technology, it gets the following advantages:
• Minor Factories can produce 2 units per Player Turn instead of 1.
• Medium Factories can produce 5 units per Player Turn instead of 3.
• Major Factories can produce 8 units per Player Turn instead of 5.
• Minor Shipyards can produce 2 units per Player Turn instead of 1.
• Major Shipyards can produce 8 units per Player Turn instead of 5.
A captured improved factory/shipyard gives no bene t to the captor.
After developing Improved Factories technology, USSR is able to build a special kind of
Medium Armor unit: T-34.

Improved Construction represents improved building construction. As soon as a nation


develops Improved Construction technology, it gets the following advantages:
• All facilities and naval units cost -1 IPP per stage
or
• A player may pay to condense the rst two construction stages to a single stage: Thus a
facility that costs 6/6/6 could be built for 12/6.

• Minor Factories reduce damage from strategic bombing by 1 per Player Turn.
• Medium Factories reduce damage from strategic bombing by 3 per Player Turn.
• Major Factories reduce damage from strategic bombing by 5 per Player Turn.
Example: A German Strategic Rocket and a Strategic Bomber strategically bomb a Soviet
Major Factory doing a total of 10 IPP damage. USSR has developed Improved Construction
technology, so it only has to su er 5 IPP damage to the factory.

Airborne Doctrine represents improved tactics and equipment used in airborne assaults. As
soon as a nation develops Airborne Doctrine technology, it gets the following advantages:
• Able to build Heavy Air Transport units.
• Improved combat values for its Airborne Infantry units.
• Enemy cities no longer have inherent Anti-aircraft Artillery versus airborne assaults (refer to
10.6.1).
• Enemy Forti cations’ rst strike rolls cannot target airborne assaulting Airborne Infantry nor
their transporting aircraft (refer to 10.6.1).

Heavy Air Transports are Air Transports for all purposes except as follows:
• Able to carry 2 Airborne Infantry into an airborne assault.
• Able to carry 1 Artillery, 1 Anti-aircraft Artillery or 1 infantry-class unit in non-combat
movement.
Attack Defense Movement Price
Heavy Air Transports N/A N/A 6 10 IPP

Note the di erence in capacity in combat movement versus non-combat movement.

Elite Airborne Infantry are Airborne Infantry for all purposes except as follows:
• Improved attack and defense values.
• Does not have higher attack values in the rst round of combat if dropped in an airborne
assault.

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Attack Defense Movement Price
Elite Airborne Infantry 3 3 1 3 IPP

Note: When a nation develops Airborne Doctrine technology, all its existing
Airborne Infantry automatically become Elite Airborne Infantry. If Lend-leasing an Elite Airborne
Infantry, the receiving nation only receives Airborne Infantry (unless the receiving nation
Possesses Airborne Doctrine technology). If Lend-leasing an Airborne Infantry to a nation that
has Airborne Doctrine technology, the unit automatically becomes Elite Airborne Infantry upon
delivery.

Amphibious Doctrine represents improved tactics and equipment used in amphibious


assaults. As soon as a nation develops Amphibious Doctrine technology, it gets the following
advantages:
• Its infantry-class units do not su er double casualties in the rst combat round when
amphibiously assaulting.
• Able to build Attack Naval Transport units.
Attack Naval Transports are Naval Transports for all purposes except as follows:
• Defense value of “1”.
• Marines gain +1 attack when amphibiously assaulting from an Attack Naval Transport.
• All land units can participate in an amphibious assault from the rst combat round.

Attack Defense Movement Price


Attack Naval Transports N/A 1 2 7 IPP

Heavy Armor represents improvements in armored warfare doctrine and tank repower,
armor, and performance. Heavy Armor technology allows a nation to build Heavy Armor units.

Heavy Armor is Medium Armor for all purposes except as follows:


• Improved attack and defense values
• Target Selection at “1” (versus vehicle-class units).

Attack Defense Movement Price


Heavy Armor 8 [1] 7 [1] 2 7 IPP

After developing Heavy Armor technology, Germany is able to build a special kind of Heavy
Armor unit: Tiger I.

Jet Fighters represents rst generation jet engine ghters. Jet Fighters technology allows a
nation to build Jet Fighter units.

Jet Fighters are Fighters for all purposes except as follows:


• Improved attack and defense values.
• Interception value of “5”.

Attack Defense Movement Price


Jet Fighters 8 (5) 8 (5) 4 12 IPP

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Long-range Aircraft represents improvements to aircraft design. As soon as a nation
develops Long-range Aircraft technology, it gets the following advantages:
• Strategic Bombers and Heavy Strategic Bombers gain +2 movement.
• All other aircraft gain +1 movement.
• Medium Bombers gain +1 MAP range.
• Seaplanes gain +1 MAP range if starting from a Seaplane Base.
• Defending convoys gain +1 to their convoy roll (refer to 10.9).
Note: When a nation develops Long-range Aircraft technology, all its existing aircraft are
automatically upgraded.

Advanced Submarines represents improvements in submarine doctrine and technology. As


soon as a nation develops Advanced Submarines technology, it gets the following
advantages:

• Wolfpacks: Raiding submarines (all types) gain +1 to their convoy roll if more than one
submarine is raiding in the sea zone.
• Submarines double their interdiction values (refer to 12.5).
• Able to build Advanced Submarine units.
Advanced Submarines are Submarines for all purposes except as follows:
• +4 modi er to their convoy roll.
• Advanced Submarines can only be attacked by aircraft on Maritime Air Patrol (not with a
paired Destroyer).

Units defend against Advanced Submarines normally.

Attack Defense Movement Price


Advanced Submarines 4 [1] 4 [1] 3 7 IPP

Large Ship Construction represents the ability to construct very large Capital Ships. Large
Ship Construction technology allows a nation to build Heavy Battleships and Heavy Fleet
Carriers.

Heavy Battleships are Battleships for all purposes except as follows:


• Improved attack, defense and movement values.
• Require 3 hits to sink.
Heavy Fleet Carriers are Fleet Carriers for all purposes except as follows:
• Carry 3 Fighters/Tactical Bombers or
1 Medium Bomber and 1 Fighter or 1 Tactical Bomber.
• Fighters able to intercept and scramble if Radar technology developed.

Attack Defense Movement Price


Heavy Battleships 10 10 3 7/7/7

Heavy Fleet Carriers N/A 2 3 6/6/6

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Improved Logistics represents new innovations and large-scale infrastructure projects. As
soon as a nation develops Improved Logistics technology, it gets the following advantages:
• +1 Strategic Rail Movement capacity in all regions.
• Able to Strategic Rail Move units across di erent railroad gauges (refer to 1.6).
• +1 Supply Path range.
• +2 Strategic Naval Movement.
• +1 Strategic Naval Movement range.
• May move its Factories in Home Country. It takes 1 Strategic Rail move to move a Minor or
Medium Factory and 2 Strategic Rail moves to move a Major Factory. The factory cannot
produce any units or technology, or be upgraded or repaired the Player Turn it moves. It
moves in whatever state of damage it has su ered. It must remain inside Home Country.

Heavy Strategic Bombers represents improvements in bombing doctrine and large bombers
with long range. As soon as a nation develops Heavy Strategic Bombers technology, it gets
the following advantages:

• Enemy facilities’ inherent Anti-aircraft Artillery defends at “1” instead of “3”.


• Able to build Heavy Strategic Bomber units.
Heavy Strategic Bombers are Strategic Bombers for all purposes except as follows:
• Improved attack and defense values; 3D6 damage in strategic bombing and carpet-
bombing with ve dice at “2”.
• Interception value of “2”.

Attack Defense Movement Price

Heavy 3D6 strategic bombing damage


3 (2) 6 13 IPP
Strategic Bombers 5D12 carpet bombing at “2”

Strategic Rockets represents long-range weapons designed to strike facilities and cities.
Strategic Rockets technology allows a nation to build Strategic Rocket units, maximum of two
per Player Turn. Strategic Rockets have no attack or defense value in normal combat and
cannot be taken as casualties. They can be moved like any other unit. They are eliminated if
they are ever alone in a zone with an Enemy land unit.

A Strategic Rocket can only be used once, and can be red at any target that can be
strategically bombed. The Strategic Rocket has a range of 3 and does 1D6 damage. A
Strategic Rocket may not be red over nations they are not at war with or Aligned with.

Attack Defense Movement Price


Strategic Rockets 1D6 strategic bombing damage N/A 1 (range: 3) 3 IPP

8.3 Purchase Units and Facilities:


Some ships and facilities require more than one Player Turn to build. These are listed as per-
turn costs. (e.g. a Heavy Cruiser listed as 5/5 costs 10 IPP and take two Player Turns to build).

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8.3.1 Units
Global War 1936 has over 50 units available for players. Refer to 13.1 for a list of all possible
units and their costs.

Once units are paid for they are placed in the place units box in the build queue. They must be
placed on the map in the Place Units Phase later in the turn sequence at an eligible location.

Some units are not available from the beginning of the game, but become available in later
turns:
Germany Other Nations
Mechanized Infantry July, 1938 January, 1940
Tank Destroyers July, 1938 January, 1940
Medium Armor July, 1938 January, 1940
Strategic Bombers July, 1938 January, 1940

Note: Nations can only buy what is on their national reference sheet. Some nations do not
have all units available to them.

8.3.2 Facilities:
When building facilities, place a facility marker on the map with an “under construction”
marker beneath to signify where it is being built. Place an identical marker on the build queue.
If capturing a facility under construction, the Attacker may choose to remove it or continue its
construction.

A facility under construction may be strategically bombed (exception: Forti cations (refer to
13.2.6)). A facility under construction has no inherent Anti-aircraft Artillery. It may take up to
three damage. If it takes more damage it is pushed back one stage in the build queue. It is
removed from the build queue once it is pushed past its starting point. Damage must be
repaired before construction can resume.

Example: A Major Factory under construction at stage 2 su ers 5 damage by strategic


bombing. Consequently, it is moved back to stage 3, with 2 in damage. Had it su ered 7 in
damage, it would have been removed from the build queue altogether.

8.4 Purchase Unit and Facility Upgrades:


Some units and facilities can be upgraded. After purchasing an upgrade, place the new
upgraded sculpt in the place units box in the build queue and replace the old unit/facility in the
Place Units Phase.

Players can upgrade units and facilities that were used in the same Player Turn.

8.5 Alignments:
Eligible nations may Align other nations (refer to 4.7).

8.6 Start Repairing Capital Ships and Facilities:


Facilities may be damaged via strategic bombing (refer to 10.6.2). Damage is represented by a
damage marker. Nations begin repairing facilities during the Production Phase. This repair

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costs 1 IPP per damage point repaired. The repair is nished in the Place Units Phase of the
same Player Turn.

Capital Ships (Fleet Carriers, Heavy Fleet Carriers, Battleships, and Heavy Battleships) take
multiple hits to destroy. Damage is represented by a damage marker. To repair damage, a ship
must either be in a sea zone adjacent to, or in port at, a friendly dockyard or shipyard. Nations
begin repairing Capital Ships during the Production Phase. This repair costs nothing, but
consumes 1 repair slot per repair (refer to 13.2.4 and 13.2.5). Two damage points can be
repaired in a single Player Turn (e.g., Heavy Battleships with two damage points), but this uses
two repair slots. The repair is nished in the Place Units Phase of the same Player Turn. On the
Player Turn the ship is being repaired, it may take no action other than optionally moving in
port to the dockyard or shipyard conducting the repair.

8.7 Declare Lend-lease:


Major Powers may send Lend-lease to other nations.

For each individual receiving nation, a player may Lend-lease either:

• IPP for one full facility repair (performed in the receiving nation's Player Turn)
or
• One military unit produced speci cally for the purpose of lending
or
• One base produced speci cally for the purpose of lending
or
• One Militia upgrade
Each Major Power has its own set of conditions for Lend-lease. A player may Lend-lease to
multiple receiving nations in a Player Turn, but only one Lend-lease per nation per Player Turn.
Starting or advancing construction of multi-turn units which will be Lend-leased at a future
time does not count against this limit. Although deliveries have to be produced speci cally for
the purpose of lending, you do not have to specify recipient nation until delivery. Units that
become available after developing technology cannot be Lend-leased. The Lend-lease will be
delivered in the Place Units Phase.

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Lend-lease Conditions

Sender Recipient Allowed, Condition


Spanish Nationalists Yes (+1 Supply Path range)
Germany Vichy Yes
Any other nation Yes, if recipient is at war with Major Power

Any nation Yes, once CCP has evolved to Major Power and
CCP if recipient is at war with Major Power
Spanish Republicans Yes
USSR CCP Yes
Any other nation Yes, if recipient is at war with Major Power
Dadao Government Yes
Japan
Any other nation Yes, if recipient is at war with Major Power
ANZAC / FEC No

Great Abyssinia No
Britain Spanish Factions Yes, but only 1 Allies’ sender per Calendar Turn
Any other nation Yes, if recipient is at war with Major Power
ANZAC / Great Britain No
FEC Abyssinia No
Any other nation Yes, if recipient is at war with Major Power
Great Britain / FEC No
ANZAC Abyssinia No
Any other nation Yes, if recipient is at war with Major Power
Spanish Factions Yes, but only 1 Allies’ sender per Calendar Turn
France
Any other nation Yes, if recipient is at war with Major Power
Free France Any nation No
Spanish Nationalists Yes
Italy
Any other nation Yes, if recipient is at war with Major Power

Any nation Yes, once KMT has evolved to Major Power and
KMT if recipient is at war with Major Power
Spanish Factions Yes, but only 1 Allies’ sender per Calendar Turn
USA Yes, if KMT is at war with Major Power or
at 15 IPP KMT uses Contain Communism special ability (refer to
income 15.8)
Any other nation Yes, if recipient is at war with Major Power

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Chapter 9 - Combat Movement Phase

9.1 Declarations:
The Attacking player declares all combats. Types of combats:

• Land combat including blitzing (refer to 10.5)


• Naval combat (refer to 10.7)
• Artillery attrition attacks (refer to 10.5.3)
• Border clashes (refer to 10.5.2)
• Airborne assaults (refer to 10.6.1)
• Strategic bombing of facilities (refer to 10.6.2)
• Attacking ships in port (refer to 10.6.4)
• Carpet bombing of land units (refer to 10.6.5)
• Amphibious assaults (refer to 10.8)
• Convoy raiding (refer to 10.9)

Requirement to Use Combat Movement When DoW is Possible:


If the Attacking player wants to move into a sea zone that contains units (or through a narrow
crossing with a Coastal Artillery) from another alliance at peace with him, the Attacking player
must move during the Combat Movement Phase. (Exception: Strategic Naval Movement, refer
to 11.4.2). This is because there is the potential for either the Attacking or Defending players to
declare war during such movement and combat will result. When the Attacking player moves
into such a sea zone, he must announce if his intention is to declare war and engage in naval
combat in the Combat Phase.

If the Attacking player did not declare war, then the Defending player decides how he will
respond:
• Declare war and engage in naval combat in the Combat Phase, or
• Do nothing and maintain neutrality. The Attacking player proceeds with any remaining
moves.

If a player declares war on the Attacking player during the Combat Movement Phase, the
Attacking player continues the Combat Movement Phase and may bring additional units to
any potential battle, except where a single round of combat is speci ed during the Combat
Movement Phase (refer to 9.4).

This process of the Attacking player announcing his intention followed by the Defending
player’s response occurs upon entering each sea zone which contains units from nations at
peace with the Attacking player.

Example: Great Britain and Germany are not at war. A British eet consisting of a Battleship,
Destroyer and Naval Transport moves into the sea zone where there is a German
Submarine. The German player decides to declare war (refer to 5.1), and attack with the
Submarine.

9.2 Land Combat Movement:


Units cannot combat move into an Enemy-possessed land zone and keep moving unless they
are blitzing (refer to 10.5.1).

Militia can only start and end combat movement in Home Country.

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9.3 Aircraft Combat Movement:
Aircraft may:
• Fly over Controlled Minor Powers.
• Fly over Enemy-possessed land and sea zones containing Enemy units. If there are Enemy
ghters in the zone, these must be removed by a screening force (refer to 9.4.1).

Aircraft may not:


• Fly over nations they are not at war with or Aligned with, except when crossing canals or
straits.

At the end of the Combat Movement Phase, every attacking aircraft must have a suitable
landing spot to return to after combat. Attacks which potentially may eliminate Enemy Fighters
cannot create shorter ight paths for landing.

Aircraft starting on Carriers move independently of the Carrier, in the beginning of the Combat
Movement Phase. Aircraft have -2 movement if taking o from a damaged Carrier.

Example: Italy is neutral towards British Commonwealth and has one Medium Bomber in
Tobruk. The Italian player wishes to attack Abyssinia, and combat moves the bomber via M8,
through the Suez Canal, I5, then over Eritrea to participate in the attack. The bomber will still
have one more movement to land in Eritrea or Italian Somaliland.

9.3.1 Maritime Air Patrol (MAP):


MAP is a form of combat movement for aircraft. An aircraft on MAP moves into a sea zone and
can remain there until it chooses to end its patrol.

Starting a Patrol:
Move aircraft into position within MAP range and place a MAP marker underneath.

MAP Range with


Aircraft MAP Range
Long-range Aircraft Technology
Fighters 1 1
Jet Fighters 1 1
Tactical Bombers 1 1
Medium Bombers 1 2
Strategic Bombers N/A N/A
Heavy Strategic Bombers N/A N/A
Seaplanes 2 2 (3 if starting from Seaplane Base)
Air Transports N/A N/A

On Patrol:
In its nation’s Combat Phase, an aircraft on MAP may choose to attack Enemy naval units that
are in its sea zone.

On Enemy Player Turns, an aircraft on MAP may engage Enemy units entering its sea zone.
One round of combat occurs between the aircraft on MAP and all the Attacking Player's units,
during the Combat Movement Phase. Other units may not participate or be taken as
casualties (exception: paired Destroyers, refer to 9.4). After this single round, surviving units

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may continue their movement, their movement range and abilities are not a ected. Note that if
the aircraft on MAP is a Fighter, a screening force is required to continue moving (refer 9.4.1).
An aircraft on MAP may decline to engage in combat with ships if the opponent has no aircraft
with attack values present. An aircraft that declines combat with moving units allows them to
continue moving, their movement range and abilities are not a ected.

Note that defending submarines may decline combat unless the Attacker has aircraft on MAP.
Aircraft on MAP may be paired 1:1 with Destroyers when attacking submarines.

Example: Germany and Great Britain are at war. A German Submarine combat moves into a
sea zone with a British eet consisting of a Battleship, Destroyer and Naval Transport. The
Submarine chooses to decline combat with the eet and continues moving. Since the British
do not have an aircraft on MAP, the eet does not have the option to engage the Submarine.

Example: Great Britain and Italy are at war. A British Submarine enters a sea zone with an
Italian Tactical Bomber on MAP, as well as a Destroyer. The Italian player could decline to
engage the Submarine and allow it to move to the next sea zone, but decides instead to attack
the Submarine. He could pair the Destroyer with the Tactical Bomber (refer to 9.4), increasing
his chances of hitting the Submarine. Since the Submarine cannot hit aircraft, this would give
the Submarine a target to hit. The Italian player elects to use both the Tactical Bomber and the
Destroyer. Both units get one shot at the Submarine, using their defense values, as he is the
Defender. They both miss. The Submarine gets to return re. After this single round, the
Submarine may continue its movement. Its movement range is not a ected.

Ending a Patrol:
An aircraft on MAP may opt to return to a land zone or Carrier using its MAP range during the
Non-combat Movement Phase. This can occur in the same Player Turn the patrol started. An
aircraft has to end its patrol before it can be used for other purposes.

Elimination:
An aircraft on MAP is automatically eliminated if it is ever more than its MAP range away from
an available landing spot.

Carrier-based Aircraft:
Aircraft on Carriers have the same MAP range as their land-based counterparts. Thus, they
can reach 1 sea zone away from the sea zone they are currently in. (Exception: 2 with a
Medium Bomber from a Heavy Fleet Carrier if Long-range Aircraft has been researched). Note
that if the Carrier moves or is destroyed, the aircraft must have another suitable landing spot,
otherwise it will be eliminated.

For gameplay purposes, defending aircraft on Carriers may always act as if on MAP. This
enables them to engage Enemy submarines that try to move through the sea zone their Carrier
is in.

Example: Great Britain has a eet with a Carrier containing aircraft in the English Channel.
Germany wants to move two Submarines into the Atlantic, and attempts to pass through the
channel. The carrier-based aircraft engage the Submarines, but Britain decides not to pair
Destroyers. Any surviving German Submarines may continue moving.

9.3.2 Air Transports:


Air Transports and Strategic Bombers may pick up Airborne Infantry before or during their
combat movement and attack one Enemy-possessed land zone in an airborne assault (refer to
10.6.1).

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9.4 Naval Combat Movement:
If moving into a sea zone containing Enemy Surface Warships, combat occurs. However, the
Attacker may designate a screening force and a continuing force (refer to 9.4.1).

If moving Surface Ships into a sea zone containing Enemy aircraft on MAP, the aircraft may
decline combat unless the Attacker also has aircraft with an attack value present. If there is
going to be combat, the Attacker may designate a screening force and a continuing force.

If moving into a sea zone containing Submerged Enemy submarines, these may be ignored.
Submerged submarines do not have the option to engage.

If moving into a sea zone containing non-Submerged Enemy submarines, these may decline
combat unless the Attacker has aircraft on MAP (refer to 10.7). However, the submarines may
elect to engage any Surface Ships. One round of combat occurs, during the Combat
Movement Phase, between the submarines and all the Attacking Player’s units. After this
single round, surviving ships may continue their movement. Their movement range and
abilities are not a ected.

Example: Great Britain’s Mediterranean eet in sea zone M8 wants to do an amphibious assault
from M4 into Sicily. There are two Italian Submarines in sea zone M4. Great Britain has no
Aircraft in MAP range, but attempts to pass the Submarines. The Italian player decides to have
the Submarines engage the eet for one round of combat, in which all of Great Britain’s
Warships may hit the Italian Submarines. The remaining units of the Great Britain’s eet
continue to the subsequent amphibious assault.

If moving submarines into a sea zone containing Enemy ships (without an aircraft on MAP), the
submarines may ignore the ships and continue moving. The submarines may elect to engage
in combat, attacking all Enemy Surface Ships.

If moving submarines into a sea zone containing an Enemy aircraft on MAP, the aircraft on
MAP (optionally together with paired Destroyers) may elect to engage the submarines. (Note:
Advanced Submarines may only be attacked this way solely by aircraft on MAP.) Other units
may not participate or be taken as casualties. One round of combat occurs, during the
Combat Movement Phase. After this single round, surviving submarines may continue their
movement. Their movement range and abilities are not a ected.

If moving ships into a zone containing Enemy Naval Transports, these may be ignored for the
purpose of movement. However, the Attacker may also engage these in combat (refer to 10.7).

9.4.1 Screening:
Screening is a form of combat movement which can be used to clear zones of Enemy units,
clearing the path for moving other units through.

Sea Zones:
The Attacking player divides his units into a “screening force” and a “continuing force”. The
screening force then attacks the Enemy units present in the sea zone in the Combat Phase,
with the purpose of clearing the path for the continuing force. If the screening force fails to
eliminate all Enemy Surface Warships and aircraft (except aircraft on MAP which declined
combat), they have lost the screening battle, and the continuing force is forced to retreat (refer
to 10.3). The screening force may be victorious even if all screening units are eliminated. If the
screening force wins the battle, the continuing force may either:

• Carry out an amphibious assault in the sea zone which has just been cleared
or

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• Continue moving. If the continuing force enters a sea zone containing Enemy units, combat
occurs (refer to 9.4). The continuing force may repeatedly be further subdivided into another
screening force and continuing force.

Enemy Fighters:
The Attacking player divides his units into a screening force and a continuing force. The
continuing force can only consist of aircraft. The screening force then attacks the Enemy units
present in the zone in the Combat Phase, with the purpose of eliminating all Enemy Fighters
clearing the path for the continuing force. If the screening force fails to eliminate all Enemy
Fighters, they have lost the screening battle, and the continuing force is forced to retreat (refer
to 10.3). If the screening force eliminates all Enemy Fighters, the continuing force may
continue to conduct another attack. (Exception: It is not possible for the continuing force to
conduct an airborne assault). The continuing force may repeatedly be further subdivided into
another screening force and continuing force.

Example: The German player wants to strategic bomb the British Major Factory in London.
There is a British Fighter on MAP and a British Destroyer in sea zone A23. The German player
sends a screening force consisting of a Fighter and 2 Submarines. The German Fighter scores
a air superiority hit on the rst combat round eliminating the British Fighter. The German player
retreats with his Submarines in the second combat round. As the sea zone is now cleared of
Enemy Fighters, the German continuing force can continue to strategic bomb the British Major
Factory.

9.4.2 Naval Transports:


Naval Transports may pick up land units before or during their combat movement and attack
Enemy-possessed land zones in an amphibious assault. This also include while in port (refer to
11.5). The land units must not have moved before being picked up.

In transit, transported units do not have a combat value. If a Naval Transport is destroyed the
units it carries are also destroyed. A Naval Transport may unload its units in one or more
adjacent land zones, but may not continue moving after unloading.

9.4.3 Battlecruisers as Raiders:


A Battlecruiser can be designated as a “raider” by placing a marker underneath during the
Combat Movement Phase. It may move up to its full movement in the same Player Turn. While
operating as a raider, it has several special abilities:

• When a raiding Battlecruiser is the Attacker, it can slip through sea zones containing Enemy
units, with a Battlecruiser die roll deciding if it can successfully slip through. If unsuccessful,
combat occurs.
• When a Battlecruiser designated as a raider is the Defender, Enemy units may ignore it
when moving into or through its sea zone without having to engage in naval combat. If the
Enemy units elect to engage a lone raiding Battlecruiser, a Battlecruiser die roll decides if
the attacking units are successful in engaging (refer to 10.7) or if the Battlecruiser has the
option to slip away. If it wants to slip away, it remains in the same sea zone.
• If a raiding Battlecruiser is located in a sea zone with other defending units, it is up to the
Attacker if he wants to engage the Battlecruiser or not. If the Attacker wants to engage, a
Battlecruiser die roll decides if the Attacker is successful or if the Battlecruiser has the
option to slip away. If the Battlecruiser loses the die roll, the Battlecruiser defends together
with other units in the sea zone in regular combat. If the Battlecruiser wins the die roll and
elects to slip away, it stays in the same sea zone, but avoids the ensuing combat.
• A Battlecruiser designated as a raider cannot attack opposing naval units together with
other units.

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Battlecruiser Die Roll:
Both players roll a D12 using below modi ers. The highest die wins. In the case of a tie, roll
again. If there is more than one Battlecruiser designated as a raider in a zone, roll for each one
separately.

Modifier for Battlecruiser Modifiers for Opponent


(cumulative)

• +6 for Battlecruiser • +1 per Surface Warship in sea zone


• +1 has developed Radar technology • +4 per aircraft with an attack value
in sea zone
• +1 has developed Radar technology

Example: A British eet consisting of one Battleship, one Light Carrier with a Fighter, one
Heavy Cruiser and two Destroyers attacks a German eet consisting of a Battlecruiser
designated as raider together with two Destroyers. The British player decides he wants to
engage the Battlecruiser, and rolls a “3”. With modi ers this totals 3+5+4=12. The German
player rolls a “5”, for a total of 5+6=11. As the British player won the die roll, all ships are
moved to the battle board and naval combat occurs. Had the British player rolled a “1” instead,
the German player would have won the battlecruiser die roll, and had the German Battlecruiser
wanted to slip away, the British eet would only have been able to engage the two Destroyers.

Example: A Battlecruiser in sea zone M2 wants to slip by a Heavy Cruiser and a Light Cruiser in
sea zone M4, to reach sea zone M8 which contains two undefended Naval Transports. The
Battlecruiser is placed on a “Raider” marker and moves into sea zone M4. A Battlecruiser die
roll is made. If the raider successfully slips through, he may move to sea zone M8 and attack
the Naval Transports.

In the beginning of the owning player’s Combat Movement Phase, a Battlecruiser can be taken
o its raiding designation by removing the raider marker. It can be used for other purposes the
same Player Turn.

9.4.4 Convoy Escorts:


Surface Warships in a sea zone with a convoy line running through it belonging to a nation
within their Alliance may be designated as escorts. They may move up to their full movement
before being designated. They cannot perform other combat movement the Player Turn they
are being designated.

Escorting ships protect all members of the Alliance they are Aligned with. Each escorting ship
gets one defensive roll against raiding submarines or raiding aircraft on MAP in the sea zone
they are in (refer to 10.9).

Enemy units may ignore escorting ships when moving into or through a sea zone, or when
attacking other units in that sea zone. It is up to the Attacking player to decide if he wants to
engage escorting ships, or not. If he chooses to engage the escorting ships, they defend
together with other units in the sea zone in regular combat.

A Surface Warship may be taken o its escort designation at any time during the owning
player’s turn.

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9.4.5 Blockade:
Three or more Surface Warships from the same Alliance in a sea zone without Enemy Surface
Warships automatically blockade all Enemy Supply Paths in that sea zone, and all Enemy
naval facilities adjacent to that sea zone. If a naval facility is adjacent to two sea zones, both
sea zones have to be blockaded in order for the naval facility to be blockaded.

Blockading does not e ect the ability to do combat movement out of the naval facility. The
blockading Enemy units must be eliminated by a screening force for Surface Ships to continue
movement. Units may only be built in port at a blockaded Major Shipyard. You cannot
blockade a nation’s naval facilities if you are at peace with that nation.

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Chapter 10 - Combat Phase

10.1 Order of Attacks:


Resolve combats that were declared in the Combat Movement Phase. The Attacking player
decides in which order the declared combats are resolved.

Example: The German player has declared two combats: An attack on Western Ukraine and
strategic bombing of the Airbase in Kiev. He chooses to resolve the strategic bombing combat
rst, because he wants to eliminate the Soviet player’s ability to scramble Fighters from Kiev
into the land combat in Western Ukraine.

When resolving a combat, the Attacker and Defender each place their units on their respective
Battle Boards on the number that corresponds to their modi ed attack or defense values.
Rolling the attack number or lower scores a hit.

Units that have the opportunity to participate in multiple battles in a particular Player Turn (i.e.
scrambling, intercepting, escorting, etc.) can only participate in one battle per Player Turn. The
only exception to this rule is blitzing (refer to 10.5.1) and Germany's "Blitzkrieg" special ability
(refer to 15.1).

10.2 Special Abilities

First Round of Combat

First Strike: On the rst round of combat, units with rst strike roll before other units and those
casualties are immediately removed without a defense roll (unless they also have rst strike). If
units on both sides have rst strike, those units all re at the same time.

Air Superiority: In the rst round of combat any casualties caused by units with air superiority
must be assigned rst to Enemy aircraft present in that battle.

Carpet Bombing: Strategic Bombers that participate in an attack against land units in a land
zone engage in carpet bombing. They only participate in the rst combat round. Only land
units can be attacked by carpet bombing. Facilities are attacked via strategic bombing (refer
to 10.6.2). The only defending units that are able to return re on attacking bombers are Anti-
aircraft Artillery and Fighters. After the rst combat round is resolved, surviving attacking
bombers immediately move to a suitable landing spot.

Anti-aircraft Artillery: Only participate in the rst round of combat. Each Anti-aircraft Artillery
gets 1 shot per aircraft, up to a maximum of 3 shots per Anti-aircraft Artillery unit. Refer to
table for the number of dice the Anti-aircraft Artillery units get to roll based on the number of
aircraft available as targets. Although Anti-aircraft Artillery units cannot re in subsequent
rounds of combat, they may be taken as casualties in any combat round.

# of Anti-aircraft # of dice Anti-aircraft


# of aircraft
Artillery units Artillery gets to use
1 1 1
1 2 2
1 3 or more 3
2 1 2

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# of Anti-aircraft # of dice Anti-aircraft
# of aircraft
Artillery units Artillery gets to use
2 2 4
2 3 or more 6
3 1 3
3 2 6
3 3 or more 9

Example: Japan attacks Burma with 4 aircraft. FEC defends with 2 Anti-aircraft Artillery units.
Thus, FEC would roll 6 dice. If FEC had 4 Anti-Aircraft Artillery, they would roll with 12 dice.

All Rounds of Combat

Target Selection: Units that roll Target Selection hits assign casualties the opposing player
must remove. Target Selection is a dice range limited to a speci c class or type of unit (i.e.
vehicle-class units or land/naval units). For example, a unit with an Attack of “7” and a Target
Selection of “1-3” would allow the owning player to choose which casualty it causes on a
“1-3”. On a “4-7” the opposing player would choose. When a player achieves a Target
Selection hit with a double casualty situation, only one unit is subject to Target Selection. If no
units of that speci c class are available, the hit is selected by the opposing player (i.e. a
normal casualty).

10.3 Retreating from Combat


Attacking units may retreat prior to the beginning of their next combat round. A continuing
force may be forced to retreat following lost Screening (refer to 9.4.1). Retreated units cannot
be moved again in non-combat movement, except for going in port (refer to 11.5). A player
who chooses to retreat must retreat with all their units in that battle. Exception: aircraft and
land units which attacked from adjacent land zones may retreat while amphibiously
assaulting / airborne assaulting units are forced to remain.

Attacking Land Units: Must retreat to adjacent Friendly land zones. At least one attacking land
unit must have come from that zone. Retreating units can retreat to more than one zone, if
desired.

Attacking Aircraft: May only retreat to the limit of their remaining movement points. Aircraft on
MAP may only retreat their patrol range.

Attacking Naval Units: Must retreat to adjacent sea zones. At least one attacking ship must
have come from that zone. Retreating units can retreat into more than one zone, if desired.

Defending Submarines: Must always Submerge after the rst combat round, and stay in the
sea zone. Submerging lasts for the rest of the Attacking Player’s Turn.

10.4 Scrambling into Combat:


• Airbases allow its owner to send up to three Fighters into combat in adjacent land or sea
zones where it has at least one defending unit, facility being bombed, or which contains
Enemy units attempting an amphibious assault.
• Seaplane Bases allow its owner to send up to three Seaplanes into combat in adjacent sea
zones where it has at least one defending unit or which contains Enemy units attempting an
amphibious assault.

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• Major Ports, Dockyards and Shipyards allow its owner to send up to three Surface
Warships in port (refer to 11.5) into combat in adjacent sea zones where it has at least one
defending unit or which contains Enemy units attempting an amphibious assault.
• Submarine Bases allow its owner to send up to three submarines in port into combat in
adjacent sea zones where it has at least one defending unit or which contains Enemy units
attempting an amphibious assault.
• If Radar technology has been developed, each Heavy Fleet Carrier allows its owner to send
up to three Fighters into combat in adjacent land or sea zones where it has at least one
defending unit, facility being bombed, or which contains Enemy units attempting an
amphibious assault. In addition, if Radar technology has been developed, bases and major
naval facilities may scramble an unlimited number of units.

Units present from nations Aligned with an owner of the facility may be part of scrambled units
from that facility. The limit on how many units that can scramble per Player Turn is determined
by the owner of the facility. Scrambling does not count as movement, since it happens in
another player’s turn.

Example: USA moves into sea zone P16 intending to amphibiously assault Tokyo. Japan has 3
ships in sea zone P16. Japan also has two groups each consisting of 3 Surface Ships, one
group in port at the Major Port in Honshu, one group in port at the Major Shipyard in Tokyo. In
Tokyo, Japan also has 3 aircraft. After USA completes its combat movement, it divides its eet
into a screening force and the continuing force. Japan scrambles the 3 aircraft and 6 ships into
sea zone P16 to combat the screening force with the already present Japanese ships.

Example: An Italian eet in sea zone M3 is attacked. There are 2 German Fighters and 2 Italian
Fighters in Northern Italy. Italy has not developed Radar technology. The German and Italian
players decide to scramble both German Fighters and just 1 Italian Fighter.
Scrambling is not allowed into combat involving a single round of defending submarines
engaging moving Surface Ships (refer to 9.4, 10.8.1, and 11.4) or into combat subject to a
Japanese surprise attack.

After the Combat Phase surviving scrambling units return to their originating location. If the
original location is no longer available, because it was destroyed or captured, the scrambled
units are eliminated. Scrambling aircraft does not count as going on MAP.

10.5 Land Combat:


Land Combat Sequence:

1. Defender decides if he wants to scramble eligible Fighters from adjacent zones.


2. Defender decides if his aircraft should participate in combat or not. If he declines combat
and keeps his aircraft grounded - and loses the combat (Attacker has surviving units and
the Defender has no surviving units left in combat), they are eliminated.
3. First Strike: Attacking and defending units with rst strike roll rst. Casualties are
immediately removed from the battle board.
4. Air Superiority: If there are Fighters present on either side, casualties from these units must
be taken from opposing aircraft (if possible).
5. Attacker rolls for all remaining attacking units. Attacking units that get a Target Selection
hit select which unit the Defender must take as a casualty.
6. Defender selects remaining casualties and moves them to the side (they get to defend).
7. Defender rolls for all remaining defending units. Once defending units that were taken as
casualties make their roll, remove them from the battle board. Defending units that get a
Target Selection hit select which unit the Attacker must take as a casualty.
8. Attacker selects and removes remaining casualties from the battle board.
9. Retreat: Attacker has the option to retreat if possible.

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10. Repeat steps 5-9 until the battle is over. (If it is a city land zone, and combat has not been
resolved in three combat rounds, refer to 1.7.7).

Blitz: Units that can participate in a blitz can now potentially continue.

10.5.1 Blitz
Requirements:

• Combat lasted 2 rounds or less and units must have su cient remaining movement.
• Eligible units:
- Light Armor
- Medium Armor (including Soviet T-34)
- Heavy Armor (including German Tiger I)
- German Panzergrenadiers.
• Blitzing armor can pair with one of these units on a 1:1 ratio:
- Mechanized Infantry
- Self-propelled Artillery (including Soviet Katyusha Rocket Artillery)
- Fighters
- Tactical Bombers

• Blitzing armor can pair with two of these units on a 2:1 ratio:
- Advanced Mechanized Infantry

Prohibitions:

No blitzing:

• Into or out of mountain, desert, jungle, marsh, or tundra/ice terrain.


• Across borders protected by a Forti cation.
• After crossing an opposing Forti cation.
• Out of cities.
• After an amphibious assault.

Example: Germany Possesses Switzerland, and attacks Alsace-Lorraine from both Switzerland
and Bavaria. Combat is resolved in 2 combat rounds. The land units coming from Bavaria are
subject to the Maginot Line, so they cannot participate in a subsequent blitz. The land units
coming from Switzerland can blitz into an adjacent land zone unless they have to cross a
border with a Forti cation built by the French player.

Example: USSR attacks Romania in Bessarabia from Southern Ukraine. Even if combat only
lasts 2 rounds or less, they cannot blitz further into Central Romania, because it is a mountain
land zone.

10.5.2 Border Clashes


A special form of land combat that can occur between nations at peace over select land zone
borders without a declaration of war. Note that in border clashes, the units involved do not
actually move into the opposing land zone (they are clashing at the border).

Nation A Nation B Condition


Japan USSR Anytime, except if they signed Japanese-Soviet
Non-Aggression Pact.

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Nation A Nation B Condition
France Germany If Germany/USSR signed Molotov-Ribbentrop Pact
(Alsace-Lorraine) (Bavaria) and Germany has attacked Poland.

Either side may attack units on the other side of a jointly held land border in 1 round of
combat. All units must start and end in the bordering land zones (aircraft may not be brought
in from di erent zones). Militia may not be used by the Attacker. If units participate in a border
clash, they may not be moved in the subsequent Non-combat Movement Phase. You can not
conquer land zones in border clashes.

10.5.3 Attrition Attacks


Advanced Artillery can make attrition attacks on land zones they have been adjacent to since
the beginning of the Player Turn. Combat lasts for one combat round only. This attack is a
separate combat from any other combats that may be happening in the same land zone.
Attrition attacks are una ected by terrain modi ers. Defending units cannot return re.
Attacking units cannot be moved on the same turn they perform an attrition attack.

Forti cations reduce the e ect of attrition attacks by 1 (refer to 13.2.6).

10.6 Air Combat


Special Rules for Seaplanes:

• Seaplanes can never participate in land combat, and will be eliminated if they are in a
captured land zone.
• Seaplanes can only cause hits to submarines or Naval Transports. A hit by a Seaplane
would not count unless:

a. an Enemy submarine was present or


b. the only surviving Enemy unit was a Naval Transport.

Special Rules for Air Transports:

• Air Transports must be the last units selected as casualties, except on the rst round of
combat as the Attacker when participating in an airborne assault (i.e. carrying Airborne
Infantry). Air Transports not carrying Airborne Infantry which are subject to Anti-aircraft
Artillery or air superiority must be the last aircraft selected as casualties.

10.6.1 Airborne Assault


An Air Transport or Strategic Bomber may transport one Airborne Infantry into an airborne
assault. A Heavy Air Transport may transport two Airborne Infantry into an airborne assault. An
airborne assaulting unit cannot retreat from combat.

Airborne Assault Combat Sequence:

1. Defender decides if he wants to scramble eligible Fighters from adjacent zones.


2. Defender decides if his aircraft should participate in combat or not. If he declines combat
and keeps his aircraft grounded - and loses the combat (Attacker has surviving units and
the Defender has no surviving units left in combat), they are eliminated.
3. First Strike: Attacking and defending units with rst strike roll rst. Casualties are
immediately removed from the battle board.

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4. Air Superiority: If there are Fighters present on either side, casualties from these units must
be taken from opposing aircraft (if possible).
5. Defender rolls for Anti-aircraft Artillery. Attacker selects casualties and moves them to the
side (they get to attack, exception: If a transporting aircraft is chosen as a casualty in step
4 or 5, its Airborne Infantry is eliminated before it can participate in combat; this does not
count as an “extra” casualty).
6. Attacker moves transporting aircraft to a suitable landing spot.
7. Attacker rolls for all remaining attacking units. Once attacking units that were taken as
casualties make their roll, remove them from the battle board. Attacking units that get a
Target Selection hit select which unit the Defender must take as a casualty.
8. Defender selects remaining casualties and moves them to the side (they get to defend).
9. Defender rolls for all remaining defending units. Once defending units that were taken as
casualties make their roll, remove them from the battle board. Defending units that get a
Target Selection hit select which unit the Attacker must take as a casualty.
10. Attacker selects and removes remaining casualties from the battle board.
11. Attacker has the option to retreat with non-airborne/non-amphibiously assaulting attacking
units.
12. Repeat steps 7-11 until the battle is over.

If the zone being attacked is a city zone, the Defender rolls for inherent city Anti-aircraft
Artillery, one die per attacking aircraft transporting Airborne Infantry, up to an unlimited
number (not up to 3 like a normal Anti-aircraft Artillery unit). If the Anti-aircraft Artillery hits,
both the aircraft and its cargo are destroyed before the rst combat round. If the Attacker has
developed Airborne Doctrine technology, defending cities no longer have inherent city Anti-
aircraft Artillery.

Example: After developing Airborne Doctrine technology, the German player attacks Kiev with
1 Fighter and 1 Air Transport carrying 1 Airborne Infantry in an airborne assault. The Soviet
player has 1 Militia and 1 Forti cation. The Soviet Forti cation rolls 1 rst strike hit. The
German player is forced to take the Fighter as casualty. The Soviet Militia defends at 4 in the
rst combat round. If the Soviet Forti cation rolls 2 rst strike hits, the second hit has no e ect.

10.6.2 Strategic Bombing


Medium and Strategic Bombers may carry out strategic bombing of facilities. Such bombing
does not destroy IPPs, but damages facilities instead. Note: Damaged facilities have reduced
capabilities or may even be rendered entirely useless (refer to 13.2).

Strategic Bombing Combat Sequence:

1. Attacker decides if he wants to send escorting Fighters with the bombers.


2. Defender decides if he wants to send intercepting Fighters (refer to 10.6.3).
3. If Defender decides to send intercepting ghters, one round of interception combat occurs
using the interception values for intercepting Fighters, escorting Fighters, and
bombers. Casualties are removed from the battle board.
4. Attacker rolls strategic damage for surviving bombers. Facility damage is marked.
5. Defender rolls for inherent facility Anti-aircraft Artillery, one die per attacking bomber, up to
an unlimited number (not up to 3 like a normal Anti-aircraft Artillery unit). Anti-aircraft
Artillery units in the land zone do not defend against strategic bombing.
6. Attacker selects and removes casualties.
7. Attacker lands his aircraft.

Strategic Rockets can also be used for strategic bombing, but are never subject to
interception. Strategic Rockets do not face inherent facility Anti-aircraft Artillery re unless the
Defender has developed Radar technology. If the Defender has developed Radar technology,
the Defender rolls for inherent facility Anti-aircraft Artillery, one die per attacking Strategic
Rocket, up to an unlimited number. If a Strategic Rocket is hit, the strategic bombing fails and

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no damage is done. The Attacker rolls 1D6 damage for each surviving Strategic Rocket.
Facility damage is marked. Strategic Rockets are destroyed after a single use.

Facilities have a maximum damage value after which they cannot be further damaged (refer to
13.2).

Special Rules for Strategic Bombing of Railroads:

Railroads do not have inherent Anti-aircraft Artillery. After rolling for strategic damage, the
Attacker chooses one of the borders of the targeted land zone to apply the damage to. All
railroads on that border are a ected. The terrain on the border the railroad is in determines the
maximum damage value (refer to 13.2.8). The Attacker needs only to be at war with the owner
of the attacked land zone.

Example: Great Britain wishes to strategic bomb the Railroad in German-possessed Alsace-
Lorraine on the border towards Switzerland. A Medium Bomber rolls “3” in damage, but as the
Railroad is in normal terrain, maximum damage is 1. The German player places a damage
marker on the French side of the border.

10.6.3 Interception Combat


Players subject to Strategic Bombing may send intercepting Fighters against the attacking
units.

Eligible defending units:


• Fighters up to an unlimited number in the land zone containing the facility being
strategically bombed.
• Fighters in an adjacent land zone to the facility being strategically bombed with an Airbase.
Same limitations as scrambling apply.
• Fighters on a Heavy Fleet Carrier in an adjacent sea zone to the facility being strategically
bombed (if Radar technology developed).

Combat lasts for one combat round only, where all aircraft participate at reduced values. All
casualties are removed at the end of the interception combat. If Defender loses the land zone
from where the ghters intercept, they are eliminated.

10.6.4 Port Attacks


Fighters, Seaplanes, Tactical Bombers & Medium Bombers may carry out bombing of Enemy
ships in port. Combat lasts for one round. Eligible aircraft attack/defend at normal values.
Note the special conditions for Seaplanes (refer to 10.6). Attacking aircraft have to be able to
reach the land zone where the facility is located to do a port attack. When conducting a port
attack against a Submarine Base, aircraft do not need to be on MAP to hit submarines.

Port Attack Combat Sequence:

1. Defender decides if he wants to scramble eligible Fighters from adjacent zones.


2. Defender decides if his Fighters should participate in combat or not.
3. Combat occurs between attacking aircraft and defending Fighters and ships in port (ships
defend at “0”).
4. Air superiority: If there are Fighters present on either side, casualties from these units must
be taken from opposing aircraft (if possible).
5. Attacker rolls for all remaining attacking units. Attacking units that get a Target Selection
hit select which unit the Defender must take as a casualty.
6. Defender selects remaining casualties and moves them to the side (they get to defend).

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7. Defender rolls for inherent facility Anti-aircraft Artillery, one die per attacking aircraft, up to
an unlimited number (not up to 3 like a normal Anti-aircraft Artillery unit). Anti-aircraft
Artillery units in the land zone do not defend against port attacks.
8. Attacker selects and removes casualties.
9. Attacker lands his aircraft.

10.6.5 Carpet Bombing


Strategic Bombers may attack a land zone by conducting carpet bombing. Only land units can
be attacked. The only defending units that are able to hit the attacking bombers are Anti-
aircraft Artillery and Fighters. Defending Fighters may scramble into the zone. Fighters use
their normal defense values. If Strategic Bombers are engaging in carpet bombing in the same
land zone as other units conducting normal land combat, the carpet bombing is part of that
land combat (but only the rst round). After the rst combat round is resolved, surviving
attacking bombers move to a suitable landing spot.

10.7 Naval Combat


Some naval units have special rules.

Special Rules for Submarines:

• Submarines have the rst strike ability unless the Enemy has a Destroyer present.
• Submarines have Target Selection versus Surface Ships at “1”, including Naval Transports.
• Submarines can never cause a hit to an aircraft.
• Defending submarines may decline combat and stay non-Submerged in the sea zone
unless the Attacker has aircraft on MAP or while in port (refer to 11.5).
• Aircraft on MAP may be paired 1:1 with Destroyers when attacking submarines.
• Defending submarines may choose to only take casualties from hits by aircraft on MAP as
well as potential paired Destroyers, unless the submarines initiated the combat or while in
port (refer to 11.5).
• Defending submarines must Submerge after the rst combat round.
Example: Attacker performs a screening without aircraft on MAP. The Defender has
submarines. The submarines decline combat and stay non-Submerged in the sea zone. Any
continuing force will then be subject to a possible attack by the submarines when passing. The
units performing the screening do not get to participate (refer to 9.4).

Example: A eet with 1 Fighter on MAP paired with a Destroyer attacks an enemy eet
containing both Surface Ships and submarines. The Attacker’s Fighter scores a hit, but the
paired Destroyer misses in the rst round of combat. It is up to the Defender if he wants to take
a submarine as casualty. The Defender then rolls for all Warships, including submarines, and
the remaining defending submarines Submerge. In round 2 of combat, the defending
submarines are no longer in the battle and can no longer be taken as casualties.

Special Rules for Defending Battlecruisers Designated as Raiders:

• Need to be discovered to be engaged (refer to 9.4.3).


• Combat lasts for one combat round only. If combat is not resolved, participating ships stays
in the sea zone.
• If the defending Battlecruiser scores a hit, it has Target Selection versus naval units.
Special Rules for Naval Transports:

• Naval Transports are chosen last as casualties, unless:


• They are the only valid targets available for submarines (i.e. only remaining targets are
aircraft and Naval Transports) or

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• Attacker chooses to take as casualty against defending Coastal Artillery in an
amphibious assault or
• Subject to Target Selection.
• a Naval Transport is eliminated, its cargo is also eliminated.
If

Naval Combat Sequence:

1. Defender decides if he wants to scramble eligible units.


2. First Strike: Attacking and defending units with rst strike roll rst. Casualties are
immediately removed from the battle board.
3. Air Superiority: If there are Fighters present on either side, casualties from these units must
be taken from opposing aircraft (if possible).
4. Attacker rolls for all remaining attacking units. Attacking units that get a Target Selection hit
select which unit the Defender must take as a casualty.
5. Defender selects remaining casualties and moves them to the side (they get to defend).
6. Defender rolls for all remaining defending units. Once defending units that were taken as
casualties make their roll, remove them from the battle board. Defending units that get a
Target Selection hit select which unit the Attacker must take as casualty.
7. Attacker selects and removes remaining casualties from the battle board.
8. Retreat: Attacker has the option to retreat if possible.
9. Surviving defending submarines must Submerge.
10.Repeat steps 4-8 until the battle is over.

If Defender lost Carriers containing aircraft, these aircraft have a movement of 1 to


immediately move to a suitable landing spot. If they are unable to do so, they are eliminated.

If the naval units were a screening force and were victorious (refer to 9.4.1), the continuing
force can carry out an amphibious assault (including shore bombardment) or move into an
adjacent sea zone. If any Enemy naval units are present, combat occurs (refer to 9.4).

10.8 Amphibious Assault


Amphibious assaults usually consist of several phases:

1. Naval combat by screening force


2. Shore bombardment and defending Coastal Artillery rst strikes
3. The amphibious assault

10.8.1 Naval Combat by Screening Force


All Enemy Surface Ships and aircraft (except aircraft on MAP which declined combat) in the
sea zone from which the amphibious assault is initiated must rst be eliminated. Defending
players may scramble units in port (refer to 11.5). Enemy submarines can still be present in the
sea zone, and any remaining Non-submerged Enemy submarines may attack the continuing
force for one round (refer to 9.4).

10.8.2 Shore Bombardment / Defending Coastal Artillery


Attacking ships that have not participated in naval combat this Player Turn may carry out
shore bombardment in support of an amphibious assault. The maximum number of shore
bombarding ships is equal to the number of amphibiously assaulting land units.

Forti cations reduce the e ect of shore bombardment by 1 (refer to 13.2.6).

Defending Coastal Artillery placed on the assaulted land/sea border may defend against shore
bombarding ships and Naval Transports carrying the invasion force. Each Coastal Artillery gets

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one defense roll at “3” per attacking ship shore bombarding and/or unloading units in the
amphibious assault up to a maximum of three shots.

Due to rst strike, casualties from both shore bombardment and Coastal Artillery are removed
immediately.

10.8.3 The Amphibious Assault


On the rst combat round:

• Only aircraft and infantry-class units may participate on the Attacker’s side. (Exception: All
land units can participate in an amphibious assault from the rst combat round when
debarking from an Attack Naval Transport, or when there are no defending units present.)
Any other amphibiously assaulting land units must wait until the second round of combat to
attack.
• Amphibiously assaulting land units su er double casualties unless they are Marines (or any
infantry-class units once the Attacker has developed Amphibious Doctrine technology).
Double casualties means that one hit equals two casualties.
• At least one land unit has to survive the rst round of combat for the non-infantry-class
units to participate in the second round of combat.
• Attacking aircraft may be chosen as casualties.
On any combat round:

If airborne assaulting units or land units from adjacent land zones are attacking at the same
time as amphibiously assaulting units, amphibiously assaulting units must be chosen as
casualties before these other land units. All defending units participate normally.

Amphibious Assault Combat Sequence:

1. Defender decides if he wants to scramble eligible units.


2. First Strike: Attacking and defending units with rst strike roll rst. Casualties are
immediately removed from the battle board.
3. Air Superiority: If there are Fighters present on either side, casualties from these units must
be taken from opposing aircraft (if possible).
4. Attacker rolls for all remaining attacking units. Attacking units that get a Target Selection
hit select which unit the Defender must take as a casualty.
5. Defender selects remaining casualties and moves them to the side (they get to defend).
6. Defender rolls for all remaining defending units. Once defending units that were taken as
casualties make their roll, remove them from the battle board. Defending units that get a
Target Selection hit select which unit the Attacker must take as casualty.
7. Attacker selects and removes remaining casualties from the battle board.
8. Retreat: Attacker has the option to retreat with non-airborne/non-amphibiously assaulting
attacking units.
9. Repeat steps 4-8 until the battle is over. (If it is a city land zone, and combat has not been
resolved in three combat rounds, refer to 1.7.7).

It is neither possible for land units to retreat nor blitz from an amphibious assault. Aircraft and
the units attacking from adjacent land zones are able to blitz or retreat.

Example: Japan attacks British Malaya both amphibiously as well as from Siam. The Japanese
player rolls poorly, and decides to retreat. He is only able to retreat with his land units coming
from Siam as well and his aircraft. His amphibiously assaulting land units must continue the
attack until combat is resolved.

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If a Naval Transport is carrying 2 units, and drops o only 1 to perform an amphibious assault,
the other unit may not debark during the Non-combat Movement Phase. It must remain on
board the Naval Transport until next turn.

Example: A Spanish Nationalist Naval Transport picks up an Infantry and Artillery from Spanish
Morocco, moves to sea zone A28, where its Infantry amphibiously assaults Basque Country.
The Artillery stays on board.

After combat is resolved, ships which participated in the shore bombardment or unloading of
land units, can only go in port (refer to 11.5) in a naval facility in that captured land zone. To go
in port, the ships may only have been used for an amphibious assault against one land zone.

10.9 Convoy Raiding:


Players may attempt to raid Enemy IPPs along open convoy lines using the following units:
Battlecruisers, submarines and aircraft on MAP. Ships may move up to their full movement
before raiding. If more than one unit is raiding a line, roll both the Attacker and Defender
convoy rolls separately for each raiding unit. If a sea zone has more than one convoy line, the
Attacker is able to raid up to the combined value of all convoy lines. If the sea zone contains
multiple convoy lines, the Attacker decides which convoy lines the IPP loss should be taken
from.

A nation may not lose more than the maximum IPP value of each convoy line per Player Turn.
Use damage markers as IPP loss trackers to ensure this maximum is not exceeded for any
particular convoy line in a Player Turn. Remove IPP loss trackers on convoy lines in the Place
Units Phase.

Raiding Process:
Both Attacker and Defender roll a D6 convoy roll using below modi ers:

Modifiers for Attacker Modifiers for Defender


(cumulative) (cumulative)

• +1 if Coastal Submarine or aircraft • +1 per escorting ship in sea zone


• +1 if more than one raiding • +1 has developed ASW technology
submarine in sea zone and has • +1 has developed Long-range Aircraft
developed Advanced Submarines technology
technology • +1 has developed Radar technology
• +1 has developed Radar technology • +2 per aircraft on MAP in sea zone
• +2 if Battlecruiser or Submarine
• +4 if Advanced Submarine

If the Attacker’s modi ed roll is greater than the Defender’s modi ed roll, determine the
di erence. The Defender loses that amount of IPPs to the bank.

Example: Sea zone A44 has three British Commonwealth convoy lines totaling 15 IPP. A raiding
German Advanced Submarine rolls a “6”, and with his +4 modi er, his convoy roll equals 10.
The British player rolls a “1”, and with no modi er, his convoy roll equals 1. The British player
thus loses 9 IPP to the bank. The German player decides which convoy lines the IPP loss
should be taken from.

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Convoy Raiding Submarines:
Escorting ships get one defensive roll against convoy raiding submarines. The submarines in
this case do not get to re back (they are using their attack on convoy raiding). Note: If the
Defender has developed ASW technology, then they get a defensive roll at “2” against raiding
submarines.

Example: Great Britain has developed ASW technology. A German Submarine raids a British
convoy line with a Destroyer designated as a convoy escort. The German player rolls a “3”, and
with his +2 modi er, his convoy roll equals 5. The British player rolls a “2”, and with his +2
modi er, his convoy roll equals 4. The British player thus loses 1 IPP to the bank. The British
player then gets two defensive rolls, one for the Destroyer at “4”, and one for having developed
ASW at “2”. If either scores a hit, the Submarine is eliminated.

Example: Three Submarines are conducting Convoy Raiding in a sea zone containing a
Destroyer designated as an escort. The escort will provide a +1 modi er for each of the three
separate raiding rolls, but it will only get a single defensive roll at “4” against the raiding
Submarines.

Convoy Raiding Battlecruisers:


Attacking Battlecruisers may engage in convoy raiding regardless if they are designated as
raiders or not (refer to 9.4.3). Escorting ships do not get defensive rolls against convoying
Battlecruisers.

Convoy Raiding Aircraft:


Attacking Tactical Bombers, Medium Bombers and Seaplanes on MAP may engage in convoy
raiding using the raiding process procedure if there is no defending aircraft on MAP in the sea
zone. If escorting ships are present in the sea zone these get to re at the raiding aircraft with
a single defensive roll for each escort ship.

10.10 Combat Aftermath


Aircraft returning from combat must use their remaining movement points to return to a
suitable landing spot. Aircraft may y over land zones just captured this Player Turn, but they
may not land there.

Aircraft that are unable to reach a suitable landing spot are eliminated.

Example: Great Britain is at war with Germany, but Neutral with Italy. There is a British Tactical
Bomber in Gibraltar, a German Destroyer in sea zone M3, and an Italian Fighter on MAP in sea
zone M2. It is Great Britain’s turn and the Tactical Bomber ies two spaces from Gibraltar and
successfully attacks the German Destroyer in sea zone M3. At this moment, Italy declares war
on Great Britain. As the Tactical Bomber is unable to nd a suitable landing spot, it is
eliminated.

After resolving combat in a land zone, if the Attacker has one or more surviving land units, he
captures the land zone and takes Possession by placing his roundel (or removing the Enemy
roundel if liberating an Originally possessed land zone). Adjust the industrial production points
chart by the IPP value of the captured land zone. If multiple constituents from the British
Commonwealth together conquer a land zone, Great Britain takes Possession. There are
exceptions to the Attacker taking Possession (refer to 10.10.1 and 10.10.2).

10.10.1 Liberation
If a nation captures/liberates a land zone that Originally belonged to another Major Power of
their Alliance it must immediately return it to its original owner. (Exception: When the original
owner has surrendered).

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Example: If USA liberates a German-possessed Scotland, it would be immediately returned to
Great Britain. If USA liberates a German-possessed Aquitaine, USA would keep it, as Free
France is not a Major Power. As soon as Paris is liberated and Free France becomes France (a
Major Power), Aquitaine would be immediately returned to France.

A Major Power conquering a land zone in Chinese Home Country that it did not Originally own
must immediately after conquest decide to either:
• Keep it or
• Give it to one of the Chinese factions. This requires that the two nations are Aligned or the
conquering units are able to move to a Friendly land zone or Naval Transport in the
subsequent Non-combat Movement Phase.

A nation which has surrendered may not have land zones liberated.

10.10.2 Capturing an Enemy Capital


If a nation loses its Capital, the conquered player loses all possessed IPPs to the bank. The
rst time in the game France surrenders to an Axis Power, the conquering player gets to keep
all French-possessed IPPs as spoils of war.

10.10.3 Relocating a Capital


Great Britain, France, Free France, USA and USSR must relocate their Capital if it is captured.
They may move it back to its original location on their turn if it is no longer Enemy-possessed.
If having a Home Country, while their Capital is relocated, the new location is considered
Home Country.

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Chapter 11 - Non-combat Movement Phase

11.1 Restrictions:
During Non-combat Movement Phase you may move your units that did not move during
combat movement (exception: 10.10.1 Liberation). You may not move into land zones or
through canals that were captured this Player Turn (exception: going in port (refer to 11.5)).

Militia can only start and end non-combat movement in Home Country.

11.2 Strategic Rail Movement:


Land, air and rocket units may move any distance using railroads. You have to Possess a land
zone since the beginning of the Player Turn before you can Strategic Rail move into the zone.

Regions of the map have di erent rail capacity de ned as the number of units each player can
Strategic Rail Move each Player Turn. Moving a unit across a regional boundary consumes rail
capacity in both regions.

Region Capacity Region Capacity


North America 4 Africa 1
South America 1 Middle East 1
Europe 4 Asia 1
Soviet Union 2

Aligned players can give permission for each other to Strategic Rail Move units into their land
zones.

Rivers can also be used for Strategic Rail Movement, but such use counts against the regional
rail capacity for the Player Turn. It is possible to combine railroads and rivers into one

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Strategic Rail Movement. If a river travels between two land zones, one side may not be
Enemy-possessed.

11.2.1 Railroad Gauges:


There are two types of railroad gauges - narrow and broad. A unit cannot Strategic Rail Move
across a gauge-change without Improved Logistics technology.

Example: Germany wants to Strategic Rail Move 3 units into USSR as close as possible to
Kiev. Due to the reduced rail capacity in USSR and the gauge change, all units have to stop in
Eastern Poland. Had the German player developed Improved Logistics technology, all three
units could be Strategically Rail Moved into Kiev.

11.3 Aircraft Non-combat Movement:

Aircraft may:
• Fly over Controlled Minor Powers.
• Fly over Enemy-possessed land and sea zones containing Enemy units if there are no
Enemy ghters in that zone.

Aircraft may not:


• Fly over nations they are not at war with or Aligned with, except when crossing canals or
straits.

Aircraft move independently from Carriers during the Non-Combat Movement Phase (thus
aircraft are not “carried” three sea zones by a Carrier, then y four more zones, or vice versa).
Aircraft have -2 movement if taking o from a damaged Carrier.

An aircraft on MAP may opt to return to a land zone or Carrier using its MAP range during the
Non-combat Movement Phase.

11.3.1 Air Transporting Cargo:


Air Transports may transport land units (refer to 13.1.5). If an Air Transport is destroyed while
carrying units, the units it carries are also destroyed. They may pick their cargo up before or
during their non-combat move and continue to move up to their full movement points after
they have unloaded their cargo in a Friendly-possessed land zone.

You can transport Aligned members of your Alliance’s forces with your Air Transports. Such
units would load on their Player Turn, move on your Player Turn and unload on their next
Player Turn.

11.4 Naval Non-combat Movement:


Ships may freely ignore Submerged Enemy submarines when moving into a sea zone. Surface
Ships may not move into a sea zone containing Enemy Surface Warships or Enemy aircraft on
MAP.

If moving Surface Ships into a sea zone containing non-Submerged Enemy submarines, the
defending submarines may elect to engage all the Attacking player’s units in that sea
zone. One round of combat occurs immediately. The Attacking player’s units use their attack
values and the Defending player’s submarines use their defense values. After this single round

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of combat, surviving ships may continue their movement. Their movement range and abilities
are not a ected.

If moving one or more submarines (without accompanying Surface Ships) into a sea zone
containing Enemy ships (without an aircraft on MAP), the Submarines may ignore the ships
and continue moving.

Moving one or more submarines into a sea zone containing Enemy aircraft on MAP, the aircraft
may elect to engage the submarines for one round of combat. Enemy Destroyers may also be
paired during this combat with the submarines (exception: Advanced Submarines). Surviving
submarines may continue moving. Their movement range and abilities are not a ected.

11.4.1 Naval Transporting Cargo:


Naval Transports may transport land units and Strategic Rockets. Naval Transports may pick
up units before or during their non-combat movement. This also includes while in port (refer to
11.5). The units must not have moved before being picked up. A Naval Transport may unload
its units in one or more adjacent land zones, but may not continue moving after unloading.
Transported units may move no further after debarking. If a Naval Transport is destroyed the
units it carries are also destroyed.

You can transport Aligned members of your Alliance’s forces. Such units would load on their
Player Turn, move on your Player Turn and unload on their next Player Turn.

11.4.2 Strategic Naval Movement


Each nation can move a number of units using Strategic Naval Movement. The units that can
be moved with Strategic Naval Movement are Naval Transports optionally loaded with land
units and Strategic Rockets.

A Nation’s Strategic Naval Movement capacity is the total number of units that can be moved.
Each land unit, Strategic Rocket, or naval unit counts as one (so a Naval Transport carrying
two units is 3 Strategic Naval Moves).

Nation No. of Moves Nation No. of Moves


British Commonwealth 2 (+1*) Italy 2
France 2 Japan 2 (+1**)
Free French 0 USSR 2 (+1**)
USA 3 (+1*) All others 0
Germany 2

* Both British Commonwealth and USA begin ** Completing a strategic objective gives
the game with a completed strategic objective Japan and USSR one additional Strategic
that gives them one additional Strategic Naval Naval Movement.
Movement.
The range of a Strategic Naval Movement depends on the originating naval facility. It may not
go through closed canals, closed straits, or into a zone that has Enemy Surface Warships,
non-Submerged submarines or aircraft on MAP. Strategic Naval Movement cannot depart from
an Enemy-occupied sea zone.

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Originating Facility Range
Minor Ports, Minor Shipyards and Minor Dockyards 3
Major Ports, Major Shipyards and Major Dockyards 5

The units must start and end their movement at a Minor or Major Friendly Port, Shipyard or
Dockyard. Units can be loaded up along the way, so long as they are also at a Friendly port,
shipyard or dockyard. Units can only be unloaded in the land zone containing the facility
where the Strategic Naval Movement ended. After a Strategic Naval Movement the Naval
Transport can only go in port in the naval facility where the Strategic Naval Movement ended.

Note that Strategic Naval Movement has several exceptions to the standard rules for other
movement:
• Units moving via Strategic Naval Movement cannot move freely out of a sea zone
containing Enemy units.
• Units moving via Strategic Naval Movement may move into sea zones containing units from
other Alliances with whom they are at peace during non-combat movement.
• Nations at peace may not declare war on another Major Power to interdict Strategic Naval
Movement.
• Units carrying cargo from Aligned nations cannot be strategically naval moved.

11.5 In Port
Naval units may be designated as being “in port”. The in port designation happens in the end
of the Non-combat Movement Phase, after movement (exceptions: ships built at Major
Shipyards (refer to 12.1) and units being Lend-leased (refer to 12.4)). A unit can be designated
in port, regardless of movement or combat conducted that Player Turn. (Note the exception
after an amphibious assault, refer to 10.8.3, and after Strategic Naval Movement, refer to
11.4.2). When the unit is in port, place an in port marker underneath. Surface Warships must
be taken o escort designation (refer to 9.4.4) and Battlecruisers must be taken o raiding
designation (refer to 9.4.3) to be designated in port.

If a land zone was captured in an amphibious assault, the units that were part of the shore
bombardment or unloading of land units, can only be designated in port in a naval facility in
that captured land zone (refer to 10.8.3).

Surface Ships:
When adjacent to an undamaged Friendly Major Port, Major Dockyard or Major Shipyard,
Surface Ships can be designated as being in port. Carriers are only able to go in port without
aircraft. Naval Transports are able to go in port with or without cargo. (Unloading is decided
upon going in port. If cargo is unloaded, it cannot move for the rest of the Calendar Turn. Note:
If carrying units from Aligned nations, these have to wait until their next Player Turn to unload.)

Submarines:
When adjacent to an undamaged Friendly Submarine Base, submarines can be designated as
being in port.

Example: Germany makes a successful amphibious assault on Northern Norway containing an


undamaged Major Port. All Surface Ships that took part in the shore bombardment /
amphibious assault may only go in port at the Major Port in Northern Norway. Surface Ships
that took part in the screening force in the naval combat in sea zone A8 may go in port in any
eligible facility.

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While In Port:

• Although ships are located in the land zone, ships are considered to begin their movement
in any adjacent sea zone for the purpose of tracking movement and range (i.e. moving out
of port does not consume movement). If the facility is blockaded (refer to 9.4.5) the
blockading ships must be eliminated with a screening force (refer to 9.4.1) before further
movement is possible.
• Can only be attacked by aircraft carrying out port attacks (refer to 10.6.4).
• Port attack combat occurs between attacking aircraft and defending Fighters and ships in
port (ships defend at “0”).
• Ports are protected by the facility’s inherent Anti-aircraft Artillery (if a facility has su ered
maximum damage, its inherent Anti-aircraft Artillery does not o er protection).
• If the facility is damaged, the Defender may immediately decide to move up to 3 ships out
of the facility to an adjacent sea zone. Combat occurs if the Attacker has Surface Warships
present. Ships electing to remain in a damaged facility cannot move until the facility is
repaired.
• Defender may scramble ships in port into combat in adjacent sea zones which has at least
one defending unit or contains Enemy transports attempting an amphibious assault (refer to
10.4).
• If the land zone containing the naval facility is attacked, each Heavy Cruiser, Battlecruiser,
Carrier and Battleship without a skeleton crew temporarily provides one Militia for the land
combat, irrespective if the number of Militia exceeds the limit of what a Major Power can
have in the zone. If such a Militia is taken as a casualty, the ship must remain in port for an
entire Player Turn before it can be used. Place a “skeleton crew” marker underneath. Ships
with skeleton crew may not move, scramble or take any other action until the end of their
next Player Turn except for newly acquired Axis naval units moving after resolving Vichy
(refer to 4.11.2). At the end of that Player Turn, the ship is reinforced at no cost. Remove the
skeleton crew marker.
• If the land zone containing the naval facility is captured, roll a D12 for each ship in the Place
Units Phase (refer to 12.6).

Example: Italian eet are in port in Northern Italy. The Italian player wishes to attack a British
eet next to Gibraltar in M2, and combat moves via M3, to M2 for the attack. The Italian player
retreats back to M3 after the rst combat round, and goes back in port in Northern Italy in the
Non-combat Movement Phase. Note: Had the British eet been in sea zone M3, the Italian eet
would not have been able to retreat and go back in port in Northern Italy.

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Chapter 12 - Place Units Phase

12.1 Place Units and Facilities:


Place units and facilities from the build queue place units box. Place facilities where they were
started (i.e. where there is an Under Construction marker). If you cannot place a unit or facility
for any reason it remains in the place units box until the next Player Turn. When placing units
and facilities the following apply:

• Land units or aircraft must be placed at a factory in a Supply Path with available capacity
(refer to 13.2.1) which you have possessed since the beginning of the Player Turn. (May be
interdicted, refer to 12.5).
• Naval units must be placed at a shipyard in a Supply Path with available capacity which you
have possessed since the beginning of the Player Turn. Capital Ships must be placed at a
Major Shipyard in a Supply Path with available capacity which you have possessed since
the beginning of the Player Turn.
• Facilities must be placed in a land zone which you have possessed since the beginning of
the Player Turn.
• A newly upgraded factory is not able to utilize its increased capacity until the next Player
Turn.
• Surface Ships built at Major Shipyards may be placed in port (refer to 11.5).
• Militia are not built via factories. The number of Militia you may place in a land zone is equal
to the land zone's IPP value with a minimum of one (even if the land zone has no IPP value).
This limitation does not apply to recruitment rolls (refer to 12.7). You may place a maximum
of 1 per Player Turn in non-Originally owned land zones. You must have possessed the land
zone since the beginning of the Player Turn. Note that outside Home Country, the maximum
number of Militia a Major Power can have in a land zone is equal to the IPP value of the
zone, minimum of one. In Home Country there is no limit.
• Colonial Infantry are not built via factories. Colonial Infantry must be placed in land zones
with a IPP value outside of Home Country. The maximum number which may be built per
Player Turn in a land zone is equal to the land zone’s IPP value. The land zone must be
Originally possessed. You must have possessed the land zone since the beginning of the
Player Turn. Note that Colonial Infantry, like other specialty infantry, is limited to a maximum
of two purchased per Player Turn.

Some nations (e.g. CCP, Free France and KMT) have a special ability: “Decentralized
Production”, refer to their reference sheets.

Example: A Major Factory has 3 damage. The owner paid for a full repair in the Production
Phase. In the Place Unit Phase the owner is only able to place 2 units at this factory.

12.2 Repair:
Remove damage markers from repaired facilities.

Damaged Capital Ships that have been at a Friendly dockyard or shipyard since the beginning
of the Player Turn are now repaired (up to the available repair capacity (refer to 13.2.4 and
13.2.5)).

Ships that have been in port with skeleton crew since the beginning of the Player Turn are now
reinforced.

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12.3 Upgrades:
Upgrading requires a Supply Path to the land zone that the unit or facility receiving the
upgrade is in. A unit that has moved/attacked can be upgraded in the same Player Turn. If the
upgrade cannot reach a suitable unit (due to casualties or units moving outside a Supply
Path), the upgrade remains on the build queue until a Supply Path exists to a suitable unit in a
future Place Units Phase.

• Militia can be upgraded to regular Infantry for 2 IPP, up to a maximum of two units per
Player Turn.
• Regular, Colonial and DAK infantry can be upgraded to Motorized Infantry for 1 IPP, up to a
maximum of two units per Player Turn.

12.4 Lend-lease Delivery:


You must start the Lend-lease delivery in your Home Country. (FEC does not have a Home
Country, refer to its national reference sheet on how it can deliver Lend-lease). The Lend-lease
must then move along a Supply Path (refer to 1.11) to a land zone in the receiving nation’s
Home Country with an eligible facility which the recipient has possessed since the beginning
of the Player Turn. Lend-lease units have no combat value during delivery. While traveling to
its destination, the lend-leased unit is possessed by the sending nation. The Lend-lease stops
in the rst land zone in the receiving player’s possessed Home Country. Upon arrival at its
destination, lend-leased sculpts may be replaced by the corresponding receiving nation’s
sculpts. Lend-leased bases and Militia upgrades are moved to the recipients place units box
on the build queue to be placed anywhere in their Home Country in their next Place Units
Phase. Naval units cannot be delivered via land.

Interdiction:
If the route passes through a sea zone with interdicting units, the Lend-lease may possibly be
eliminated (refer to 12.5).

Blockade:
A blockaded naval facility cannot send nor receive Lend-lease (refer to 9.4.5).

Failure to Deliver:
Lend-lease that cannot be delivered must wait until the player’s next turn. On the next Player
Turn it can be:

• Attempted again or
• Reassigned in the Production Phase to arrive in the Place Units Phase for the nation that
built it.

12.5 Interdiction
Supply Paths can be interdicted if they pass through a sea zone that contains either:
• A non-Submerged submarine
• A Battlecruiser designated as a raider
• An aircraft on MAP
They can also be interdicted if they cross a narrow crossing with an Enemy Coastal Artillery.

Enemy units interdict; neutral eligible units may elect to interdict.

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Diplomatic relations for the interdicting nation:

At Peace With Sending Nation At War With Sending Nation


At Full Production or None
Prerequisites currently engaged in a civil war
Sending nation gets a 1D6 income
If Successful increase (cannot exceed Full None
Production)

For each sea zone where the delivery is interdicted, it is subject to interdiction die rolls. There
are no die modi ers. If it scores a hit the delivery is eliminated.

The unit/facility attempting interdiction rolls a D12 using its attack values. If the interdicting
player has developed Advanced Submarines technology, interdicting submarines double their
attack values (i.e. a regular Submarine would hit on a “6” or less).

Example: Germany and Great Britain are at war. There is a German non-Submerged Submarine
in the Supply Path for Great Britain’s Minor Factory in Cape Town. If the British player decides
to place units in that facility, and the delivery is interdicted, the unit the British player wanted to
place at the Minor Factory is eliminated.

Example: The Spanish Republicans want to interdict German Lend-lease to the Spanish
Nationalists arriving in Galicia and León. They move their Coastal Submarine to sea zone A28
and in the next turn successfully interdict German Lend-lease. As Germany’s income level is
already at Full Production, Germany does not get an income increase.

12.6 Ships Captured in Port:


If conquering a land zone containing a naval facility with ships in port, roll a D12 for each ship:

Dice # Event
1-9 Scuttled; Remove from game.
10-12 Captured by Attacking player.

The ship is captured in its current state regarding damage and/or skeleton crew.

12.7 Recruitment Rolls:


Controlled Minor Powers (e.g. Abyssinia, Dadao Government, Mongolia, Nationalist Spain,
Republican Spain, Siam and Vichy) make recruitment rolls. A recruitment roll is a D12. On a
result that is equal to or less than the number of land zones that Controlled nation Possesses*,
you get either:

• 1 Infantry** or 2 Militia to place in land zones possessed by that Controlled nation since the
beginning of the Player Turn or
• Advancement of 1 ship on the Controlled nation’s build queue or
• 1 full facility repair
* O shore land zones do not count towards the number of land zones, except for Corsica
(Vichy) and factions during an ongoing Spanish Civil War.

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** Vichy gets 1 Foreign Legion to place in a land zone with a IPP value it has possessed since
the beginning of the Player Turn.

12.8 In uence Rolls:


Eligible nations roll for in uence (refer to 15.2 and 15.4).

12.9 Collect Income:


The Attacking player collects income. Note that some nations (British Commonwealth, France,
USA, and USSR) start with a lower income that can gradually increase via income increases
(refer to 5.2). The Axis nations begin at Full Production income and do not have income
increases. Once a nation is at war, it also begins collecting Wartime Bonus Income (refer to
5.3). Controlled Minor Powers do not get IPP income (Exception: Vichy, refer to 4.11.3).

12.10 End of Player Turn:


Remove IPP loss trackers on the Attacking Player's convoy lines.

12.11 End of Round:


Once the USA player has collected income, it is the end of the round. If the Molotov-
Ribbentrop Pact is in e ect, Germany receives 5 IPP and USSR receives 3 IPP and 1
technology roll, simultaneously (refer to 6.4). Beginning July, 1944, the game end die roll is
made (refer to 3.4). If the game continues, move the calendar marker on the top of the IPP
tracking chart to the next turn.

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Chapter 13 - Units and Facilities

13.1 Units:

13.1.1 Infantry-class Units:


An infantry-class unit may pair with an artillery-class unit on a 1:1 ratio to give the paired
infantry-class unit a +1 attack bonus. When defending in an unsurrounded city, infantry-class
units get +1 defense bonus on all rounds of combat and Target Selection at “1” versus
vehicle-class units. Forti cations add +2 defense bonus to all infantry-class units on the rst
round of combat (refer to 13.2.6). Infantry-class units may participate in the rst round of an
amphibious assault (refer to 10.8.3). Infantry-class units may non-combat move across narrow
crossings (with some restrictions, refer to 1.9).

A D M $ Notes
Militia 1 2 (1) 2 Are not built via factories. The maximum number
which may be placed in a land zone per Player
Turn is equal to the land zone’s IPP value with a
minimum of 1 (even if the land zone has no IPP
value). Maximum of 1 per Player Turn in non-
Originally owned land zones. You must have
possessed the land zone since the beginning of
the Player Turn. Note that the maximum number of
Militia a Major Power can have in a land zone that
is outside of Home Country is equal to the IPP
value of the zone, with a minimum of 1. In Home
Country, there is no limit.

Movement of 1 in Major Power’s Home Country.


(Must start and end movement in Home Country).

Can be upgraded to Infantry for 2 IPP (maximum


of 2 upgrades per Player Turn, requires a Supply
Path).
Infantry 2 4 1 3 Can be upgraded to Motorized Infantry for 1 IPP
(refer to 13.1.2).
Airborne 2* 2 1 3 Purchase maximum of 2 per Player Turn.
Infantry
May conduct an airborne assault from either a
Strategic Bomber or Air Transport (refer to 10.6.1).

* If conducting an airborne assault, Airborne


Infantry attack at “3” on the first round only.
Elite Airborne 3 3 1 3 Replace Airborne Infantry after developing
Airborne Doctrine technology. Purchase maximum
Infantry
of 2 per Player Turn.

Function as Airborne Infantry. May conduct an


airborne assault from either a Strategic Bomber or
Air Transport (refer to 10.6.1).

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A D M $ Notes
Marines 2 4 1 4 Purchase maximum of 2 per Player Turn.
Does not su er double casualties on the rst
round of combat as the Attacker in an amphibious
assault (refer to 10.8.3). Does not su er the -1
penalty on the rst round for an attack across a
river (refer to 1.7.6). Can combat move across
narrow crossings (with some restrictions, refer to
1.9). Gain +1 attack bonus when attacking from
Attack Naval Transports.
Mountain 2 4 1 4 Purchase maximum of 2 per Player Turn.
Infantry
Provide +1 defense bonus in mountains. No attack
penalty from mountains.
Colonial 2 4 1 4 Available to the following Major Powers: ANZAC,
FEC, France, Great Britain and Italy. Purchase
Infantry
maximum of 2 per Player Turn. Are not built via
factories. Must be placed in Originally possessed
land zones with a IPP value outside Home
Country. The maximum number which may be
built per Player Turn in a land zone is equal to the
land zone’s IPP value. None may be built if the
land zone has no IPP value.

Can be upgraded to Motorized Infantry for 1 IPP


(refer to 13.1.2).
Foreign Legion 2 4 1 4 Available to France, Free France & Vichy.
Purchase maximum of 2 per Player Turn. Are not
built via factories. Must be placed in land zones
with an IPP value you have possessed since the
beginning of the Player Turn.

Function as Mountain Infantry, but are una ected


by desert combat rules, and have +1 attack bonus
in desert.
Gurkhas 2 4 1 4 Available to FEC if Nepal is neutral or FEC-
possessed. Purchase maximum of 2 per Player
Turn. Are not built via factories. Must be placed in
land zones bordering the Himalayas FEC has
possessed since the beginning of the Player Turn.

Function as Mountain Infantry, and have +1 attack


bonus in jungle.

13.1.2 Vehicle-class Units:


All vehicle-class units have -2 attack penalty in cities, except when the city is surrounded.
All vehicle-class units have -2 attack/defense penalty in jungles and marshes.

A D M $ Notes
Cavalry 3 2 2 3 No movement penalty from mountains.
Not available for purchase to Major Powers after
July, 1939.

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A D M $ Notes
Motorized 2 4 2 4 Can tow Artillery and Anti-aircraft Artillery when
paired on a 1:1 ratio. Must start in the same zone.
Infantry
Only 2 Motorized Infantry can be created from
upgraded infantry per turn.
Mechanized 3 4 2 4 Available to Germany in July, 1938. Available to all
other Major Powers in January, 1940.
Infantry
May pair with blitzing armor on a 1:1 ratio (refer to
10.5.1).
Advanced 4 5 2 4 Available after developing Advanced Mechanized
Infantry technology.
Mechanized
Infantry Function as Mechanized infantry, but may pair with
blitzing armor on a 2:1 ratio (refer to 10.5.1).
Panzer- 4 5 2 4 Available to Germany after developing Advanced
Mechanized Infantry technology. Purchase
grenadiers
maximum of 2 per Player Turn. Must be placed in
German Home Country.

May blitz on their own without pairing with blitzing


armor (refer to 10.5.1).
Tank Destroyers 3[3] 4[3] 2 4 Available to Germany in July, 1938. Available to all
other Major Powers in January, 1940. Purchase
maximum of 2 per Player Turn.

Target Selection at “1-3” (versus vehicle-class).


Light Armor 3 1 2 4 May blitz.

Medium Armor 6 5 2 6 Available to Germany in July, 1938. Available to all


other Major Powers in January, 1940.

May blitz.
T-34’s 6[1] 5[1] 2 5 Available to USSR after developing Improved
Factories technology. Purchase maximum of 2 per
Player Turn. Must be placed in Soviet Home
Country.

May blitz. Function as Medium Armor, but with


Target Selection at “1” (versus vehicle-class).
Heavy Armor 8[1] 7[1] 2 7 Available after developing Heavy Armor
technology.

May blitz. Target Selection at “1” (versus vehicle-


class).
Tiger I’s 8[3] 7[3] 2 7 Available to Germany after developing Heavy
Armor technology. Purchase maximum of 2 per
Player Turn. Must be placed in German Home
Country.

May blitz. Function as Heavy Armor, but with


Target Selection at “1-3” (versus vehicle-class).
[X] = Target Selection

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13.1.3 Artillery-class Units:
Artillery-class units have the rst strike ability on the rst round of combat (refer to 10.2). An
artillery-class unit may pair with an infantry-class unit on a 1:1 ratio to give the paired infantry-
class unit a +1 attack bonus. Artillery-class units do not su er the -1 attack penalty on the rst
round of combat for an attack across a river (refer to 1.7.6).

A D M $ Notes
Artillery 3 3 1 4 Movement of 2 when paired 1:1 with Motorized
Infantry.
Self-propelled 3 3 2 5 May pair with blitzing armor on a 1:1 ratio (refer to
Artillery 10.5.1).
Advanced 4 4 1 4 Available after developing Advanced Artillery
Artillery {2} technology.

Function as Artillery, but with an attrition attack


versus adjacent land zone at “2” (refer to
10.5.3). Movement of 2 when paired 1:1 with
Motorized Infantry.
Advanced 4 4 2 5 Available after developing Advanced Artillery
Self-propelled {2} technology.
Artillery
Function as Self-propelled Artillery, but with an
attrition attack versus adjacent land zone at “2”
(refer to 10.5.3). May pair with blitzing armor on a
1:1 ratio (refer to 10.5.1).
Katyusha Rocket 5 4 2 5 Available to USSR after developing Advanced
Artillery {2} Artillery technology. Purchase maximum of 2 per
Player Turn. Must be placed in Soviet Home
Country.

Function as Self-propelled Artillery, but with an


attrition attack versus adjacent land zone at “2”
(refer to 10.5.3). May pair with blitzing armor on a
1:1 ratio (refer to 10.5.1).
{X} = Attrition attack

13.1.4 Anti-aircraft Artillery-class Units:

A D M $ Notes
Anti-aircraft 3 3 1 4 Provide 1 shot per aircraft in the first combat
round only, up to maximum 3 shots.
Artillery
Movement of 2 when paired 1:1 with Motorized
Infantry.

13.1.5 Aircraft Units:


Aircraft units do not su er terrain e ects, except if defending in (not scrambling to) a city
which is surrounded (refer to 1.7.7). Aircraft units must be selected rst if Enemy aircraft with
the air superiority ability cause casualties on the rst round of combat. Some aircraft may be
assigned on MAP, but have a reduced range for MAP (refer to 9.3.1).

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A D M $ Notes
Fighters 6 6 4 10 Have the air superiority ability (refer to 10.2). May
(3*) (3*) {1} intercept at reduced combat values (refer to
10.6.3). May pair with blitzing armor on a 1:1 ratio
(refer to 10.5.1). May engage in port attacks (refer
to 10.6.4).
Jet Fighters 8 8 4 12 Available after developing Jet Fighters technology.
(5*) (5*) {1}
Function as Fighters. Have the air superiority
ability (refer to 10.2). May intercept at reduced
combat values (refer to 10.6.3). May pair with
blitzing armor on a 1:1 ratio (refer to 10.5.1). May
engage in port attacks (refer to 10.6.4).
Tactical 7[3] 5[3] 4 11 Target Selection at “1-3” (versus land/naval units).
{1} May pair with blitzing armor on a 1:1 ratio (refer to
Bombers
10.5.1). May engage in port attacks (refer to
10.6.4). May engage in convoy raiding with a +1
modifier (refer to 10.9).
Medium 7 4 5 11 May engage in strategic bombing of facilities (refer
(1) (1) {1} to 10.6.2), doing 1D6 damage. May engage in port
Bombers
attacks (refer to 10.6.4). Gain +1 MAP range if
owner has developed Long-range Aircraft
technology. May engage in convoy raiding with a
+1 modifier (refer to 10.9).
Strategic 3@2 2 6** 12 Available to Germany in July, 1938. Available to all
(1) (1) other Major Powers in January, 1940.
Bombers
Can carry 1 Airborne Infantry to conduct an
airborne assault (refer to 10.6.1). May engage in
strategic bombing of facilities (refer to 10.6.2),
doing 2D6 damage. When conducting strategic
bombing, may be targeted for one round of
interception combat at reduced combat values
(refer to 10.6.3). Capable of performing carpet
bombing against land units (refer to 10.6.5), 3D12
at “2”.
Heavy 5@2 3 6** 13 Available after developing Heavy Strategic
(2) (2) Bombers technology.
Strategic
Bombers Function as Strategic Bombers. Can carry 1
Airborne Infantry to conduct an airborne assault
(refer to 10.6.1). May engage in strategic bombing
of facilities (refer to 10.6.2), doing 3D6 damage.
When conducting strategic bombing, may be
targeted for one round of interception combat at
reduced combat values (refer to 10.6.3). Capable
of performing carpet bombing against land units
(refer to 10.6.5), 5D12 at “2”.
Seaplanes 3 3 6 7 Can only hit submarines and Naval Transports
{2} (refer to 10.6). May engage in port attacks (refer to
10.6.4). Gain +2 attack on MAP against
submarines if owner has developed Anti-
submarine Warfare technology. Gain +1 MAP
range if owner has developed Long-range Aircraft
technology and if starting from a Seaplane Base.
May engage in convoy raiding with a +1 modifier
(refer to 10.9).

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A D M $ Notes
Air Transports N/A N/A 6 8 Can carry 1 Airborne Infantry to conduct an
airborne assault (refer to 10.6.1). Can carry 1
infantry-class unit in non-combat movement.
Must be the last units selected as casualties,
except on the rst round of combat as the
Attacker when participating in an airborne assault.
Heavy Air N/A N/A 6 10 Available after developing Airborne Doctrine
technology.
Transports
Function as Air Transports, but can carry 2
Airborne Infantry to conduct one airborne assault
(refer to 10.6.1). Can carry 1 Artillery, 1 Anti-aircraft
Artillery, or 1 infantry-class unit in non-combat
movement. Must be the last units selected as
casualties, except on the rst round of combat as
the Attacker when participating in an airborne
assault.
(X) = Interception combat value
[X] = Target Selection
{X} = MAP range

* If Radar technology developed: +1 interception.


** If Long-range Aircraft technology developed: +2 movement.

13.1.6 Naval Units:


Naval units may be designated as being in port, which enables scrambling (refer to
11.5). Surface Warships in a sea zone with a convoy line may be designated as escorts (refer
to 9.4.4). Three or more Surface Warships in a sea zone without Enemy units automatically
blockade all Enemy Supply & Lend-lease Paths in that sea zone, and all naval facilities
adjacent to that sea zone (refer to 9.4.5).

A D M $ Notes
Torpedo Boat 2 2 2 N/A Cannot be built.
Destroyers
Destroyers 4 4 3 7 May engage submarines (but not Advanced
Submarines) if paired 1:1 with an aircraft on MAP
(refer to 9.3.1). Negate submarines’ first strike.
Coastal 4 6 1 N/A Cannot be built.
Defense Ships (2)
May provide shore bombardment with rst strike
in an amphibious assault (refer to 10.8.2).
Light Cruisers 5 5 3 9 Target Selection at “1-3” (versus aircraft).
[3] [3]
Heavy Cruisers 6 6 3 5/5 May provide shore bombardment with rst strike
(2) in an amphibious assault (refer to 10.8.2). If the
land zone containing the berthing naval facility is
attacked while in port, provide one Militia for the
land combat (refer to 11.5).

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A D M $ Notes
Battlecruisers 7 7 3 7/7 May provide shore bombardment with first strike
(3) in an amphibious assault (refer to 10.8.2). May be
designated as raiders with the ability to slip
through, slip away, and conduct convoy raiding
with a +2 modifier (refer to 9.4.3). If the land zone
containing the berthing naval facility is attacked
while in port, provide one Militia for the land
combat (refer to 11.5). Has Target Selection if
attacked while designated as a raider (refer to
10.7).
Battleships 8 8 2 6/6/6 Capital Ships. Require 2 hits to sink. Sustaining
(4) damage reduces combat effectiveness (see battle
board). Damage may be repaired at a Friendly
dockyard or shipyard (refer to 8.6). May provide
shore bombardment with first strike in an
amphibious assault (10.8.2). If the land zone
containing the berthing naval facility is attacked
while in port, provide one Militia for the land
combat (refer to 11.5).
Heavy 10 10 3 7/7/7 Available after developing Large Ship
(5) Construction technology.
Battleships
Capital Ships. Require 3 hits to sink. Sustaining
damage reduces combat e ectiveness (see battle
board). Damage may be repaired at a Friendly
dockyard or shipyard (refer to 8.6). May provide
shore bombardment with rst strike in an
amphibious assault (10.8.2). If the land zone
containing the berthing naval facility is attacked
while in port, provide one Militia for the land
combat (refer to 11.5).
Light Carriers N/A 1 3 4/4 Carry 1 Fighter/Tactical Bomber. Defending
aircraft on Carriers may always act as if on MAP
(refer to 9.3.1). If the land zone containing the
berthing naval facility is attacked while in port,
provides one Militia for the land combat (refer to
11.5).
Fleet Carriers N/A 2 3 5/5/5 Capital Ships. Require 2 hits to sink. If damaged,
carried aircraft have a movement of -2. Damage
may be repaired at a Friendly dockyard or
shipyard (refer to 8.6). Carry 2 Fighters/Tactical
Bombers. Defending aircraft on Carriers may
always act as if on MAP (refer to 9.3.1). If the land
zone containing the berthing naval facility is
attacked while in port, provides one Militia for the
land combat (refer to 11.5).

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A D M $ Notes
Heavy Fleet N/A 2 3 6/6/6 Available after developing Large Ship
Construction technology.
Carriers
Capital Ships. Require 2 hits to sink. If damaged,
carried aircraft have a movement of -2. Damage
may be repaired at a Friendly dockyard or
shipyard (refer to 8.6). Carry 3 Fighters/Tactical
Bombers or 1 Medium Bomber and 1 Fighter or 1
Tactical Bomber. Fighters may intercept/scramble
if Radar technology developed. Defending aircraft
on Carriers may always act as if on MAP (refer to
9.3.1). If the land zone containing the berthing
naval facility is attacked while in port, provides
one Militia for the land combat (refer to 11.5).
Coastal 2[1] 2[1] 1 N/A Cannot be built.
Submarines
Function as Submarines. Target Selection versus
Surface Ships at “1”. Have rst strike unless the
Enemy has a Destroyer present. Can Submerge
(refer to 10.3). May engage in convoy raiding with
a +1 modi er (refer to 10.9). Can only be attacked
during the Attacker’s Combat Phase by an aircraft
on MAP (potentially with a paired Destroyer, refer
to 10.7) or while in port (refer to 11.5). If Enemy
Surface Ships enter its sea zone, may choose to
attack the moving eet for one round of combat
(refer to 9.1). May never cause a hit to aircraft.
May move through closed straits, but not closed
canals.
Submarines 3[1] 3[1] 3 6 Target Selection versus Surface Ships at
“1”. Have first strike unless the Enemy has a
Destroyer present. Can Submerge (refer to 10.3).
May engage in convoy raiding with a +2 modifier
(refer to 10.9). Can only be attacked during the
Attacker’s Combat Phase by an aircraft on MAP
(potentially with a paired Destroyer, refer to 10.7)
or while in port (refer to 11.5). If Enemy Surface
Ships enter its sea zone, may choose to attack
the moving fleet for one round of combat (refer to
9.1). May never cause a hit to aircraft. May move
through closed straits, but not closed canals.
Advanced 4[1] 4[1] 3 7 Available after developing Advanced Submarines
technology.
Submarines
Function as Submarines. Target Selection versus
Surface Ships at “1”. Have first strike unless the
Enemy has a Destroyer present. Can Submerge
(refer to 10.3). May engage in convoy raiding with
a +4 modifier (refer to 10.9). Can only be attacked
during the Attacker’s Combat Phase by an aircraft
on MAP (refer to 10.7) or while in port (refer to
11.5). If Enemy Surface Ships enter its sea zone,
may choose to attack the moving fleet for one
round of combat (refer to 9.1). May never cause a
hit to aircraft. May move through closed straits,
but not closed canals.

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A D M $ Notes
Naval N/A N/A 2 7 Carry 2 infantry-class units or 1 infantry-class +
another type of land unit or Strategic Rocket.
Transports
Attack Naval N/A 1 2 7 Available after developing Amphibious Doctrine
technology.
Transports
Function as Naval Transports, but Marines gain
+1 attack and all land units can participate in an
amphibious assault from the first combat round.
(X) = Shore bombardment
[X] = Target Selection

13.1.7 Rocket Units:


Rockets cannot move and re the same turn.

A D M $ Notes
Strategic N/A N/A 1 3 Available after developing Strategic Rockets
technology. Purchase maximum of 2 per Player
Rockets
Turn.

May engage in strategic bombing of facilities (refer


to 10.6.2), doing 1D6 damage at a range of 3. Is
destroyed after a single use. Cannot be
intercepted. Cannot be targeted by Anti-aircraft
Artillery unless the Defender has developed Radar
technology. Cannot be taken as a casualty.

Have no attack or defense value in normal combat


and cannot be taken as casualties. They are
eliminated if they are ever alone in a zone with an
Enemy land unit.

13.2 Facilities:
Facilities may grant a +1 movement bonus depending on where units start their movement:
• Aircraft other than seaplanes: in the same land zone as the Airbase.
• Seaplanes: in the same land zone as the Seaplane Base and only if the rst sea zone
entered is adjacent to this base.
• Submarines: in a sea zone adjacent to a Submarine Base.
• Surface Ships: in a sea zone adjacent to a major naval facility.

13.2.1 Factories:
Factories represent the industrial production capacity of a land zone. There are three types of
factories: Minor Factories, Medium Factories and Major Factories.
All have inherent Anti-aircraft Artillery that defend against strategic bombing. The inherent
Anti-aircraft Artillery of factories are never eliminated or taken as casualties. Factories do not
have inherent Anti-aircraft Artillery while being constructed.

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Minor Factories Medium Factories Major Factories
Price 8 7/7 6/6/6
Upgrade To Medium Factory: 7 To Major Factory: 6 N/A
Any possessed land
Where Home Country only
zone
Capacity 1 unit 3 units 5 units
Capacity, Improved 2 units 5 units 8 units
Can produce 1 unit
Use if Damaged Useless if damaged Useless if damaged
less per damage
Maximum Damage 5 10 20
Technology
No No Yes
Development
Cost to repair 1 IPP per damage point

A Minor Factory outside Home Country needs a Supply Path. If this Supply Path is absent,
blockaded (refer to 9.4.5) or interdicted (refer to 12.5), the Minor Factory cannot produce any
units until restored.

A zone can contain more than one factory. The Player Turn a factory is built/captured it
cannot produce anything. The Player Turn a factory is upgraded or repaired its
production is limited to the production capacity it had at the start of the Player Turn. If
captured, Medium and Major Factories are downgraded to a Minor Factory. The
factory is captured in its current state regarding damage and in this particular
situation, the maximum damage the factory may sustain is dependent on the factory’s
original level. If repossessed by the original owner, the factory reverts to its original
level in its current state of damage.

13.2.2 Bases:
There are three types of bases: Airbases, Seaplane Bases, and Submarine Bases. These have
some common features:

• Use: You can use it if you have possessed it since the beginning of your Player Turn or if
you are Aligned to the nation that Possesses it.
• Anti-aircraft: All have inherent Anti-aircraft Artillery that defend against strategic bombing.
The inherent Anti-aircraft Artillery of bases are never eliminated or taken as casualties. They
do not have inherent Anti-aircraft Artillery while being constructed.
• No Cumulative Movement Bonus: Having multiple bases of the same type does not provide
a cumulative movement bonus.

Airbases Seaplane Bases Submarine Bases


Price 3/3 3 3
Upgrade N/A
Any possessed Any possessed land zone bordering one or
Where land zone more sea zones

Bases per zone Max 1 Unlimited

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Airbases Seaplane Bases Submarine Bases
Seaplanes +1
Aircraft +1
Seaplanes MAP+1
(excluding
Movement Bonus after developing Long- Submarines +1
Seaplanes)
range Aircraft
technology

Scramble Up to 3 Fighters Up to 3 Seaplanes Up to 3 submarines

Scramble with Radar Unlimited Fighters Unlimited Seaplanes Unlimited submarines

Able to be in port N/A N/A Submarines only


Send / Receive
No
Lend-lease
Use if Damaged Useless if damaged
Maximum Damage 3 3 3
Cost to Repair 1 IPP per damage point

13.2.3 Ports:
There are two types of ports: Minor Ports and Major Ports:

• Use: You can use it if you have possessed it since the beginning of your Player Turn or if
you are Aligned with the nation that Possesses it.
• Anti-aircraft: Both have inherent Anti-aircraft Artillery that defend against strategic bombing.
They do not have inherent Anti-aircraft Artillery while being constructed or when having
su ered maximum damage.
• No Cumulative Movement Bonus: Having multiple ports does not provide a cumulative
movement bonus.

Minor Ports Major Ports


Price 3 3/3
Upgrade To Major Port: 4 N/A
Any possessed land zone bordering one or more sea
Where zones

Movement Bonus No Surface Ships +1


Scramble No Up to 3 Surface Ships
Scramble with Radar No Unlimited Surface Ships
Able to be in port No Surface Ships only
Strategic Naval Movement 3 5
Range
Supply Path Range 3 5
Use if Damaged Useless if damaged
Maximum Damage 3 5
Cost to Repair 1 IPP per damage point

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13.2.4 Dockyards:
There are two types of Dockyards: Minor Dockyards and Major Dockyards.

• Use: You can use it if you have possessed it since the beginning of your Player Turn or if
you are Aligned with the nation that Possesses it.
• Anti-aircraft: Both have inherent Anti-aircraft Artillery that defend against strategic bombing.
Never eliminated or taken as casualties. They do not have inherent Anti-aircraft Artillery
while being constructed or when having su ered maximum damage.
• No Cumulative Movement Bonus: Having multiple dockyards does not provide a cumulative
movement bonus.

Minor Dockyards Major Dockyards


Price 2/2 4/4
Upgrade To Major Dockyard: 5 N/A
Any possessed land zone Possessed land zone in Home
Where bordering one or more sea Country bordering one or
zones more sea zones

Repair Slots 1 hit per Player Turn 5 hits per Player Turn

Repair Slots with 2 hits per Player Turn 8 hits per Player Turn
Improved Factories
Movement Bonus No Surface Ships +1
Scramble No Up to 3 Surface Ships
Scramble with Radar No Unlimited Surface Ships
Able to be in port No Surface Ships only

Strategic Naval Movement 3 5


Range
Supply Path Range 3 5

Use if Damaged Useless if damaged

Maximum Damage 3 5

Cost to Repair 1 IPP per damage point

Dockyards require a Supply Path. If this Supply Path is absent, blockaded (refer to 9.4.5) or
interdicted (refer to 12.5), a dockyard cannot repair until restored. The Player Turn a dockyard
is upgraded or repaired its production is limited to the production capacity it had at the start of
the Player Turn.

13.2.5 Shipyards:
There are two types of shipyards: Minor Shipyards and Major Shipyards.

• Use: You can use it if you have possessed it since the beginning of your Player Turn. If you
are Aligned with the nation that Possesses it, you can only use it for movement bonus, in
port, repairs and scrambling.

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• Anti-aircraft: Both have inherent Anti-aircraft Artillery that defend against strategic bombing.
Never eliminated nor taken as casualties. They do not have inherent Anti-aircraft Artillery
while being constructed or when having su ered maximum damage.
• No Cumulative Movement Bonus: Having multiple shipyards does not provide a cumulative
movement bonus.

Minor Shipyards Major Shipyards


Price 3/3 5/5
Upgrade To Major Shipyard: 5 N/A
Any possessed land zone Possessed land zone in
Where bordering one or more sea Home Country bordering one
zones or more sea zones

Production / Repair Slots 1 per Player Turn 5 per Player Turn

Production / Repair Slots, 2 per Player Turn 8 per Player Turn


Improved Factories
Produce Capital Ships No Yes
Movement Bonus No Surface Ships +1
Scramble No Up to 3 Surface Ships
Scramble with Radar No Unlimited Surface Ships
Able to be in port No Surface Ships only

Strategic Naval Movement 3 5


Range
Supply Path Range 3 5
Use if Damaged Useless if damaged
Maximum Damage 3 5
Cost to Repair 1 IPP per damage point

Shipyards require a Supply Path. If this Supply Path is absent, blockaded (refer to 9.4.5) or
interdicted (refer to 12.5), a shipyard cannot produce or repair until restored. The Player Turn a
shipyard is upgraded or repaired its production is limited to the production capacity it had at
the start of the Player Turn.

13.2.6 Forti cations:


A Forti cation represents major defensive works established to prevent invasion. Forti cations
are placed on a border of a land zone and protect from attacks across that border by Enemy
land units including border clashes (refer to 10.5.2), amphibious assaults (refer to 10.8), as well
as airborne assaults (refer to 10.6.1).

Fortifications
Price 5/5

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Fortifications
Border of any possessed land zone.
Only 1 Forti cation per border may be built. The limit of 1 per per
Where border also includes Forti cations from completing strategic
objectives.

Forti cations defend on the rst round of combat at “5” with two rst strike rolls except in
airborne assaults where the Attacker has developed Airborne Doctrine technology. They add
+2 defense bonus to all infantry-class units in the zone on the rst round of combat.

Forti cations reduce these die rolls by 1:


• Shore bombardment
• Attrition attacks
• Carpet bombing in cities
Example: A Battleship that normally scores a shore bombardment hit on 1-4, is reduced to
scoring a hit on 1-3.

Forti cations are removed if the zone is captured. Forti cations may neither be strategically
bombed nor selected as a casualty.

Land units cannot blitz into a land zone border that contains an Enemy Forti cation.

If attacking a land zone across multiple borders, with one of them having a Forti cation, hits
attributable to the Forti cation must be taken from units that are attacking across its border.
Such hits would include the two forti cation rst strikes and any hits speci cally due to
modi cation to rolls caused by the Forti cation.

Example: USSR attacks Central Romania from Bulgaria and Bessarabia. Germany has a
Forti cation on the Central Romanian border towards Bessarabia. The German player gets one
hit on the Forti cation’s two rst strike rolls. German Mountain Infantry also get a hit on a “6” in
the rst combat round. Both of these hits must be taken from attacking Soviet units coming
from Bessarabia. Had the Mountain Infantry got a hit on a “5” instead, the Soviet player could
freely choose a casualty.

France has a special Forti cation - the “Maginot Line” - in Alsace-Lorraine on the border
towards Bavaria. It protects from attacks by Enemy land units across that border. It defends
on the rst round of combat at “6” with two rst strike rolls. It adds +3 defense bonus to all
infantry-class units in the zone on the rst round of combat. All attacking land units su er
double casualties on all combat rounds.

13.2.7 Coastal Artillery:


Coastal Artillery represents artillery emplacements along a land/sea zone border to defend
against amphibious assaults.

Coastal Artillery
Price 6
Any possessed land zone bordering one or more sea zones.
Where Multiple Coastal Artillery may be built on the same border.

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Each Coastal Artillery gets one rst strike defense roll at “3” per attacking ship shore
bombarding and/or unloading units in the amphibious assault up to a maximum of three shots.
The amphibiously assaulting player chooses casualties.

Coastal Artillery located at narrow crossings may re at each Enemy Surface Ship at “3” that
passes through the narrow crossing (up to a maximum of three shots per Player Turn). This
also includes when scrambling out of a naval facility (refer to 10.4) or going in port (refer to
11.5).

Example: Great Britain scrambles a Destroyer out of the Major Shipyard in London into sea
zone A23. Germany Possesses a Coastal Artillery in Picardy. As the British Destroyer crosses
the narrow crossing line, the Coastal Artillery gets to re.

Coastal Artillery only ever get to re up to three shots per Player Turn.

Example: Japan and the Commonwealth are at war. Japan moves a Heavy Cruiser and two
Naval Transports from I12 to P50 and then amphibiously assaults British Malaya. The British
Coastal Artillery only gets to re three shots.

Coastal artillery is removed if the zone is captured. They may neither be strategically bombed
nor selected as a casualty.

13.2.8 Railroads:
Railroads are placed on land zone borders. If a land zone has a border with a crossing railroad,
the entire zone is considered to be “covered” with rail.

• Use: You can use it if you have possessed it since the beginning of your Player Turn or if
you are Aligned to the nation that Possesses it.
• Anti-aircraft: Railroads do not have inherent Anti-aircraft Artillery.
Railroads can be strategically bombed (refer to 10.6.2). If USSR is using its “Scorched Earth”
special ability to destroy railroads, this is being done on borders between land zones.

Normal Terrain Desert/Jungle/Marsh/Mountain/Tundra


Price 2 4
Border of any possessed land zone (except into impassable
terrain). If you want to build a railroad on a border towards another
Where nation, you have to get permission from the corresponding player
to do so. Non-controlled neutral nations do not allow railroads to
be built into their land zones.
Use if Damaged Useless if damaged
Maximum Damage 1 2
Cost to Repair 1 IPP per damage point

When building new railroads, the land zone determines which type of gauge (narrow or broad)
being built:

Land Zones Gauge Type


Brazil, Spain, Finland, Mongolia,
Broad
Tannu Tuva & USSR

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Land Zones Gauge Type
Rest of the world Narrow (normal)

Determine the terrain by tracing the most direct line from the originating land zone roundel to
the target land zone roundel. The terrain on the border determines the type of terrain, and thus
the price.

Example: the border of Sudan and Belgian Congo is normal and jungle terrain, so the cost is 4
IPP.

New railroads are placed on one land zone border, and connects these two land zones via rail.

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Chapter 14 - Historical Events

14.1 Spanish Civil War

Spanish Civil War


Forces Spanish Nationalists Controlled by Germany versus
Spanish Republicans Controlled by USSR.
Participation Spanish factions are Controlled Minor Powers. They can only
move/attack within Spain and in sea zones adjacent to Spanish
Nationalist or Spanish Republican Originally possessed land zones.
As long as the civil war is on-going, no foreign nations may
intervene/attack Spanish units or land zones. Eligible nations may
send Lend-lease.

Axis Support Germany and Italy may both send Lend-lease to the Nationalists.
Germany may create the Condor Legion (refer to 15.1).

Comintern Support USSR may send Lend-lease to the Republicans.


Allies’ Support The Allies may send Militia upgrades as Lend-lease to both
factions. Only one Allies’ Major Power may send Lend-lease per
Calendar Turn.
Income Republicans and Nationalists neither collect nor spend income, but
make recruitment rolls (refer to 12.7). Note that both factions use all
land zones for recruitment roll purposes.

Victory & Ends when one faction Possesses all 6 continental Spanish land
zones. Upon resolution of the Spanish Civil War, the vanquished
Resolution
faction ceases to exist and the victor becomes neutral (refer to
4.10).
Aftermath Remove any remaining units from the defeated faction and repair
any damage to Spanish facilities.

14.2 Italian Campaign in Abyssinia:

Italian Campaign in Abyssinia


Forces Italy versus Abyssinia Controlled by France.
Participation Italy and Abyssinia ght using normal rules. Abyssinia may only
attack Italy in Eritrea. Other nations may not intervene without a
DoW. Both sides begin at war (no income increases are triggered).
Eligible nations may send Lend-lease (refer to 8.7).

Income & Abyssinia neither collects nor spends income. Instead, it makes a
recruitment roll (refer to 12.7).
Production

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Italian Campaign in Abyssinia
Victory Italy wins if it Possesses Abyssinia.

Abyssinia wins if it Possesses Eritrea. If Abyssinia wins, Abyssinia


Aligns with France as soon as France is at war with a Major Power. If
France is subsequently defeated Abyssinia becomes Free French. If
Abyssinia wins after France has surrendered, Abyssinia does not
Align, but stays a Controlled Minor Power.

Duration After Abyssinia or Italy achieve victory, Italy and France (or Free
France) may continue to attack each other in Abyssinia and Eritrea
without a declaration of war for the rest of the game.

14.3 Chinese Civil War

Chinese Civil War


Factions Nationalist (KMT) versus Communist (CCP).
Participation CCP and KMT ght using normal rules. Other nations may not enter
any Originally possessed KMT, CCP, or warlord land zones without a
DoW, even if that land zone is Friendly. (Exception: Dadao
Government, refer to 15.4).
Eligible nations may send Lend-lease (refer to 8.7, 15.3 and 15.4).
Truce When a foreign Major Power declares war on China, CCP and KMT
may agree to a truce (refer to 6.6).

Duration Ends when one faction no longer has any surviving units.

14.3.1 Evolution to Major Power:


Until evolved, CCP and KMT do not Align with anyone. They can only move/attack within
Chinese Home Country and in sea zones adjacent to Chinese Home Country.

Evolution to Major Power:


CCP and KMT evolve to a Major Power once their land zone IPP values add
up to 13 IPP. After evolving, they select a Capital and may place 1 factory there at no cost:

• 1 Major Factory if chosen Capital is a city land zone.


• 1 Medium Factory if chosen Capital is any other land zone.
Subsequently, they can build facilities, send Lend-lease, develop technology and move/attack
outside Chinese Home Country.

As a Major Power, CCP neither gets recruitments nor in uence rolls. In addition, it no longer
has the “Decentralized Production” special ability (refer to 15.2). As a Major Power, KMT no
longer has “Decentralized Production” or “Low Morale” special abilities (refer to 15.7).

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Chapter 15 - National Special Abilities

Each nation has some special abilities unique to that nation. Special abilities supersede
normal rules when in con ict (i.e. “Decentralized Production”).

15.1 Germany

Special Abilities
Condor Legion Germany has +1 Supply Path range when delivering Lend-lease
to the Spanish Nationalists as well as when transferring the
Condor Legion to and from Spain.

Once per game, while the Spanish Civil War is ongoing, the
Condor Legion can be created in the Production Phase by
moving a German Fighter in a Supply Path already on the board
to the place units box. Cost to implement: 5 IPP.

During the Place Units Phase, the Condor Legion is transferred


to a Spanish Nationalist-possessed land zone via a Supply
Path. This transfer does not require strategic rail or strategic
naval movement. Subject to interdiction (refer to 12.5). The
Spanish Republicans get an extra recruitment roll the Player
Turn the Condor Legion is created.

While in Spain, the Condor Legion is a Spanish Nationalist unit.

The Condor Legion can be recalled back to Germany if the


Spanish Nationalists win the Spanish Civil War. Requires a
Supply Path. Subject to interdiction (refer to 12.5).
Blitzkrieg Once per game, and prior to July, 1941, all German land and air
units may make an additional sequence of combat movement,
combat (including blitz) and non-combat movement. The
second sequence of attacks takes place immediately after the
end of the rst non-combat movement. All participating land
and air units have their movement allowance reset after the rst
sequence. In the second sequence, land units may not combat
move or non-combat move through just captured land zones.
Units with blitz may use this ability both sequences if possible.
Attacking vehicle-class units do not su er -2 attack penalty
when attacking cities. On the turn Blitzkrieg is used, Strategic
Rail Movement only occurs during the second sequence of
non-combat movement.

Example: Germany attacks Belgium and blitzes into Picardy in


the rst sequence. In the second sequence, the German player
wants to attack Paris. Units in Belgium with a movement of “2”
are not able to participate.
Technological Can purchase Medium Armor, Mechanized Infantry, Strategic
Bombers and Tank Destroyers earlier than other nations,
Superiority
beginning July, 1938.

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Special Abilities
Operation Barbarossa Once per game, if Germany declares war on USSR, in the
subsequent German Combat Phase, all German land and air
units get +1 attack against Soviet units and all Soviet units get
-1 defense on all rounds of combat and subsequent blitzes.
USSR may not attack more than one German-possessed land
zone on its next Player Turn following this combat phase.
(Note: Germany can not use this special ability if USSR
declares war rst).
Deutsches Afrika Prerequisite: Italy is at war with an Allies’ Major Power.
Korps (DAK)
Once per game, DAK can be created in the Production Phase
by moving German units in a Supply Path and already on the
board to the place units box. DAK may consist of up to 3
Infantry, up to 1 Motorized Infantry, up to 2 artillery-class units
and up to 2 Light Armor (or 1 Light and 1 Medium). Cost to
implement: 1 IPP per unit, maximum of 5 IPP regardless of the
number of DAK units created.

During the Place Units Phase, DAK units are transferred to a


Friendly Originally Italian-possessed North African land zone via
a Supply Path. This transfer does not require strategic rail or
strategic naval movement. Normal Supply Path rules apply
(refer to 1.11). DAK units are una ected by desert terrain rules.

If a DAK unit is eliminated, the German player may in


subsequent Production Phases send a replacement of the
same type. Cost per unit: 1 IPP. Same transfer rules apply.

DAK units can be recalled back to German Home Country at no


cost if in a Supply Path.

15.2 CCP

Special Abilities
Decentralized CCP may place infantry-class units and Cavalry in any Chinese
Home Country land zone it has possessed since the beginning
Production
of the Player Turn. No factory is required.
Recruitment During the Place Units Phase, CCP may make one recruitment
roll. If the roll is less than or equal to the total number of land
zones CCP Possesses, CCP may place one Infantry or two
Militia in any of those land zones (according to the rules for
“Decentralized Production,” above).
Spreading Influence During the Place Units Phase, CCP may make one in uence roll
on a warlord adjacent to a CCP-possessed land zone. If the roll
is less than or equal to the total number of adjacent land zones
CCP Possesses, all remaining land zones and military units of
that warlord Align with CCP. Prior to rolling, CCP may spend
IPP up to the amount of its original in uence roll to increase the
chance of success. Each IPP spent subtracts 1 from the
in uence roll. Regardless of how much is spent, the In uence
attempt back res on a “12” causing the warlord to Align with
KMT instead.

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Special Abilities
Comintern Brothers If there is an undamaged railroad connecting a CCP-possessed
land zone to a Soviet-possessed land zone in the Production
Phase, it may purchase Artillery and Anti-aircraft Artillery units.
These must be placed in the land zone with this railroad.

15.3 USSR

Special Abilities
Inefficiency Aligned/captured land zones do not increase Soviet income
until USSR reaches its Full Production income via income
increase rolls or from an Enemy declaring war on USSR. Note
that income from Annexed land zones can be collected
immediately.
Factory Movement Once at war with a Major Power, USSR may use 1 Strategic
Rail Move to move a Minor or Medium Factory and 2 Strategic
Rail Moves to move a Major Factory within Soviet Home
Country. The factory cannot produce any units or technology,
or be upgraded or repaired the Player Turn it moves. It moves
in whatever state of damage it has su ered.

If USSR has achieved its “Access to the Mediterranean”


strategic objective, it can move one Minor Factory each Player
Turn without the Home Country restriction and ignoring
Railroad gauge changes.
Northern Sea Route USSR can move one naval unit per Player Turn between sea
zones A9 and P1 (in either direction). The unit must start its
move in either sea zone A9 or P1, and it expends its full
movement (including any bonuses) to make the move. USSR
may give other nations permission to use this route.
For the Motherland! In the rst Production Phase after USSR is at war with a Major
Power all infantry-class units cost -1 IPP.
Scorched Earth USSR can destroy its own facilities during the Combat Phase
of its Player Turn. Land zone must have been in the Soviet
player’s Possession since the beginning of the Player Turn. No
land unit is required. Destroyed facilities cannot be repaired.
International Red Aid CCP:
During the Place Units Phase, one Soviet Air Transport in a
Supply Path which has not moved this turn may Lend-lease
deliver a militia upgrade to the CCP. The Air Transport uses its
range to travel to the CCP-possessed land zone, may y over
Warlord-possessed land zones, and must land in a Soviet-
possessed land zone after delivery.

Spanish Republicans:
If Turkey is a Non-controlled neutral nation, USSR may trace a
Supply Path to deliver Lend-lease to the Spanish Republicans
through the Turkish Straits even if USSR is at war with a Major
Power.

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15.4 Japan

Special Abilities
Dadao Government During the Place Units Phase, Japan may make one in uence
roll on a Chinese warlord adjacent to a Japanese-possessed
land zone. If the roll is less than or equal to the total number of
adjacent land zones Japan Possesses, all remaining land zones
and military units of that warlord Align and become a
Japanese-Controlled Axis Minor Power: Dadao Government.
Prior to rolling, Japan may spend IPP up to the amount of its
original in uence roll to increase the chance of success. Each
IPP spent subtracts 1 from the in uence roll. Regardless of how
much is spent, the In uence attempt back res on a “12”
causing the warlord to Align with KMT instead.

As long as Controlled, the Dadao Government gets recruitment


rolls, and may receive Lend-lease from Japan. It may attack
Chinese land zones without the rest of China Aligning with CCP
or KMT.

If attacked by CCP or KMT, it does not Align with Japan. If


Japan declares war on China and is at war with a Major Power,
it Aligns with Japan.
Surprise Attack Japan may, as a DoW, make one surprise attack on one land or
sea zone (or one sea zone subsequently followed by an
amphibious assault on an adjacent land zone, with “Surprise
Attack” for both) the rst time it declares war on an Allies’
Major Power. In this zone, all Japanese aircraft gain rst strike.
All Enemy units receive a -1 defense on the rst round of
combat. Scrambling is not allowed into combat subject to a
surprise attack (refer to 10.4). If the surprise attack is used on a
port attack (refer to 10.6.4), the inherent facility Anti-aircraft
Artillery does not get to defend. If the surprise attack is used to
attack a city land zone, combat is not limited to three rounds of
combat.
Japanese ships and aircraft on Carriers gain +1 combat
movement bonus to reach this zone. This movement bonus is
cumulative with other movement bonuses.
Example: A ship with a movement of 3 adjacent to a Major Port,
will have a total movement of 5.
Kamikaze When USA reaches Wartime Income, Japan may make up to 2
kamikaze attacks per Calendar Turn to a game total of 6. These
are made at an attack of 7 vs. Surface Ships with rst strike
and Target Selection of “1-3”. No aircraft is required or
expended for these attacks. Kamikaze attacks may be made
from Japanese Home Country and have a range of 4 sea
zones. These sea zones are depicted with a small “Kamikaze”
symbol on the map. Kamikazes may not be used in port
attacks.

Kamikazes may also be used when Japan is the Defender in a


sea zone adjacent to Japanese Home Country or during the
shore bombardment phase of an amphibious assault on
Japanese Home Country.
Dug in Defense Japanese infantry-class units defending in their Home Country
gain +1 defense bonus.

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Special Abilities
Destroyer Transports May transport Marines on its Destroyers, one per ship. These
may amphibiously assault from the Destroyer. While
transporting Marines, Destroyers have -1 attack/defense
penalty. May not continue moving after unloading.

15.5 Great Britain

Special Abilities
Operation Catapult Great Britain may carry out port attacks on Vichy ships in port
(refer to 10.6.4) without a declaration of war (e.g. Vichy does not
Align with Germany).
Call to Arms The first time an Axis Major Power declares war on the British
Commonwealth, Great Britain’s Colonial Infantry costs -1 IPP
and are not limited to 2 per Player Turn in the next British
Production Phase.
Canadian Industrial Great Britain may receive Lend-lease from USA in Canada.
Capacity Great Britain may build Major Dockyards and Major Shipyards
as well as Medium and Major Factories in Canada.

15.6 France

Special Abilities
Demilitarized Border France may not build a Forti cation on the border with Belgium
as long as Belgium is neutral.
Slow Mobilization French land units cannot attack into German or Italian Home
Country until it has been at war for one Player Turn (i.e. it has
started and ended the Player Turn at war). Exception: Border
clashes (refer to 10.5.2).

15.7 KMT

Special Abilities
Decentralized KMT may place infantry-class units and Cavalry in any Chinese
Home Country land zone it has possessed since the beginning
Production
of the Player Turn. No factory is required.
Low Morale Upon attacking, each KMT regular Infantry and Cavalry that
rolls a 10 or more retreats from the attack to the zone it
attacked from. These units must roll dice, even if there are no
defending units in the land zone they are attacking. Units that
are forced to retreat may not be taken as casualties.

If KMT has evolved to a Major Power, it no longer su ers this


attack weakness.

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Special Abilities
Burma and Ledo Allows tracing a Supply Path through the otherwise impassable
Himalayan Mountains for Lend-lease delivery. It cannot be
Roads
strategically bombed. It requires the following four conditions in
order to be open:

1. It must be July, 1938 or later.


2. Japan and KMT are at war.
3. KMT Possesses Yunnan.
4. The Allies Possess Burma.

While the Burma Road is open, KMT may purchase Artillery and
Anti-aircraft Artillery in Yunnan.

The Ledo Road extends the Burma Road to Bengal. Same


conditions and rules apply, but the Allies must also Possess
Bengal.

15.8 USA

Special Abilities
I Want You! Once at war with a Major Power, infantry-class units cost -1
IPP in the next USA Production Phase.
Monroe Doctrine The “Monroe Doctrine” allows USA to attack Comintern units
that are bordering North or South American land zones
regardless of its own income level, movement restriction and
without declaring war. USA is also allowed to attack
Comintern-occupied land zones in North and South America.
Comintern violations of the “Monroe Doctrine” do not trigger
USA income increases.

If an Axis Major Power attacks a land zone in North or South


America, or has a Surface Ship ends its movement within 3 sea
zones of USA Home Country, USA considers it a declaration of
war. Sea zones a ected by this are depicted by a small
“Monroe” symbol on the map.
Operation Overlord Once per game, in January, 1943 or later, USA units and British
Commonwealth units may together amphibiously attack a
German-possessed land zone bordering an Atlantic Ocean
(A##) sea zone during the USA player’s Turn. Both nations may
use one another’s naval and air transports. Aircraft and airborne
assaulting units may participate in the attack. Eligible warships
may provide shore bombardment. The participating British
Commonwealth units may not have moved or been placed
during the British Commonwealth player's Turn. USA takes
possession of the captured land zone.
Contain Communism USA may, at any income level, send Lend-lease to KMT, if
USSR has sent Lend-lease to CCP during that Calendar Turn.
(Exception: When USSR uses its “International Red Aid” special
ability.)

USA may use FEC- or French-possessed facilities to deliver


this Lend-lease.

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Chapter 16 - Designer Notes

Realism vs. Playability:


Global War is not meant to be realistic. It is meant to be a fun, balanced game that takes
players back to the years before the Second World War to play their “alternate version” of the
war. As such, you will notice many elements of history that have been changed to be
ahistorical for the sake of improving playability.

Balance:
Balance is paramount for a game like Global War. Without proper balance, the game is not fun.
We have put a lot of emphasis into ne-tuning the balance of each component, improving the
whole game overall. Disregarding above average luck and players’ abilities, play-testing has
shown that each Alliance wins roughly ⅓ of the time.

Time is an important element. Early-to-mid game, the Axis should be overwhelmingly strong.
Mid-to-late game the balance will start to shift towards an Allies’ victory. Comintern, as the 3rd
alliance, is the joker in the mix. They have equal possibility to win as the other two alliances.
The new variable ending die roll ensures excitement to the very last minute and eliminates
late-game player gimmicks to earn victory points.

Longevity:
The changes that were made in version 4 help ensure Global War will continue to be fun to
play for many years to come. Testing has shown that players continue to evolve their
strategies even after playing dozens of games. As soon as a “winning strategy” emerges,
players will quickly be able to adapt with counter strategies.

Building a close-knit gaming group of dedicated people is the dream of many players.
Historical Board Gaming hopes that the many improvements that were made for version 4 will
grow the community of players and enable more people to realize this dream in the future.

Note Regarding Version 4.2:


For this iteration, we primarily looked at improving combat in cities and redesigned the
“Supply Path” concept.

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