Asia Aflame
Asia Aflame Rulebook
Table of Contents
Table of Contents
Introduction
Asia Aflame (AsA) is an expansion kit for World in Flames (WiF). All 5th edition World in Flames (WiF5) rules apply, except as explained here. The Gold rules have incorporated all the errata and some new rules.
This Asia Aflame booklet contains everything you need to know to set up the new Asian and Scandinavian maps and counters for your next game of WiF.
The reproduction notes that there are no known errata for AsA Gold 1994, and that the errata for AsA 1993 from the 1994/1995 World in Flames Annual (15 September 1995) has been integrated into the rules below. Its Optional Rules section (Section 3) is printed as optional, and the reproduction notes that no further optional rules come from the 1994/1995 Annual.
Whenever rounding is required, retain fractions until all halving is complete, and then round the remaining fraction to the nearest whole number (0.5 rounding up).
Editor's Note: AsA Gold 1994 vs AsA 1997. There are only some slight differences such as some factors that are different between the counter sheets and some counters removed like the AMPHIB and the Siam INF.
1. The Asian and Scandinavian Maps
You can add the Asian map to any WiF scenario. If you are playing a scenario that uses the Pacific map, you should set up the Asian map to the west of that map (where it mates exactly with the eastern half of India). If you are playing a scenario that only uses the European map, set up the Asian map to the east of that map.
To move from a hex or hexdot on the Asian map to one on the European map, you must go through a numbered or lettered hexside on the Asian map to a hex or hexdot on the European map with the same number or letter. You reverse the procedure to move from the European map to the Asian map.
Similarly, a unit on the European map can only attack, or be attacked by, a unit on the Asian map through a hexside which shares the same number or letter as its hex on the European map.
Zones of control extend from hexes on one map to hexes with the same number or letter on the other map.
The west edge of the Asian map has these numbers already printed. You will have to mark the hexes and hexdots on the eastern edge of the European map with the same numbers. Write a '1' in the bottom hex of Persia and, counting north, a '2' in the next hex, a '14' in the Baku hex, and so on, finishing with a '45' in the top half hex. You will also need to add an upper case 'A' in the hexdot in the Persian Gulf, a 'B' in the Kuwait hex, and a 'C' in the Basra hex. The 'A' hexdot in the Persian Gulf connects to the two Asian map all sea hexsides at the tip of the Persian Gulf. This is indicated on the Asian map.
To incorporate the Scandinavian map, you will have to mark the hexes and hexdots on the northern edge of the European map with the same letters as the hexsides on the Scandinavian map. Write a capital 'A' in the left-most northern hex of Norway, a 'B' in the next hex eastwards, and so on to a 'Z' in the first hex east of Karelia, an 'a' in the next hex east, and so on ending when you write a 'g' 5 hexes from the eastern edge of the map (the first forest hex east of the swamp). If Russia is successful with a limited war against Finland (WiF5 17.2.1), the Russian border advances only 1 hex into Finland on the Scandinavian map.
1.1 Scale
The Asian and Scandinavian maps use the same scale as the Pacific map. All the movement costs and supply ranges that apply on the Pacific map also apply here.
1.2 Sea Area Changes
The Arabian Sea on the Asian map replaces the Arabian Sea off-map box on the Pacific map.
The sea area to the southwest of the Asian map is the top of the Horn of Africa. These connections no longer exist:
- Red Sea and the Horn of Africa;
- Red Sea and Persian Gulf;
- Persian Gulf and the Horn of Africa;
- Bay of Bengal and the Seychelles; and
- Southern Ocean and the Cape of Good Hope.
The changes made by the Asian map display all except the last of these. For the last, you will have to draw a separate line connecting the Cape and the East African Coast.
The Central Indian Ocean no longer exists. Instead, the East Indian Ocean on the Pacific map connects directly to:
- the Southern Ocean off-map box; and
- the Arabian Sea.
The Arctic Ocean on the Scandinavian map replaces the Arctic Ocean on the European map.
If you have also acquired the Africa Aflame expansion kit, the African map reflects all of these changes and a few more. They take precedence over the changes listed here.
1.3 Land Sections
The Asian map replaces the Khurasan, Afghanistan, NW. Frontier Province, Urals, Siberia, Eastern Siberia, Northern India, and Western India land sections.
The Scandinavian map replaces the Norwegian, Finnish, and northern USSR off-map boxes (Murmansk & Archangel).
1.4 Teheran, Arabia, Kuwait, and Africa
The Teheran hex on the European map is no longer Teheran. It is now just a normal clear hex. The Teheran hex on the Asian map is the real Teheran.
There is no connection between the part of Arabia on the Asian map and that on the European map.
The Kuwait hex on the European map is no longer Kuwait. It is now an extra Iraqi hex. The Kuwait hex on the Asian map is the real Kuwait.
Italian Somaliland and British Somaliland (and the clear hex between them) connect to the Italian East Africa land section via a dotted grey line. They don't connect to any other land section.
1.5 Desert & Desert Mountains
In addition to the other restrictions on desert movement and supply, if an HQ traces supply through any desert hexes, it may only supply a number of land and aircraft units this impulse up to the HQ's reorganization value. You may supply one unit in one impulse and another in another, but you must specify at the start of the impulse which aircraft and land units are in supply.
This new terrain type has the movement and combat effects of mountains but the weather and supply effects of desert.
1.6 Reference Town
Some towns are represented in grey. These towns are not big enough to be cities. You can start or end a strategic move at reference towns but only one unit can start or end a strategic move in each reference town per impulse.
Reinforcements may not arrive at reference towns. Even if a country's capital is a reference town, an enemy unit still conquers it by controlling its capital (WiF5 14.).
You don't have to resolve a combat against a reference town on the Assault table. A reference town isn't a supply source. The other terrain in the hex determines stacking except for aircraft. 1 aircraft is allowed to stack in a reference town.
1.7 Railways
On the Asian and Scandinavian maps, you may only move strategically along the marked railways. The unit must start on a city, port, or reference town on a railway. It can then move along any number of controlled railway hexes to another city, port, or reference town. Once the unit enters India, or the European or Pacific map, you can continue its move through any controlled hexes in the normal way.
We have underlined 'India' with a track symbol to show that you should use the normal strategic movement rules within India (WiF5 10.7.3).
1.8 Factory Changes
The Asian map has moved the Omsk factory to Sverdlovsk and added a new factory at Novosibirsk. In Days of Decision, both these factories commence the game damaged (these factories were just being established at this time).
1.9 Resource Changes
The 6 Russian resources in Siberia are now spread across the Asian map. The 3 Swedish resources shown on the European map are no longer there. They are now shown on the Scandinavian map, in northern Sweden.
1.10 Victory Condition Hexes
There are some new victory condition hexes. This is intentional. The new victory condition hexes are Sverdlovsk, Delhi, and Aden.
1.11 Russian Factory Transportation
Russian factories can only be transported (WiF5 21.) to a city on the Asian map inside the USSR. No more than one factory can be transported to each city, although there could be an existing factory or a constructed factory there as well.
When you record which factory is transported on the Builds Chart provided, you will also have to record where it is going.
1.12 Swamp
On the Pacific map (and maps using its movement costs), swamp hexes cost 9 movement points for all land units. On the European map, swamp hexes cost 5 movement points for CAV and 9 for all other land units.
1.13 Strategic Movement
A unit which strategically moves from or to the Asia map counts as only 1 strategic move (it is still 2 moves to strategically move through Asia).
2. Counters
You can build these units in the usual way. The costs and times are marked on the back of the units. The divisional units that come with WiF5 are available from the start of each scenario (except DoD II where 1/3 of them are added to the force pool at the start of each year during 1937-39). ARM divisions count against Armor gearing limits, CAV divisions count against cavalry and the others count against Infantry gearing limits.
Alternatively, at the start of the Production Phase, you can break down a corps or army into divisions. Each corps or army breaks down into one division of the same type and one INF division. You can select any breakdown division from the force pool, but the total of their combat factors can't exceed half (rounding up) those of the corps or army you break down. SS corps break down into one equivalent SS division and one normal INF division. Otherwise, the normal breakdown rules apply (WiF5 11.6.1).
All divisions may reform into a corps or army. To do so, you must stack 2 divisions together not in an enemy ZOC, at the start of the production phase, 1 of which is an INF, and the other is the same unit type as the corps or army that is to be reformed. If there are no Corps of that type available, an INF corps or army may be reformed instead.
The Corps to be reformed is chosen from the force pool with less than double the combat factors of the combined factors of the 2 divisions. The divisions are then returned to the force pool and substituted by the chosen corps or army.
Example: The Germans have a 2-factor INF division and a 3-factor SS ARM division stacked together not in an enemy ZOC, at the start of the production phase. They may replace them with any German ARM or INF Corps that has 9 or less combat factors.
Divisions have the abilities and restrictions of their equivalent corps or armies (except for stacking and zone of control purposes).
ARM, INF, MTN & PARA divisions can't cross all sea hexsides unless they are straits hexsides.
ARM divisions count as only half an ARM unit for deciding who has the choice of combat table. The Commonwealth special ARM division can invade.
Only INF, MTN, MAR, the German armored parachute, and PARA divisions can be air transported.
All divisions and brigades are only worth 1 if attacked while face-down and out-of-supply.
The CW 51 St Airlanding division may paradrop, provided it paradrops to a target hex that contains a cooperating PARA unit that has already paradropped this impulse.
Editor's note: This is the only Airlanding Mountain counter in the game and has this special unit symbol.
2.1 Counter Explanation
The front page contains an explanation of all the new counters. Apart from the Siamese, you only need them for the optional rules.
All these counters may be built during National Effort (see WiF5 22.0). You don't have to build any of these units before adding Russian white print units to the force pools.
The only divisions that may be built after National Effort (see WiF5 22.0) has been declared, are INF and CAV divisions.
2.2 Siam
You can treat the Siamese unit like any other minor's units.
Editor's note: After AsA Gold 1994, the Siam counter was removed from the AfA/AsA 2007 counter sheet. I do not have a copy of the AfA/AsA 1997 rules, so I do not know the reason for this, but I speculate that this 1997 counter sheet is more historically accurate.
3. Optional Rules
3.1 Divisions
Do not set aside the 12 division units that come with WiF5. The divisions provided with Asia Aflame augment them.
You will need to sort the ARM, INF, MTN, MAR, and PARA divisions provided in Asia Aflame into separate force pools.
Russian White Print units may be added to the force pool (see WiF5 - 6.1) even if not all Russian divisions have yet been built.
The Hermann Goring Flying Panzer Circus is available from 1942. It may be air-transported after it has been built but may only paradrop from 1946 onwards.
Editor's note: After AsA Gold 1994, the Herman Goring Flying Circus counter was removed from the AsA 1997 counter sheet and was not part of the AfA/AsA 2007 counter sheet either. I do not have a copy of the AfA/AsA 1997 rules, so I do not know the reason for this.
3.1.1 Kampfgruppe (Battle Group) Division (optional)
When a Corps/Army is destroyed, replace it with an equivalent division if one is available. If an ARM, MAR, MTN, or PARA Corps/Army is destroyed and no Division of the correct type is available, an INF division may be substituted (if available). The substituted division is retreated 1 hex by the attacker, if possible (or 2 hexes on the European map if a Blitz result was achieved). If it is not possible, the unit is destroyed.
3.2 Artillery
We have provided three types of artillery unit; anti-tank (AT), anti-aircraft (AA), and field artillery (ART). They form three new force pools. The costs and times are marked on the back of the units. They count against "Artillery" gearing limits. This is a new gearing limit class.
Artillery should be split up into different force pools based on cost as well as type. Thus, the self-propelled artillery, rail gun, and tank destroyers will each have their own force pools.
You add artillery units to the force pools at the start of the year listed on the back of the counter.
AT and ART units are divided into towed and self-propelled types. Although self-propelled units have a symbol derived from the ARM symbol, they are not ARM units for any purposes except that they can make breakthrough moves (WiF5 10.7.6.10). If they make a breakthrough move, they do not allow INF units stacked with them to accompany them.
AA units only have towed varieties.
When a towed AT, AA or ART unit is the sole land unit in a hex or stacked only with other towed AT, towed ART, or AA units, its combat factor (before modification) is '1'.
Face down AT, AA, and ART units out of supply always have 1 combat factor (before modification).
AT, AA, and ART units can't invade and can't be air transported. They count as a division for naval transport purposes.
AT, AA, and ART units only have a zone of control in their own hex.
The Katyusha rocket artillery is considered a towed artillery for breakthrough purposes, and self-propelled for combat purposes.
Editor's note: Note the difference between the counter from Asia Aflame 1994 on the left and Asia Aflame 1997 on the right.
Artillery may be reorganized (see WiF5 - 10.7.7). Artillery may be lend-leased (see WiF5 - 11.6.2.6). Artillery may not be built after National Effort (see WiF5 - 22.0) has been declared.
3.2.1 Anti-Tank (AT)
If an AT unit has a combat factor circled in dark red, double its combat factors if it is attacking a stack containing an enemy ARM unit or is in a stack being attacked by an enemy ARM unit.
If an AT unit has a combat factor circled in light red, double its combat factors if it is in a stack being attacked by an enemy ARM unit.
Every defending AT unit counts as half an ARM for deciding who has the choice of combat table.
The AT bonus against ARM applies against ARM DIVs (and MECH & MECH DIVs in MiF) as well.
Heavy AA units double their combat factors against Strategic Bombardment missions.
You should add together the anti-aircraft values of all AA units in the stack before resolving anti-aircraft fire. If the mission is a Port Attack, you can also add the anti-aircraft values of any ships in the port. If the mission is a Strategic Bombardment, you can also add the intrinsic anti-aircraft value of the hex.
Anti-aircraft values are halved against night missions (Planes in Flames (PiF) 4.4).
After anti-aircraft dice are rolled, total the number of bombing factors that do not press the attack, as normal. If:
- a '6' was rolled; and
- the lowest Air-to-Air factor among the attacking bombers is less than the total obtained;
then that bomber and its pilot are destroyed. If the lowest-rated bomber is a CV, it is damaged instead. If several bombers have the same Air-to-Air factor, the owner chooses which is destroyed.
The bombing factor of the destroyed bomber is subtracted from the total and any further '6' results are resolved using the new total.
After all '6' results are finalized, asterisk results are resolved as aborts in the normal way (WiF5 10.5.8) except that it too must be a bomber with the lowest remaining Air-to-Air factor and its bombing factors are also subtracted from the total. A roll of '6' is not an abort result if it has already caused a destruction result.
After you have implemented all abort results, subtract any remaining bombing factors not pressing the attack as normal.
One AA unit (chosen randomly if more than one) is destroyed if an asterisk ("*") result is achieved on the Strategic Bombardment against their hex or land section.
Example: Two German heavy AA units (3 and 4 combat value) are based in Dusseldorf. Franklin flies a daytime Strategic Bombardment mission against Dusseldorf with 6 B-17 "Flying Fortresses". Adolf foolishly doesn't intercept with a FTR relying on his heavy flak barrage. He consults the Naval Combat Chart and cross-indexes 16 Anti-Aircraft factors ((2 x 7)+2 intrinsic) against 6 aircraft, which gives him 2 dice on the 2 table. He exultantly rolls two '6's, which will destroy the weakest B-17s if it has 4 or less air-to-air value. Unfortunately, the B-17B is involved, which is destroyed (along with the pilot) and its 3 strategic bombardment factors are subtracted from the total result (4) leaving 1 point unimplemented. The US player must abort the second-weakest B-17 (in terms of air-to-air) to satisfy the second abort result, but this aircraft is not destroyed as its air-to-air value of 5 is greater than the remaining result to be implemented.
Grimly, Franklin bombs Dusseldorf. His 4 remaining B-17s total 27 Strategic Bombardment factors left to attack Dusseldorf. He rolls a '4', increasing to '5' (because no German aircraft intercepted the bombers). Five German build points are lost and one of the Dusseldorf factories is destroyed (WiF5 24.5) along with the AA unit. Adolf is left to ponder his costly decision not to intercept the Fortresses.
AA units have combat factors circled in light or dark red. These have the same effects as they do on AT units.
Every defending AA unit counts as half an ARM for deciding who has the choice of combat table.
Editor's Note: The two different 'AA' symbols represent Light Anti-Aircraft and Anti-Aircraft. They have no meaning in the game rules.
3.2.2 Anti-Aircraft (AA)
Discard any anti-aircraft units you have from the first edition of Planes in Flames. These replace them.
Along with the new AA units, each factory and oil resource have an intrinsic anti-aircraft value of 1. It can fire at enemy aircraft flying Strategic Bombardment missions directed against it as if those aircraft were suffering naval anti-aircraft fire (WiF5 10.5.8).
An AA unit can direct anti-aircraft fire against any air mission against its hex before you resolve the mission as if the bombers were suffering naval anti-aircraft fire equal to the combat value of the AA unit (WiF5 10.5.8).
3.2.3 Field Artillery Units (ART)
The German railway ART is a towed ART unit.
Editor's note: Note the difference between the counter from Asia Aflame 1994 on the left and Asia Aflame 1997 on the right.
An ART unit has its combat factors circled in grey. Instead of using them in the normal way, an ART unit can use them to bombard. An artillery unit bombards if:
- it launches a ground strike against an adjacent hex during a friendly Ground Strike Phase (WiF5 10.7.1). It is successful if it rolls a die less than or equal to half its combat factors; or
- it adds its factors into a combat against an adjacent hex as offensive or defensive ground support (WiF5 10.7.6.4).
Subject to terrain.
An ART unit can't use its combat factors in bombardment if its own stack is under attack. If you use an ART unit's combat factors in bombardment:
- you don't modify them because of who the unit's stacked with or due to weather;
- you must turn it face down after the combat; and
- it cannot advance after combat. Field Artillery may bombard across all-sea, fortification, or straits hexsides and their factors are not halved or thirded if they do so. They may not bombard across alpine hexsides.
Field Artillery are not halved bombarding across rivers. They are halved if they actually participate in the land combat (see WiF5 10.7.6.1) against the target hex.
3.3 Ski Troops
Ski troop units form a new force pool. You can build them in the usual way. The costs and times are marked on the back of the units. They count against Infantry gearing limits.
Ski troops only have a zone of control in their own hex. They don't have to stop moving if they enter an enemy zone of control in Winter and Severe winter. They may trace supply through enemy ZOCs but not through hexes occupied by enemy land units.
Ski troops treat Arctic zone and Arctic Circle zone swamp and forest hexes as clear for movement purposes during Winter and Severe Winter.
3.4 Stacking
Ignore the present land unit stacking limit. Instead, you can stack any three land units together so long as no more than two of them are corps or armies.
3.5 Frogmen and Minisubs
Treat the Italian frogmen and Japanese and Commonwealth minisub units as the same unit type for all purposes. We'll call them frogmen. Frogmen form a new force pool. You can build them in the usual way. The costs and times are marked on the back of the units. They count against Ship gearing limits.
Editor's note: Note the difference between the counter from Asia Aflame 1994 on the left and Asia Aflame 1997 on the right.
You can strategically move frogmen like a land unit. They can instead make a naval move so long as it is into an enemy port. If you move them in either of these ways, you must turn them face-down after the move.
A Minisub/Frogman may be transported by a TRS or an ATR, provided the Minisub/Frogman is the sole unit being transported by the TRS or ATR.
Frogmen can be intercepted when they enter a sea area but don't permit interdiction (WiF5 10.5.4). If they are intercepted, they count as a LS for naval combat and must abort along with other friendly surface naval units if you decide to abort. If they are in port, they can be affected by a port attack (again counting as a LS). They must rebase if the port becomes enemy-controlled.
Each damaged Minisub/Frogman costs 2 BPs and takes 2 turns to repair.
Frogmen's special ability is to attack enemy naval units in a port they have entered. Roll a die. If it is greater than the frogmen's attack factors (in the blue circle), the frogmen unit is destroyed. If the roll is less than or equal to their attack factors, you roll one die on the surface naval combat table equal to the unit's attack factors (e.g. a frogmen unit with 4 attack factors rolls one die on the 4-surface table).
After it completes its attack, the frogmen unit must return to base to a friendly controlled port and then be turned face-down.
3.6 Amphibious Units
Amphibious units (AMPH) form a new force pool. You can build them in the usual way. The costs and times are marked on the back of the units. They count against Ship gearing limits.
AMPHs are much like TRS units. However, you can't convert them to CONVs or use them to transport ARM, aircraft, AA, AT, or ART units (or resources - Africa Aflame 3.7). MAR and divisions can still invade from TRS units, but other land units can only invade from AMPHs.
Amphs are subject to TRS loss conversion (WiF5 24.1) as if they are a TRS.
Your TRS units can no longer pick up a corps or army-sized unit from a coastal hex (WiF5 10.5.3) unless that hex is a port or contains an HQ (including the unit being picked up). You can no longer land a corps or army-sized unit from a TRS into a friendly coastal hex (WiF5 10.7.4.4) unless the unit is an HQ or the hex is a port, or contains an HQ. MAR, Infantry divisions, and units loading on or from AMPHs are not subject to these restrictions.
A combat result on an AMPH has the same effect as a TRS (see WiF5 10.5.9). If combat results require the loss of only some of the TRS and/or AMPHs involved, the affected TRS or AMPH (and its cargo, if any) are chosen randomly.
Damaged AMPHs cost 3 BPs and take 2 turns to repair.
Editor's Note: Images are from AsA Gold 1994.
Editor's note: After AsA Gold 1994, the AMPH counters were removed from the AsA 1997 counter sheet and were not part of the AsA 2007 counter sheet either. I do not have a copy of the AfA/AsA 1997 rules, so I speculate this was done to be more historically accurate. Images are from SiF 1997.
3.7 Queen Elizabeth/Queen Mary
This unit represents two converted passenger liners that were famous for their speed. You use it like a faster-than-usual TRS.
Although it is a TRS, it goes into a separate force pool. You'll notice (on the back of the unit) that it costs more and takes longer to build than a normal TRS. This unit is in addition to the TRS that starts each scenario. It can only transport MAR, INF, MTN, PARA, MIL, Territorials (from Africa in Flames) and their equivalent divisions. It may not transport resources (i.e. convert to a CONV).
A combat result on the Queen Mary/Queen Elizabeth has the same effect as a TRS (see WiF5 10.5.9). If combat results require the loss of only some of the TRS and/or Queen Mary/Queen Elizabeth involved, the affected unit (and its cargo, if any) are chosen randomly. When damaged, the Queen Mary/Queen Elizabeth costs 5 BPs and takes 2 turns to repair.
Editor's note: Note the difference between the counter from Asia Aflame 1994 on the left and Ships in Flames 1997 on the right.
Editor's note: After AsA Gold 1994, the Queens counter was removed from the AsA 1997 counter sheet and was not part of the AsA 2007 counter sheet either. I do not have a copy of the AfA/AsA 1997 rules, so I do not know the reason for this.
3.8 Impulse by Impulse Weather
You no longer roll for weather during the Weather Segment. Instead, the first side in the impulse rolls at the start of its Action Phase (immediately before the Declaration of War Phase).
The result determines the weather for your impulse and the second side's subsequent impulse. An asterisk result affects the next weather roll, whether it's in the same turn or the next.
After the second side's impulse, you should advance the Impulse Marker the number of spaces dictated by the current weather. Therefore, it could advance at different rates throughout the turn.
This rule requires a handling of the China attack limits that is totally different to the standard rule (WiF5 8.2.7). Instead of restricting the number of attacks, attack limits restrict the number of units that can fight. You count 1 against this limit for each:
- land unit which attacks;
- HQ which provides HQ support;
- ART unit which uses its combat factors as tactical factors;
- aircraft or CV which flies, escorts, or intercepts a mission; and
- Naval unit that provides shore bombardment.
Units that overrun an enemy unit, and units that defend against an attack, also don't count against the limits.
The limits still only count for Chinese attacks on Japanese units and hexes and vice versa.
You accrue your attacking unit allowance impulse by impulse. At the start of your impulse, add the figure determined by the weather roll for the current pair of impulses to your current accrued allowance. If the impulse ends after the first side's impulse, the second side would not increase its limit.
Instead of using the limits on the current Weather Chart, look up the weather in the Sub-Tropical, the North-Monsoon, and Temperate zones and check against the following chart.
Japan/China Attack Limits
| Weather | Japan | China |
|---|---|---|
| 3 Clear | 3 | 2 |
| 2 Clear & Winter | 2 | 2 |
| 2 Clear & Mud | 2 | 1 |
| 2 Clear & (SW &/or Monsoon) | 1 | 0 |
| 1 Clear & 2 of (Mud &/or Winter) | 1 | 0 |
| All other weather | 0 | 0 |
Record your attacking unit allowance on the Sino-Japanese Attack Limits Track at the top of the Asian map. You should use Chinese and Japanese control markers for this. This accumulated allowance carries over from turn to turn. At the end of each of its impulses, Japan can only have an accumulation of 10 or less. It could have more at the start of the impulse after it adds the current impulse's allowance. At the end of its impulse, China can only have an accumulation of 5 or less.
Example: It is a Jan/Feb game turn. The Japanese moved first and rolled a '5' for the first impulse's weather. This is SW in the Temperate, Mud in the Sub-Tropical, and Clear in the North Monsoon. Consulting the above table, neither the Japanese nor Chinese receive any addition to their attack limit in their first impulse. In the second impulse, the Japanese roll a '3' modified down to a '2'. 2 clear & winter weather in the 3 zones means Japan adds 2 to its attack limits. The Japanese end the turn at the end of their second impulse, so the Chinese do not get to add to their attack limits.
After Japan launches a major assault, China and Japan each accrue twice the printed number per impulse. In addition, China, like Japan, can then accumulate an allowance of 10 at the end of its impulse. Japan launches a major assault if it attacks with more units than its limit would allow. The Japanese can only launch 1 major assault against the Chinese.
3.9 Wilder Weather
Use rule 3.8 but roll at the start of each side's impulse instead of once per pair of impulses. Instead of the end of turn marker moving 1, 3, or 5 spaces after each 2nd side's actions, it now increases by 1, 2, or 3 respectively after each side's actions.
3.10 Destroyer Transport
Each LS may transport 1 INF, MAR, PARA or MTN division in the same fashion and with the same restrictions of a TRS (WiF5 10.5.3). The LS is turned face-down to indicate that it may not perform any other actions this turn.
3.11 Modified Invasion Rules
Units can now invade from the 1, 2 or 3 section of the sea box.
Each MAR unit's combat factors are not modified when invading. The total of non-MAR combat factors that invade are divided by 2.
Each hex or land section has a notional land unit worth 1 combat factor when invading or paradropping.
Subtract 1 intrinsic factor to the notional unit if it is: (a) being invaded in a surprise impulse or (b) out of supply.
Add 1 intrinsic factor to the notional unit if it is: (a) in an unconquered home nation hex; (b) in a city; or (c) not stacked with an actual land unit but is in a hex adjacent to a friendly non-territorial (see Africa Aflame) corps or army, and the hexside between is not impassable to land units.
Finally, add 1 intrinsic factor to the notional unit for each section below the 3-section of the sea-box, that each invading land unit is invading from.
All these modifications are cumulative. The modified notional unit can never be worth less than 0 intrinsic factors.
Notional units are added to the combat factors of any actual land unit in the hex or land section.
The total combat factors are then modified by terrain and weather.
Provided no land unit is in the hex or land section, notional units may now be subject to ground strike as if they were a real unit. The effect only applies the impulse of being ground-struck, however.
If a unit invades against a modified total of 0 defensive factors, then the invasion is automatically successful (infinity to 1 odds).
Example: Japan declares war on the Commonwealth and attempts to invade the mountain hex NE of Port Moresby with a 4-factor MAR from the 1-section and a 5-factor INF from the 2-section of the Bismark sea-box. There is only the CW notional unit defending, but Port Moresby is occupied by a CW INF.
The notional unit is usually worth 1, but 1 is added due to the adjacent CW corps, 2 is added for one land unit invading from the 1-section and 1 is added for one land unit invading from the 2-section. 1 is subtracted due to surprise. This total of 4 is then doubled to 8 due to the mountain. Tojo divides the invading INF by 2. Japan's combat factors total 6.5 (2.5+4). Tojo adds 6.5 shore bombardment and 6.5 tactical factors to total 19.5 combat factors (rounding to 20). This results in the final odds being 2:1 (20:8). Tojo rues the fact that he did not invade from a closer port, allowing an invasion from a higher section of the sea-box (if they had all invaded from the 3-section, the odds would have been 10:1).
If an invasion is successful, the remaining invading units are placed in the invaded hex or land section. If the terrain of this hex is not desert or clear, the invading land units are turned face down regardless of the combat result, unless the invasion was automatically successful (see above).
Each Japanese and German LS can invade with INF, MAR, PARA, or MTN divisions provided the LS is in the "3" sea-box section of the sea area. The LS is turned face-down to indicate that it may not perform any other actions this turn.
3.12 TRS Supply
During the Air Supply Phase (WiF5 10.7.8), an unused TRS (i.e. one not having transported or supplied any units this turn) in a sea-area can reorganize one (non-HQ) land unit anywhere on the coast adjacent to that sea area or anywhere within supply range of a port in that sea area (counting the port as the first hex of the supply chain). Put a 'TRS Used' marker on the TRS after it does this to indicate it has been used.
3.13 Naval Ground Strike
Instead of a surface naval unit using its shore bombardment factors in the normal way, it can launch a ground strike during a friendly Ground Strike Phase against a coastal hex adjacent to its sea area (WiF5 10.7.1).
You roll one die for each face-up enemy land and aircraft unit in the hex. If you roll less than or equal to half the naval unit's shore bombardment factors (then modified by the sea-box section occupied by the naval unit - WiF5 10.7.6.3), you turn the enemy unit face-down.
If you use shore bombardment factors for a ground strike:
- you further modify them because of weather or terrain as if it were an aircraft ground strike (WiF5 10.7.1), and
- you must turn the naval unit face-down after the ground strike.
3.14 Wild Combat Results
Instead of rolling one die on the Land Combat Results Table, each player rolls one die modifying it as necessary. The attacker's roll determines which right-hand result you apply to the defender. The defender's roll determines which left-hand result you apply to the attacker.
The results are implemented normally with the following changes. If either side rolls an asterisk ("*") result, then the attacker is not turned face-down provided the attacker suffers no loss in the attack.
Example: The Germans launch a land attack against the French at 3:1 +/- on the assault table. The German player rolls first and rolls a 5 modified to 6, a '2S' result. Sacre Bleu! Both defenders are destroyed and a shatter result. Now the French roll a 1, modified to a 2 is rolled, a '2' result destroying 2 German units, and, as the German suffered some losses, the remaining German attackers are turned face-down.*
3.15 Fractional Odds
If the odds are not exact, instead of rounding down to the nearest, round it down to the nearest sixth. For example, 16 factors to 3 comes to odds of 5 and two sixths to one.
Roll another die. If it is less than or equal to the number of extra sixths, increase the odds level by one. In the example, you would roll a further die and, if it were a '1' or a '2', the odds level would increase to 6:1. On a roll of 3-6, the odds would remain at 5:1.
Instead of using a six-sided die, you could calculate odds to the nearest tenth and roll a 10-sided die to see if the odds shift. A '0' on a ten-sided die is a '10'.
4. Setting Up
First, choose which scenario or campaign you wish to play (see WiF5 26-28) and which maps, counters, and optional rules you intend to play with.
4.1 Maps
Lay out the 2 maps (back-folding if necessary) in any position convenient to you.
Obviously (I would hope), you can only play with the Scandinavian map when also playing a game using the European map.
You may use the Asian map with both the European and Pacific maps. If playing one of the single-map European games (WiF5 26.2 & WiF5 27.4), India & China on the Asian map are out-of-bounds (i.e. prohibited hexes).
4.2 Counters
4.2.1 Introduction
Cut out the counters (using a sharp knife will produce the cleanest edges). All units with an availability date (on the back of the counter) of a future year (compared to the start date of the scenario) are placed to one side. These are only available at the start of that year. The remaining units are placed into force pools and are available to be built from the start of this scenario.
4.2.2 Amphs, Minisubs, Frogmen, & Artillery
All Artillery with a date on the back that is of a year prior to the year that the scenario commences, are placed on the map.
All available Amphs, Minisubs, & Frogmen may be placed on the map, or the Production Spiral provided an equivalent (or greater) amount of build points of TRS, CONV, or LS specified to be set up in the same location on the map or the Production Spiral is instead placed in the force pool, construction pool or repair pool (and provided they could have been built in time).
These new units are built randomly and then set up in the same hex or land section as one of the units they substituted.
Example: Winnie is setting up the CW for the Lebensraum Campaign game (WiF5 28.3). Instead of setting up 2 of his LSs on the map, he places 1 in the force pool and the other in the Repair pool (a total loss of 10 build points). He randomly substitutes these for 1 (the 1937) Amph which he places on the map & 1 minisub which he places on the Sep/Oct segment (the earliest that it could possibly arrive on the map).
In addition to any substitution, Japan begins all scenarios with 1 additional AMPH.
Editor's note: After AsA Gold 1994, the AMPH counters were removed from the AsA 1997 counter sheet and were not part of the AsA 2007 counter sheet either. I do not have a copy of the AfA/AsA 1997 rules, so I speculate this was done to be more historically accurate.
4.2.3 Queen Mary/Queen Elizabeth
The CW Queen Mary/Queen Elizabeth starts all scenarios that use the European map, on that map.
Editor's note: After AsA Gold 1994, the Queen counter was removed from the AsA 1997 counter sheet and was not part of the AsA 2007 counter sheet either. I do not have a copy of the AfA/AsA 1997 rules, so I do not know the reason for this.
4.2.4 Divisions
Where a Japanese, US, or CW INF division is specified in the WiF scenario to be set up, one of their WiF5 Divisions is set up instead. All Major Powers may set up their remaining available divisions by breaking down corps or armies (rule 3.1) during set-up, returning the corps or armies to their force pool.
5. Player's Notes
Asia Aflame provides many new options in World in Flames. The kit provides three interrelated components, the maps, the counters, and the optional rules. I will discuss each of them in turn.
The Map of Asia offers some exciting possibilities for the Axis and some dangerous threats for the Allies (particularly the Russian player).
From the Russian perspective, you gain an extra factory when you play with the Asian map. This makes it very tempting to build another factory as early as possible (if playing factory construction), to bring your total to 19.
If you are playing Days of Decision, you should repair your Asian factories as soon as possible. In this way, you will increase from a production total of 4 to 4.5 (rounded to 5) which will have an exponential effect later on in the game.
Your greatest concern is now Persia. If your hopeless Commonwealth ally loses the Suez Canal, then an end run by Germany south of the Caspian becomes a viable possibility and a potential nightmare for you.
You have 2 options. Attack Persia before a German invasion or go to their aid after a German attack. Although going in early may appear the better option, it hurts US entry and usually commits you to a 10+ unit defense of Persia which can seriously weaken your defense on the main front in front of Moscow and Stalingrad.
I prefer to wait, especially if Suez can hold out a bit. As the Germans cannot occupy Persia without allowing you to declare war on them, they will wait until they are ready to go to war. As soon as they do, declare war on them. Then your mountain units west of Ashqabad can reach Teheran well before the German panzers.
With just a few units holding out here and some more blocking units in the South Caucasus, you will force Adolf to split his forces leaving him too weak to be decisive anywhere. If he does not split up his forces, you can counter-attack with whichever of your army groups is currently unmolested, possibly cutting the Panzers supply line.
Note also that the hex south of Teheran can only be attacked from hex '7' on the European map. Thus, only one unit is needed in this hex to defend it adequately. This also applies to hex '3'. No matter how you look at it, the best defense of Persia is on the Asian map.
Your second area of concern is Japan. If your other hopeless ally, China lets the Japanese player through to Urumchi, it is only a short hop into the heart of your empire. If you can get away with minor losses, a successful pre-emptive war against Japan in 1940 (forcing the non-aggression pact) may well be your best security policy. Either that or demand a major effort against the Japanese with the US and CW forces if your Japanese opponent becomes too aggressive. It is amazing how Sherman tanks in Tokyo tend to slow down the Japanese drive.
For the Axis, the Asia map not only provides you with the above opportunities. The conquest of Suez gives a combined Italo-German army the opportunity to launch invasions of India. This should stop the Allies going for a Japan-first strategy. From India, there is all the Pacific to be converted into the Italian co-prosperity sphere (or POI - Pacifica Orientale Italia).
The Scandinavian map provides opportunities for both sides to exploit. Unless you are willing to commit an HQ up here, you will only be in supply around Petsamo and Murmansk.
Of course, lack of supply need not mean a lack of offensive spirit. This could be the perfect terrain for your ski units. They can easily negotiate rough terrain during winter, cutting off enemy units and resources, while being invulnerable to your enemy (provided they too are out of supply).
The Scandinavian map will require both Germany and Russia to commit more corps than they would like. Unfortunately, you have little option. If you don't fight them here, you will just have to fight them somewhere else.
For the Commonwealth, Northern Norway presents the perfect opportunity to ensure Hitler really does "miss the bus". An attack on Norway (regardless of whether or not it has been conquered by the Axis) usually forces the German player to pick combined moves to reinforce their garrison there. This can save the Russians if the Germans are thus forced to slow their invasion.
A successful invasion of Norway offers 3 additional strategic options. Attack Finland, thus taking the burden off the Russian right flank; attack Sweden, occupying their resources, adding them to your war effort and taking them off the Axis; or invade Denmark, giving your fleet access to the Baltic. All these options should severely test the Axis will and could lead to their quick collapse.
The new counters will require new solutions to old problems while providing greater opportunities.
The divisions allow you to cut down your losses (taking a division instead of a corps as losses) while also providing flexibility in their deployment (marines crossing all-sea hexsides, mountain divisions defending mountains, etc.). You should break down your INF corps whenever possible, and employ your other divisions as required.
The Anti-tank and anti-aircraft units require more thought as they substantially alter the air-land battle rules. Armor is critical in choosing which combat will be chosen, but anti-tank and anti-aircraft units can turn the armor into rubble. Of course, using your precious AA at the front can leave your factories and oil resources vulnerable.
Your artillery can rip fronts right open by a surgical ground strike. Unfortunately, this turns them face-down leaving that hex vulnerable to a counterattack. Whenever possible, keep your artillery in a hex which can only be attacked from one enemy hex, and always keep them stacked with 1 or 2 corps or armies. As artillery are also very slow, they are virtually useless in fluid combat situations such as Russia in the summer of '41 (or '42 if you are slow like me).
A lack of Amphs will severely hamstring any thoughts you have about invading the enemy. Japan, the US, and the CW should build as many as possible. Germany and Italy are also going to need a few if they intend to invade the United Kingdom. Always keep them well escorted as they will become a prime target of enemy aircraft, ships, and subs.
Frogmen and Minisubs are more likely to be a nuisance than a major danger. However, they do tend to force you to raid with your navy earlier in a turn (as your ships are safe from frogmen while out of port), but this may lead to even greater loss by enemy aircraft or ships.
Your best defense is the commitment of a small surface fleet to patrol the sea area adjacent to any ports containing major surface units. If you intercept the frogmen, you can sink them without committing the bulk of your navy.
Most of the optional rules are self-explanatory. One of the more intriguing is the new Chinese Limits Table. This makes it harder for the Japanese to launch overwhelming odds. Furthermore, you have to decide whether to commit a division to an attack, as it uses up an attack limit just like your most elite corps.
Generally, I believe it is in the Japanese interests to launch fewer higher-odds attacks rather than many lower ones. The Chinese have to be even more careful but can launch the odd counterattack now that they have divisions too.
The new invasion rules allow you to launch invasions from as far as 3 areas away but at a cost in combat factors. An Infantry unit must have at least 4 factors to invade from the '2' box.
Of course, this does not matter if you invade a non-city hex that is either out of supply or during a surprise impulse, as the intrinsic defender will have '0' combat factors and your invasion (if allowed) is automatically successful. This can be particularly helpful on the impulse the Japanese declare war on the USA, allowing multiple invasions against no defenders.
Well, that's all for now. Get out there and find a few more strategies. Good luck and good gaming.
6. Designer's Notes
Asia Aflame is an attempt to balance World in Flames and to give you something to think about besides the beautiful aircraft in Planes in Flames.
The prompt for the new maps was the frustration at the limitations imposed by the off-map boxes. They tended to become brick walls rather than a defense line. Now you may have to defend the Urals, not a box, a far trickier proposition. The extra factory is provided to Russia due to her rapid industrialization just before and during the war.
The divisions were included to give all major powers the benefits of these nifty little units. Most divisions cannot now cross all-sea hexsides, as only the MAR divisions have the intrinsic local transport capability.
The other divisions were added to reflect the capabilities of the corps and army units at division level as well.
The artillery was added to provide more decision-making in your land unit builds and deployment. The early artillery is fairly ineffective, but later can begin to dominate a battlefield, especially if you are facing a technically inferior opponent.
The naval units included with this kit round out the naval units provided with World in Flames. The Amphibs are provided to impose a few more restraints on the number of invasions possible and to force you to be very careful about the deployment of these critical units.
The new optional rules have been provided to give your games a few new wrinkles. I recommend you try them all, even if you decide not to play with them all the time.
The Chinese attack limits changes should slow down any drive by the Japanese. The number of Japanese units that may attack the Chinese each impulse has been reduced by approximately 30%. Furthermore, the inclusion of Chinese divisions gives them a greater ability to absorb punishment.
The impulse-by-impulse weather was included to cut down on critical luck. The weather has always been one of the most critical factors in the game. Now, weather luck is virtually eliminated.
The new invasion rules finally allow you to launch the historic Torch landings in North Africa from the USA. TRS supply gives naval transports a similar reorganization ability to air transports.
Well, that's it! Drop us a line about this kit. Tell us the parts you like, the parts you don't, and why.