John Prados' Third Reich
John Prados' Third Reich Rulebook
Table of Contents
Table of Contents
- 1.0 Introduction
- 2.0 Components
- 3.0 Sequence of Play
- 4.0 Impulses and Front Headquarters (HQs)
- 5.0 Alliances and War.
- 6.0 Naval Operations
- 7.0 Strategic Redeployment (SR).
- 8.0 Land Movement
- 9.0 Ground Combat
- 10.0 Sealift
- 11.0 Air Operations
- 12.0 Supply
- 13.0 Special Rules
- 14.0 Basic Resource Points (BRPs)
- 15.0 Building and Repairing Units.
- 16.0 Diplomacy
- 17.0 Territory
- 18.0 Britain
- 19.0 France
- 20.0 Italy
- 21.0 Germany
- 22.0 The USSR
- 23.0 The United States
- 24.0 Japan
- 25.0 China
- 26.0 Minor Countries
- 27.0 Victory
- 28.0 Optional Rules
- 29.0 New Minor Countries.
- Political Marker Explanations
1.0 Introduction
Great Pacific War (GPW) is a game based on the WWII in the Pacific and Asia. Two to four players command the military, economic and political might of their nations.
Third Reich (JP3R) is a separate game based on the WWII in Europe. Two to five players command their nations.
Second World War (SWW) is a rule set combining the two games in a massive recreation of the entire war for two to six players.
Each rules section is numbered, and paragraphs within each section that discuss important concepts have a second number, like this: 2.2. Subsections have numbers like this: 2.24. When rules refer to a related paragraph, they include that paragraph’s number parenthetically, like this: (2.2), to help find that rule for reference.
1.1 Number of Players.
Each player controls one or more Major Powers, depending on how many players are in the game:
Six Players (SWW only)
- Germany
- Italy
- France, United States
- USSR
- Britain
- Japan
Five Players (SWW)
- Germany
- France, United States
- USSR
- Britain
- Japan & Italy
Five Players (JP3R)
- Germany
- France, United States
- USSR
- Britain
- Italy
Four Players (SWW)
- Germany
- Britain, France, United States
- USSR
- Japan and Italy
Four Players (GPW)
- Japan
- United States
- Britain
- USSR
Four Players (JP3R)
- Germany
- Britain, France, United States
- USSR
- Italy
Three Players (SWW)
- Germany, Italy, Japan
- Britain, France, United States
- USSR
Three Players (GPW)
- Japan
- United States
- Britain, USSR
Three Players (JP3R)
- Germany, Italy
- Britain, France, United States
- USSR Two Players (SWW)
- Germany, Italy, Japan
- Britain, France, United States, USSR
Two Players (GPW)
- Japan
- United States, Britain, USSR
Two Players (JP3R)
- Germany, Italy
- Britain, France United States, USSR
Players can choose sides, or put a piece from a nation on each side in a cup and draw them randomly.
1.2 Definitions
Abbreviations: In all rules sections, JP3R is abbreviated TR, GPW is GPW, and SWW is SWW.
Active: All units activated by the chit that began the current impulse, and all players owning those units (3.71).
BRP (Basic Resource Point): A measure of a nation’s capability to make war: its manpower, agricultural output and industrial resources. BRPs are the currency of JP3R, GPW and SWW (14.0).
Coastal Hex: A hex which contains both land and water in a sea zone (not a lake, or an inland river).
Colony: A territory outside a major power’s printed border that begins the game under that major power’s control. For example, Syria is a colony of France. Each colony has the major power controlling it at the start of the game indicated on the map.
Combat Strength: A ground unit's strength when attacking or defending; higher numbers are better. The first number (left of the dot) at the bottom of a ground unit piece is its combat strength.
Control: Each hex is controlled by the player who last had a unit in it. At the start of the game, each nation controls all hexes inside its printed borders and those of its colonies, unless scenario instructions say otherwise. When a nation surrenders (26.2), all hexes it controls at that time immediately become controlled by the conquering nation (the conqueror need not move units through all such hexes to control them). This does not apply to colonies and minor countries conquered by the surrendering nation. Colonies must be conquered separately from their owning nations (17.8). Minor countries previously conquered by the surrendering Major Power become neutral nations (26.36).
Elimination: When an air or naval unit has one or more of its factors eliminated, replace it with another piece of the same type and nationality showing a lower strength. For example, if a 5-4 TAC unit takes two hits, replace it with a 3-4 TAC unit. If all of an air or naval unit's factors are eliminated, or if a ground unit is eliminated (9.31), place it in the owning player’s force pool (exception: 12.33).
Enemy: All hexes and pieces belonging to countries at war with a given nation. If France and Germany are at war, all things German are enemy to all things French.
Factor: A measure of air or naval strength. The number on each naval piece indicates how many naval factors it represents. The number in the lower left corner of each air piece indicates how many air factors it represents. Players may make change freely with air and naval pieces, breaking them into two or more pieces of lower strength or combining them into pieces of higher strength. All such pieces must be of the same nationality and type and add up to the same value as the original one(s). Example: A 5-4 TAC may split into two 2-4 TAC pieces and a 1-4, or five 1-4’s, etc. Place all pieces in the same hex as the original one(s).
Force Pool: Units the owing player can build at the start of the game, receive through political marker play (see Political Marker Explanations), or rebuild after elimination. Put force pool units in the owning nation’s force pool box on its national display card.
Friendly: All units, pieces and territories belonging to the same player. So, all German units are friendly to each other, whether they actually like each other or not.
Ground Unit: An infantry (INF), cavalry (CAV), armor (ARM), parachute (PARA), garrison (GAR), marine (MAR) or headquarters (HQ) unit. Every ground unit has a combat strength and a movement allowance (though it may be zero), and has one or two sides.
Inactive: All units which are not active in the current impulse, and all players owning those units (3.71).
Major Power (Majors): The main countries controlled by players (1.1).
Minor Countries (Minors): All nations that are not Major Powers.
Movement Allowance: The maximum number of movement points (MPs) active ground units may spend to move by land during impulses (8.0). The second number (after the dot) at the bottom of a ground unit piece is its movement allowance. Active ARM and CAV units get extra MPs during exploitation movement–this is separate from their normal movement allowance (9.61).
Objectives: The 42 red cities and red capital cities on the Europe map and the 28 red cities and red capital cities on the Pacific map are all objectives. There are also four limited objectives (27.5) on the Europe map and one on the Pacific map that becomes available through the Invade America chit. Controlling a certain number of objectives at the end of the game is a major key to victory in most scenarios.
Order of Play: When some or all nations perform the same action in the same segment, the one with the lowest number of BRPs currently in its stockpile goes first, followed by the one with the second-lowest stockpile, etc. (14.1) Thus, if Finland is at war and has the lowest BRP stockpile in the Strategic Redeployment segment, it redeploys units first (7.0). In case of a tie, the nation with the lowest BRP base in the current year’s Spring Production Segment goes first (14.2). Roll dice to break ties.
Range: For air units (including CVs), range is the number of hexes the unit may fly to strike a target (11.21). For naval units (also including CVs), range is the number of sea zones the unit may move to reach a different port, transport other units (10.1), or assist with an amphibious landing or assault (10.2). All air unit pieces except CVs have their ranges printed in the lower right corner. All CVs have an air range of 2 (13.2).
Reduced: Many game functions call for ground units to be reduced . To reduce a ground unit, flip it to its lower-strength side. If there is no weaker side or it is already on its weaker side, eliminate it (9.31).
Zone of Control (ZOC): This represents an armored unit's (ARM) influence into the surrounding hexes (8.5).
2.0 Components
GPW contains two sheets of playing pieces, three maps, these rules, two scenario books, a folder describing the political markers and many charts and tables.
JP3R contains two sheets of playing pieces, one three-piece map (eight pieces with Deluxe Map version), these rules, one scenario book, one folder describing the political markers, and many charts and tables.
RUMORS OF WAR contains one sheet of playing pieces, one map and rulebook with variants, rules, scenarios and strategy articles.
PLAYER’S GUIDE contains game strategies and also some of our favorite scenarios and variants. It comes with 100 die-cut counters.
DAILY CONTENT is a sampling of house rules, scenarios, variants, counters and game background that appear on web site AvalanchePress.com.
2.1 Game Board.
The board is divided into hexagons (called hexes) and sea zones which define the units’ positions like squares on a chessboard. Each hex has a number and each sea zone has a name. Land hexes have various types of terrain (9.8).
2.2 National Display Cards.
Each nation has a display card that helps players keep track of its BRP stockpile and force pool.
2.3 Charts and Tables.
The game also includes Terrain Effects Charts (TEC), production cost charts, victory tables, impulse tracks (3.72), US Entry Tracks (23.4) and Japanese War Status Tracks (24.3).
2.4 Playing Pieces.
Most playing pieces represent military units that took part or could have taken part in the war. The two numbers at the bottom of ground units are Combat Strength (lower left) and Movement Allowance (lower right). Those on air units are Air Factors (lower left) and Range (lower right). The number on each naval unit equals its naval factors.
See the Unit Types table for the unit types represented by different pieces.
See the Major Powers and Minor Countries table for country unit color schemes and national symbols.
Other pieces and markers keep track of the sequence of events. The number of pieces provided in the game is an intentional limit; players should not make more.
Counter Key
The abbreviations on pieces indicate the following:
- AFMP: American Forces Middle Pacific
- Alb: Albania
- Alp: Alpini (Italian); Alpine (French)
- AZ: ANZAC (Australia-New Zealand)
- BEF: British Expeditionary Force
- Can: Canada
- CEA: China Expeditionary Army
- Cel: Celere (rapid )
- Col: Colonial
- Cor: Corazzata (armored )
- DAK: Deutsches Afrika Korps (German Africa Corps )
- FEC: French Expeditionary Corps
- FEF: Far East Front
- Gd: Guard
Unit Types
- ARM: armor
- CAV: cavalry
- CV: aircraft carrier
- GAR: garrison
- HQ: headquarters
- INF: infantry
- LC: landing craft
- LSAC: long-range strategic aircraft
- MAR: marines
- PARA: parachute
- SAC: strategic aircraft
- SURF: surface warships
- SUB: submarine
- TAC: tactical aircraft
Minor Countries
| Country | Unit color |
|---|---|
| Austria | light gray |
| Bulgaria | pale olive |
| China, Communist | pinkish-red |
| China, Nationalist | powder blue |
| Croatia | blue-gray |
| Czechoslovakia | light gray-green |
| Denmark | light brown |
| Estonia | pale brown |
| Finland | gray |
| Free French | light blue |
| Greece | light yellow |
| Hungary | dark gray-green |
Major Powers
| Country | Unit color |
|---|---|
| Germany | dark gray |
| Italy | golden yellow |
| Britain | pinkish-red |
| France | blue-gray |
| Japan | light gray-green |
| USSR | gray |
| USA | light blue |
Marine colors (second roundel) are reversed from that on counters.
2.5 Scale.
Each game turn represents one season (three months). Each hex is approximately 60 statute miles across. Ground units represent corps or armies. Air units represent air fleets or numbered air forces (in WWII jargon). Each naval unit represents several large warships plus a number of supporting craft.
2.6 Central Asia Map.
Players may opt to use the Central Asia map if desired, linking it with the right edge of the JP3R Deluxe Map to create an eastward extension of the game board. The Central Asia map is considered part of the Europe Map for all purposes, except as noted below. Most of the rules below specify how rules from the standard SWW rulebook change when using the Central Asia map, while a few rules are new ones that only apply to the Central Asia Map.
3.0 Sequence of Play
At the start of the game, review scenario instructions for each Major’s starting BRP level and place markers in the corresponding boxes on the Major’s BRP tracks (14.1). Then see how many units go on the board and how many go in the force pool and the order to set up on-board units. Finally, place influence markers on Minor diplomatic tracks per scenario rules (16.0).
Players need two opaque cups to play JP3R or GPW, (one for political chits and one for impulse chits) and four for SWW (two cups for each map). Some political chits go in the cups at start and some are added later (see Political Marker Explanations). Players buy impulse chits to put in the cup each turn (3.15).
Each turn has several segments and a variable number of impulses (3.71). Each unit may activate in various ways, but no more than once per turn. Turn units sideways after activating to show they cannot activate again this turn.
Each turn, players perform all actions available to them by following this sequence in the exact order shown:
- Production Segment 2. Diplomacy Segment (skip in GPW) 3. Sea Zone Box Placement Segment 4. Declaration of War Segment 5. Sea Control and Raiding Segment 6. Strategic Redeployment (SR) Segment 7. Operations Segment 8. Supply Segment 9. End Segment
Sections 3.1–3.9 list the actions possible in each segment, which must be performed in the exact order described. If some or all players must perform the same action in the same segment, they do it in Order of Play (1.2) unless rules say otherwise.
3.1 Production Segment.
3.11 Receive BRPsand Force Pool
Additions. In Spring turns only, each nation with a BRP stockpile receives BRPs for the year (14.2), plus any new units that enter its force pool in the current year (see scenario instructions).
3.12 Weather.
In Winter turns only, the USSR rolls two dice and consults the Russian Winter Table (22.4). In Spring turns only, the USSR rolls one die to determine the effects of Mud (22.45).
3.13 Build and Scrap Units.
Each nation spends BRPs to build units from its Force Pool (15.1). Players then place all their newly-built units (plus all previously-purchased units in this turn’s box on the Turn Record Track) on the map (15.2), except for units that take longer to arrive (those go on the turn record track, 15.13).
Players then may scrap naval units on the board or on the turn record track (15.6). Nations build, place and scrap units in Order of Play. The nation with the lowest current BRP stockpile goes first and must finish building, placing and scrapping units before the nation with the second-lowest stockpile takes its turn.
3.14 Political Chits.
Add to the cups any new political chits that become available this turn (see Political Marker Explanations). Then, the player with the lowest current BRP stockpile draws one political chit from the cup (or both cups in SWW), and players implement the results.
Then, in GPW or SWW, the same player draws a second chit from the Pacific cup. It takes effect only if it is an embargo chit–otherwise, ignores it and put it back in the cup.
3.15 Impulse Chits.
Players buy impulse chits and put them in the impulse chit cup, in Order of Play (1.2). They must announce how many chits they put in the cup (or each cup in SWW) but not which specific chits (4.2).
3.2 Diplomacy Segment.
Players may bribe and counter-bribe Minors (16.1) and transfer territory to other nations (17.1), going in Order of Play (1.2), with each completing all bribes, counter-bribes and territory transfers before the next one starts.
Move influence markers of Majors at war with Minors are fighting (16.22).
Determine if any hostile Minors declare war (16.31), apply resulting diplomatic fallout (per scenario instructions and 16.22), and determine who controls warring Minors until the next Diplomacy Segment (5.53).
3.2 Variant (option).
Players conduct diplomacy for each Minor in the order of least to most influence. If two or more Majors have the same influence, the Major with the lower BRP level conducts its diplomacy first, and if BRP levels are identical the Major with the lower BRP level at the turn start goes first. Ties are broken by die roll. All bribes, counter-bribes, and territory transfer by a given Major must be completed before the Major with the next highest influence level conducts its diplomatic efforts.
The Major with the highest BRP level at the beginning of the diplomacy segment determines the order Minors with diplomacy tracks will be influenced and announces the complete order prior to any diplomacy being conducted.
Design Notes: The existing inverse BRP order of influence is consistent with other turn sequences in the game and speeds the diplomacy segment. This variant permits more nuanced and realistic diplomatic efforts at the expense of longer diplomatic phases. The Major with the best diplomatic status in a Minor is positioned to react to other diplomatic initiatives before committing theirs–enjoying a privileged diplomatic relationship that is not penalized by a relatively low BRP level. Conversely, a country with low influence operates from a position of greater uncertainly and must now be more proactive in its diplomacy or else waiting a turn to react to any diplomatic developments by Majors with superior influence. For example, a country at neutral 2 will always have to consider improving its position if enemies enjoy a better status; it will no longer have the benefit of learning if enemies with a lower BRP level successfully counter-bribe.
3.3 Sea Zone Box Placement Segment.
Each nation places any eligible naval and air units in Sea Control boxes, then in Raiding boxes. Each factor placed costs one BRP, with a maximum cost of five BRPs per nation per turn per map. In SWW, players pay up to five BRPs to place naval units in sea zone boxes in Europe, plus up to five more BRPs to place units in boxes in the Pacific.
3.4 Declaration of War Segment.
Majors declare war (5.4) and pay any required BRPs (5.42). Germany and Japan may spend an extra five BRPs for a surprise attack if they declare war on a Major that didn’t declare war on them first (5.44). Unless the rules say otherwise, players declare war in Order of Play (1.2). Move influence markers due to diplomatic fallout from war declarations (see scenario rules and 16.22).
3.5 Sea Control and Raiding Segment.
Up to three naval combat rounds occur in each Sea Control box containing opposing units (6.3).
Players determine who (if anyone) controls each sea zone (6.5).
Raiding occurs in each sea zone with units in its raiding box that are enemies to nations that can earn BRPs from the sea zone (6.6).
3.6 Strategic Redeployment (SR) Segment.
Players may redeploy units (7.0) and transfer BRPs to or from other nations (14.9), in Order of Play (1.2).
3.7 Operations Segment.
3.71 Impulses.
The player with the lowest current BRP stockpile randomly draws one impulse chit from the cup. In SWW, the player may choose the impulse chit cup from which to draw (Europe or Pacific), even if it has no chits in the cup chosen. Whoever owns the drawn chit becomes the active player and takes the first impulse (exception: 5.44). During an impulse, all units activated by the drawn chit can move and/or attack (player's choice), but some chits only let units perform limited actions (4.3). Units which activated previously this turn (including units in sea zone boxes) may not activate in the current impulse. When the impulse is done, turn all units that activated this impulse sideways to show that they cannot activate again this turn. The active player puts the just-used impulse chit in the first box on the impulse track (unless it is a General Offensive chit, in which case he puts it in the third box on the track), and then draws another impulse chit. Whoever owns that chit becomes the new active player and takes the next impulse, and so on. In SWW, chits can only activate units on the map corresponding to the cup from which the chit was drawn (Europe or Pacific), except for Headquarters chits, which activate the HQ on the chit no matter where it is (4.1).
Example: In the Operations Segment of Turn 1, the USSR has the lowest current BRP stockpile and draws the first chit. It chooses the Europe cup and draws a British (tan) Naval chit. Britain becomes the active player, moving eligible naval units desired, transporting eligible friendly or allied ground units, and conducting naval strikes and an amphibious landing in one hex with any eligible units. When finished, the player puts the Naval chit in the first box on the impulse track. The player then chooses the Pacific cup and draws a Japanese KWAN Offensive chit. The Japanese KWAN HQ unit activates, and all friendly and allied ground and air units within four hexes of the KWAN HQ may activate if their owning or controlling players desire, and conduct any eligible actions. The Japanese player then puts the KWAN HQ chit in the second box on the impulse track, and chooses which cup to draw from next. Had Britain drawn another British chit from the Europe cup, any British units on the Europe map which had not activated previously this turn could have activated (depending on the chit drawn).
Each impulse chit goes in the next empty box on the impulse track, except for General Offensive chits, which go in the third box after the last chit placed (skip two boxes, which remain empty for the rest of the turn). Players keep drawing chits and taking impulses until all chits have been drawn, or an Operational Halt occurs (3.72). Once players are done drawing chits, each Minor with units on the board that has not activated this turn can take one Attrition impulse (5.59). After that, the Operations Segment ends.
3.72 Operational Halt.
If the box in which a chit is placed contains a number, the active player rolls two dice and adds all of the following modifiers which are applicable:
- At least one Major in play has not had its chits drawn this turn: +1
- Five Majors are at war: +1
- Summer turn: +1
- Winter turn: -2
- At least two Majors are at war with each other on the Europe AND Pacific maps (SWW only): +2
If the modified result is less than or equal to the number in the current chit is box, Operational Halt occurs and players draw no more chits this turn. Remove all impulse chits from the cup and return them to their owning players, who do NOT get back BRPs for the unused chits.
If any unused General Offensive chits are returned to players, those players may not purchase them again that year, or in the following turn if the current turn is a Winter turn (4.22). After chits go back to players, each Minor with unactivated units on the board may take an Attrition impulse (5.59). Then go to the Supply Segment.
3.8 Supply Segment.
3.81 Supply Check.
Players check the supply status of all their units and reduce or eliminate unsupplied units (12.3). Units eliminated while unsupplied are permanently out of the game (do not put them in the Force Pool).
3.82 Repair and Voluntary
Elimination/Reduction of Units. Players may repair supplied ground units which are on their reduced-strength sides (15.3), and may voluntarily reduce or eliminate supplied ground and air units, returning them to the force pool to rebuild them later elsewhere (players do not receive BRPs for doing this, 15.8).
Players may also voluntarily remove airbase or beachhead counters from the board to rebuild them later elsewhere.
3.9 End Segment.
3.91 Surrender.
Determine whether any nations surrender (26.2) or switch sides (26.4). Each Major has different surrender conditions (18.0–24.0). Most Minors and colonies surrender if their capital is enemy-occupied in the End Segment (exceptions: Switzerland 26.8, Turkey 26.7, China 25.4, The Netherlands 26.9).
When a Minor surrenders, immediately remove all its units from the board unless special rules say otherwise. The surrender of a colony does not cause any units there to surrender–units only surrender if their owning nation surrenders and if its surrender rules say so.
3.92 Economic Growth and Loss (Winter Turns Only).
- If a nation's BRP stockpile is at less than zero, write the number down to help calculate its BRP allotments in the following Spring turn (14.2).
- Starting in Winter 1940, players calculate economic growth for most nations (14.3).
- Move all BRP markers to the zero boxes.
3.93 End of Turn.
If this is the last turn of the scenario, check Victory Tables to see if anyone wins (27.0). If not, return units in sea zone boxes to eligible ports and airbases (6.9). Turn all sideways units upright so they can activate next turn. Move the Season/Turn marker to the next box on the season track, and the Year marker to the next year if this is a Winter turn. Begin the new turn with the Production segment.
4.0 Impulses and Front Headquarters (HQs)
The chit drawn at the beginning of an impulse determines which units can activate in that impulse (3.71).
4.1 Front HQs.
Each Major has a several Front HQ units. Each HQ has a HQ Offensive impulse chit which the owning player may place in the cup during the Production Segment (3.15) at a BRP. A HQ’s combat strength is zero. Its movement allowance is printed on it (2.4).
Drawing a HQ chit to start an impulse (3.71) activates the HQ unit, and can do so for all previously inactivated friendly and allied ground and air units (exception: 4.14) within four hexes of the HQ at the instant it activates (before any movement occurs). The HQ must activate, but eligible units within 4 hexes of the HQ may activate or not, as the owning player(s) desire. All, some or none may activate. All units activated by a HQ may conduct a HQ Offensive impulse (4.32). They may move and fight normally, even if they move outside the activating HQ’s four-hex radius
4.11 Chain of Command.
HQs activated by other HQs can only move–they may not activate other units. So, a HQ’s four-hex activation radius does not expand if other HQs are nearby. An HQ activated by another HQ may not activate again in the same turn, even if its own chit is drawn. If that happens, place the chit on the impulse track and draw another (check for Operational Halt first, 3.72).
4.12 Allied Units.
HQs may activate eligible friendly, Major Power ally and Minor ally units (exception: 4.14).
4.13 No Blocked Activation.
HQs may activate eligible units within range regardless of what lies between the HQ and the units. Enemy units, enemy territory, terrain and water do not block activation.
4.14 Restrictions.
Only USSR HQs may activate USSR units (5.25). French and British HQs may not activate the other's units (5.21). Japanese and German/Italian HQs may not activate the other's units (5.26). Impulse chits may not activate units belonging to Minors the chit-owning player controls unless allied (5.53).
4.2 Impulse Chits.
In the Production Segment, players may place impulse chits in the cup(s) at a cost in BRPs. Chits may not be placed in the cup unless the cost is paid. Players select impulse chits in Order of Play (1.2), and must announce how many chits they are selecting but not which specific chits. Each Major at war may choose any or all of its impulse chits each turn, as long as it has the BRPs to pay for them (exceptions: 4.22).
4.21 Impulse Chit Costs.
Attrition chits cost two BRPs each. General Offensive chits cost 15 BRPs each. All others cost five BRPs each. BRPs must be expended when chits are selected; impulse chits may not be placed in the cup if the nation selecting them lacks sufficient BRPs in its stockpile. Impulse chits may only be drawn on the turn they are placed in the cup; any chits still in the cup at turn end (due to Operational Halt or any other reason) are returned to the owning player, but may be selected again on future turns. BRPs are never refunded for chits which are not drawn.
4.22 Restrictions.
The chit mix is an intentional limit–do not make more chits.
A Major selecting a General Offensive chit may not place any other chits in the cup with it that turn. Each Major may only place one General Offensive chit in the cup per calendar year, and may not place a General Offensive chit in the cup in consecutive Winter and Spring turns.
If a Major is not at war with any other Major and does not plan to declare war on a Major this turn (3.4), it may only select one impulse chit, and it may not be the General Offensive chit. This does not apply to Majors that will declare war on another Major this turn.
Impulse chits (other than Naval) marked Pacific must go in the Pacific cup, and all others must go in the Europe cup. Naval chits may go in any cup for a map on which the owning player has one or more naval units at the time of the purchase. For example, Germany may put a Naval chit in the Pacific cup if it has one or more naval units on the Pacific map.
Chits may only activate units on the map corresponding to the cup from which they were drawn, except for HQ chits (which can activate eligible units within 4 hexes of the HQ no matter where it is).
4.23 Allied Units.
Attrition and Air Effort chits may only activate eligible friendly and Minor ally units. HQ and General Offensive chits may activate eligible friendly, Major Power ally and Minor ally units. Naval chits may activate eligible friendly and Minor ally units, and may also activate eligible Major Power ally units only for purposes of sealift and amphibious landings and assaults (10.1, 10.2).
4.3 Impulse Options.
Each impulse chit is described below. Each chit is section describes the actions the chit causes when drawn, in the order they must be performed. Chits only activate units on the map for which they were purchased (exception: 4.32), and each activated unit may only perform the actions listed for the chit that activated it. Thus, TAC units activated by a Naval chit may only participate in naval strikes (11.6), pre-landing naval combat (10.23), and amphibious assaults (10.25). Units are never required to activate–the active player chooses which eligible units to activate (exception: 4.32). Each air and naval unit may only perform one type of action in the impulse when it activates. So for example, each air unit activated by a General Offensive chit may move to a different base, OR conduct one Counter Air mission, OR conduct one Naval Strike, OR conduct one Strategic Bombing mission, OR provide Offensive Air Support in one hex. It may not do more than one of these things in the same impulse.
4.31 Naval (Cost: 5 BRPs).
The active player may activate any or all previously unactivated friendly and Minor ally naval, TAC and SAC units on the map for which the chit was purchased.
Eligible active units may conduct naval strikes (11.6).
Active naval units that began the impulse in a port or beachhead (not in sea zone boxes) may move to another friendly or allied-controlled port or beachhead (6.7). Moving naval units may transport previously unactivated friendly and allied ground and air units that began the impulse in the same hex with them to another friendly- or allied-controlled port or beachhead (10.1). Enemy units in sea control boxes may attack moving naval units (6.8).
Eligible active units may perform an amphibious landing or assault in one hex (10.2). Active TAC units within range of the landing hex may participate in pre-landing naval combat and amphibious assaults (10.23, 10.25).
4.32 Headquarters Offensive (Cost: 5 BRPs).
When a HQ chit is drawn, the HQ activates all unactivated friendly and allied ground and air units (exception: 4.14) within four hexes of the HQ at the time of activation.
Active HQs and units may move (8.0, 11.2). Units do not have to stay within the HQ’s four-hex radius, and suffer no ill effects for moving outside it.
Active air units may conduct Counter-Air (11.5).
Active air units that do not participate in combat may rebase subject to range restrictions in 11.22. This rebasing activates the unit.
Design Notes: Though not explicitly allowed, it is reasonable that if an air unit can attack and rebase in a HQ impulse it should also have the option to simply rebase.
One active PARA that did not move earlier in the impulse may conduct an airborne drop (13.1).
Active ground and air units may attack eligible hexes (9.0).
Active ARM and CAV units may conduct exploitation movement and combat, and active PARA units that have not moved, attacked or dropped this impulse may airdrop now (9.6, 13.1).
4.33 Attrition (Cost: 2 BRPs).
The active player places the Attrition chit in any friendly or allied-controlled land hex. Previously unactivated friendly and Minor ground units within three hexes of the chit, plus one previously unactivated friendly or Minor ally air unit within three hexes of the chit, may activate. Active ground units (not air) may move (8.0).
Active ground units may attack one hex only (9.0), and one active air unit may provide Offensive Air Support (11.3). Units may not conduct exploitation movement or combat in Attrition impulses (9.6).
4.34 Air Effort (Cost: 5 BRPs).
Any or all previously unactivated friendly and Minor ally LSAC, SAC and TAC units may activate. Active air units may move (11.2), conduct Counter Air (11.5), Naval Strikes (11.6) and/or Strategic bombing (11.7).
4.35 General Offensive (Cost: 15 BRPs).
The USSR, Germany and Japan have one General Offensive chit each. The United States has two (one per map).
All previously unactivated friendly and allied units on the map for which the chit was purchased may activate.
Active ground and air units may move (8.0, 11.2).
Active LSAC, SAC and TAC units may perform Counter-Air (11.5), Naval Strikes (11.6) and/or Strategic Bombing (11.7). CV units may also perform naval strikes, and SURF units may escort them while they do so (6.74).
Active naval units that began the impulse in a port or beachhead (not in sea zone boxes) may move to another friendly-controlled port or beachhead (6.7). Moving naval units may transport previously unactivated friendly and allied ground and air units that began the impulse in the same hex with them to another friendly- or allied-controlled port or beachhead (10.1). Enemy units in sea control boxes may attack moving naval units (6.8).
All eligible active units may conduct amphibious landings or assaults in any number of eligible hexes (10.2). Active TAC units within range of landing hexes may participate in pre-landing naval combat and amphibious assaults (10.23, 10.25). The active player may opt to delay amphibious assaults until later in the impulse to combine them with attacks from ground units adjacent to the assault hex(es).
All active PARA units that did not move earlier in the impulse may conduct airborne drops if desired (13.1).
Active ground and air units may attack eligible hexes (9.0)
Active ARM and CAV units may conduct exploitation movement and combat (9.6), and active PARA units that have not moved, attacked or dropped this impulse may drop.
4.36 Restrictions.
Impulse chits may not activate units belonging to Minors that the player controls unless allied (5.53).
4.37 Sustained Offensive.
An SHQ chit acts just like a normal HQ Offensive chit (4.1), except that it can activate any one friendly HQ on the board of the owning player’s choice, including (but not limited to) a HQ that has already activated this turn (it can activate again; this is an exception to the rule that each unit can only activate once per turn).
Britain, France and the US have restrictions on which HQ a SHQ chit can activate (see below). Eligible friendly and allied units within four hexes of a HQ activated by a SHQ chit can activate and perform a HQ Offensive action (4.32), including (but not limited to) units that have already activated this turn (they can activate again; this is an exception to the rule that each unit can only activate once per turn). When the impulse is over, the owning player places the SHQ chit on the impulse track in the second box after the last chit placed (skip a box).
Britain, France and the US have one SHQ chit each, and can only use them when using the optional rules for Leaders (28.6). Germany and the USSR do not have this restriction.
The British SHQ chit can only activate a British HQ that is stacked in the same hex with Leader O’Connor at the time the chit is drawn. The US SHQ chit can only activate an American HQ that is stacked in the same hex with Leader Patton at the time the chit is drawn. The French SHQ chit can only activate a HQ that is stacked in the same hex with Leader de Gaulle at the time the chit is drawn, and cannot activate Vichy units. If a British, French or American SHQ chit is drawn and the required leader is not stacked with a friendly HQ at the time, no unit or HQ can activate and the drawing player places the chit on the impulse track as above and draws another.
This table limits the number of SHQ chits Germany can purchase per turn:
| Germany controls Praha | Germany controls Warsaw | Germany controls Paris | German SHQ Chits Available |
|---|---|---|---|
| Yes | Yes | Yes | 3 |
| Yes | Yes | No | 2 |
| Yes | No | No | 1 |
| No | No | No | 0 |
Germany must control at least Praha to get any SHQ chits.
Starting in Spring 1942, reduce the SHQ chits Germany may purchase each turn by one if it does not control any of Moscow, Leningrad or Stalingrad. Starting Spring 1943, reduce the SHQ chits Germany may purchase each turn by two if it does not control any two of Moscow, Leningrad or Stalingrad. The number of SHQ chits Germany can purchase per turn cannot go below zero.
The USSR may purchase up to one SHQ chit per turn starting in Spring 1942, and up to two SHQ chits per turn starting in Spring 1943.
Players may NOT purchase SHQ chits when playing GPW. They are available in JP3R and for the Europe cup (only) in SWW. All restrictions in section 4.22 apply to SHQ chits (for example, a Major that purchases a General Offensive chit may not place any SHQ chits in the same cup with it on the same turn).
5.0 Alliances and War.
Alliances between nations are a crucial part of JP3R, GPW and SWW.
5.1 Neutral Nations.
Ground and air units may not enter or fly over hexes in neutral nations (16.32, exception: Vichy, 19.61). Unless scenario instructions say otherwise, Switzerland, Belgium, Denmark, Portugal, the Netherlands, Luxembourg, Lithuania, Latvia, Estonia and Norway begin the game neutral to all other nations. Each of them remains neutral until a Major declares war on it, or it goes to war due to a political chit. It then becomes an ally of Britain or Germany (5.56).
The alliance status of other Minors is listed in scenario instructions, and their views of Majors can change (16.0).
5.2 Major Power Alliances.
Majors may only make the alliances listed below.
5.21 France and Britain.
Though they were both at war with Germany, France and Britain had little trust in each other. Their ability to work as allies is limited. French and British impulse chits do not activate each other’s units. The exception is that their naval units may transport each other’s ground and air units by sea for sealifts and amphibious landings and assaults, so their Naval chits activate each other’s ground and air units only for such purposes (10.1, 10.2). Their naval units may SR each other’s units by sea (7.2), but they may not provide offensive or defensive air support to each other (11.3, 11.4). Their ground units may not end any move or impulse in the same hex with each other (air and naval units may, and ground units may stack with the other nation’s air and naval units). If France declares war on a third party nation, or if a third party declares war on France but not Britain, then Britain is not required to declare war on the third party. The same applies in reverse if Britain is the declaring nation or the nation on which war is declared. French and British forces may not enter each other’s territory until France and Britain are both at war with the same nation. Being allied does not negate the requirement to declare war on a nation before attacking it or entering its territory.
Example: Britain and France are at war with Germany. Italy declares war on France. Britain is not required to declare war on Italy, and British units may not enter or transport French units to Italian-controlled territory until Britain declares war on Italy.
5.22 Germany and Italy.
Germany and Italy may become allied whenever they wish, and automatically become allied if they go to war with the same Major.
5.23 United States and Britain.
In JP3R, the US enters the war through play of the Pearl Harbor chit or America Joins chit (23.3). In GPW and SWW, American entry depends on the status tracks (23.4). When the US enters the war on either map, it must immediately ally with Britain on that map if Britain is at war there, and must declare war on all nations currently at war with Britain on that map (and pay the requisite BRPs). It may declare war on other nations then or later as desired. The exception is if Britain is at war with France on that map at the time. In that case, the US is not required to ally with Britain, and may declare war on anyone on that map. Note that it is possible for the US to be allied with Britain on one map but not on the other.
5.24 United States and France.
Once the US goes to war it may ally with France if desired (exception: Vichy France, 19.6).
5.25 USSR.
Once the USSR and Britain are at war with the same enemy nation (not with each other), they automatically ally with each other and all of each other’s current allies. Soviet units may not be activated by non-Soviet impulse chits, and vice-versa. Soviet ground and air units may not stack or attack with non-Soviet units, and Soviet naval units may not transport non-Soviet units (and vice versa). However, Soviet naval units may occupy the same sea zone boxes with non-Soviet units. Units belonging to Soviet Major Power allies may not enter hexes inside the USSR’s printed borders unless the USSR has surrendered.
5.26 Japan, Italy and Germany.
Once Japan and Germany are both at war with the same Major, Japan automatically allies with Germany. The same applies to Japan and Italy. Japanese HQs may not activate Italian or German units, and vice versa.
5.3 Alliance Effects
Alliances are for mutual defense. If Nation A declares war on Nation B, then Nation B and all of its allies immediately declare war on Nation A. Nation A must then immediately declare war on all of Nation B’s allies.
5.31 Exceptions.
Britain, France, Germany, the USSR and Italy are not required to declare war on Japan or the United States unless Japan or the US declares war on the nation in question first. The opposite applies as well (for example, Japan is not required to declare war on France unless France declares war first). See also the Molotov-Ribbentrop chit.
5.32 Operational Effects.
Unless the special rules for specific nations say otherwise (5.2), units of allied Majors may be activated by each other’s HQ Offensive and General Offensive chits. Major Power ally ground and air units which are eligible to participate in sealifts and amphibious landings/assaults can be activated by each other’s Naval chits for that purpose. A Major’s impulse chits can activate units of its Minor allies just as if they were the Major’s own units. Units of allied nations may stack (8.4) and attack (9.0) together, support one another with air units (11.3, 11.4), enter and base in each other’s territory, transport (10.1), amphibiously land and assault with (10.2) and SR each other’s units by sea (7.2). Majors may expend their own BRPs to build and repair units of their Minor allies with no BRP tracks of their own (15.7).
5.4 Declaring War.
Majors may declare war on other nations at will, unless special rules or a drawn political chit says otherwise. Only the United States (23.3) and Japan (24.3) have restrictions. See 5.51 for how Minors enter the war.
5.41 Procedure.
Majors declare war and pay the attendant BRP costs in the Declaration of War Segment (3.4). Each time a nation has war declared upon it, it must immediately declare war on the nation that declared war upon it plus all of its allies (exception: 5.21, 5.31), but does not pay BRPs to do so (5.43).
5.42 Cost of War.
Majors must pay BRPs to declare war on nations which did not declare war on them first. The costs for declaring war are as follows:
- 15 BRPs for each declaration of war against a Major and all its Minor allies (there is no extra cost to declare war on the Minor allies).
- 5 BRPs for each declaration of war on an unallied Minor (exception: 21.1).
If a Major declares war on a Minor ally or client (16.34) of a Major with which the declaring Major is not at war, then the declaring Major must declare war on both the Major and its Minor ally/client at a cost of 15 BRPs. If a Major’s influence marker moves into a Minor’s 10 (Ally ), box, all nations at war with the Major must immediately declare war on the Minor, but this costs no BRPs since they already paid to declare war on the Major.
Example: The USSR declares war on Romania, which is a Client of Germany. The USSR has been at peace with Germany until now, but declaring war on Germany’s Client means it must also declare war on Germany. The USSR pays 15 BRPs, and is now at war with Germany, Romania, and all Germany’s Minor allies. If Germany has any Major Power allies, the USSR must pay 15 BRPs each to declare war on them (and all their Minor allies).
5.43 Getting Into War Free.
There is no BRP cost for Minors to declare war, counter-declarations, or declarations caused by political chits (see Political Marker Explanations).
Example: Germany declares war on France, so France must declare war on Germany. Germany pays 15 BRPs for the declaration, but France pays no BRPs for the counter-declaration.
5.44 Surprise Attack.
Whenever Germany or Japan declares war on a Major, it may attempt a surprise attack by spending an extra five BRPs to attempt a surprise attack (must announce this when declaring war). Once during the Operations Segment of the turn on war was declared, the nation attempting the surprise attack may require that any drawn chit belonging to the defending nation be ignored and returned to the cup. The drawing player draws another chit instead, and if the chit that was returned to the cup is drawn in a later impulse it is implemented normally.
5.45 Limited War.
Japan begins some scenarios at Limited War with China. As long as Japan is at Limited War with China and not at war with any Major, it may only purchase two impulse chits per turn, which may not be General Offensive chits. These restrictions are no longer in effect once Japan goes to war with any Major. As long as Japan is at Limited War with China (even if Japan is at war with a Major), the only Chinese units it may attack are those actually in China. Note that Limited War affects US entry status (see US Entry Pacific Track).
5.46 Acts of War.
Only units belonging nations at war with each other may attack each other (exception: 19.64). No nation may attack units occupying hexes of countries with which the nation is not at war. Thus, if a Major’s units are in hexes of the Major’s client state, enemies may not attack those units unless they declare war on the client (16.34).
5.47 War’s End.
Once a nation goes to war with another nation, they remain at war until one of them surrenders (26.2; exceptions: 26.4 and Molotov-Ribbentrop Chit, see Political Marker Explanations). See each Major’s special rules section for how it surrenders.
5.48 War by Association.
When a previously unallied Minor becomes allied to one or more Majors, the Minor must declare war on all nations at war with its new Major Power ally, and those nations must declare war on the Minor (they pay no BRPs since they already at war with the Minor’s Major Power ally, 5.43). If a Minor declares war on a Major’s ally, the Major must immediately declare war on the Minor, and must pay BRPs for the declaration if the Minor is not allied to a nation with which the Major is already at war (5.42).
Example: In the Diplomacy Segment, neutral Greece declares war on the USSR. The USSR must declare war on Greece in return (no BRP cost), but as the USSR has no allies, nobody else must do so. Then in the Declaration of War segment, Germany declares war on the USSR. This causes the USSR to become allied to Britain and France, which means both Britain and France must immediately declare war on Greece for 5 BRPs each, since Greece is an unallied Minor at war with their ally the USSR. Greece must also declare war on Britain and France as a result.
The first time a Minor at war becomes a Major's client/ally, any other Majors at war with the Minor must immediately declare war on the Major with which the Minor allied or of which it became a client, paying 15 BRPs to do so unless already at war with the Major.
Example: The USSR is at war with Finland. Britain moves its influence marker into Finland’s 8 (Client ) box during the Diplomacy Segment. The USSR must pay 15 BRPs to declare war on Britain, and Britain declares war on the USSR at no BRP cost.
5.49 Reykjavik.
In SWW, if Britain or the United States declares war on Denmark and later occupies Reykjavik (on the off-map movement chart) but not any other Denmark hex, it may spend an extra three BRPs (after the five BRPs for declaring war) to convince world opinion that the move was justified. Diplomatic fallout for having declared war on a Minor does not apply (16.22).
5.5 Minor Countries.
Some Minors have diplomacy tracks, allowing Majors to influence and ally with them or possibly cause them to declare war on other Majors. These tracks represent the Minor’s attitude toward each Major, ranging from 1 (Hostile) to 10 (Ally). A Minor's units do not deploy until it goes to war.
5.51 Going to War.
A Minor goes to war in any of the following situations:
- A Major declares war on it.
- A player draws a chit that mandates the Minor go to war.
- A Major to which the Minor is allied to goes to war for the first time (exception: 5.52).
- The Minor becomes allied to a Major which is at war (5.48, exception: 5.52).
- During the Diplomacy Segment, a Major whose influence marker is in the Minor's 1 (Hostile ) box rolls a 1 (16.31).
When a Minor goes to war, remove all markers of Majors at war with it from its influence track, and deploy its units on the map per scenario instructions. Minors pay no BRPs to declare war.
5.52 Restrictions.
A Minor may not declare war on any Majors whose influence markers are in its 8–10 (Client or Ally) boxes, or on any allies of those Majors, unless any such nation declares war on the Minor first.
Example: The USSR is allied to Britain. Turkey is Germany’s Ally and Britain’s Client. In Spring 1941 Germany declares war on the USSR and the USSR counter-declares war on Germany. Normally Turkey would have to declare war on the USSR, but Turkey does not because the USSR is the ally of Turkey’s patron Britain. Turkey will not declare war until it is no longer Britain’s Client while still Germany’s Ally.
5.53 Controlling Minor Countries.
The Major controlling a Minor may move and fight with the Minor’s units when they activate. Players determine who controls each Minor’s units during the Diplomacy Segment, and this can change from turn to turn. In each Diplomacy Segment, the Major with the influence marker in the highest-numbered box on a given Minor’s influence track will control that Minor’s units until the next Diplomacy Segment (even if another Major’s influence marker moves into a higher-numbered box in the interim) (exceptions: 5.54). Roll dice to break ties.
If all Majors are at war with the same Minor, then the player whose closest ground unit is farthest away in hexes from the Minor's capital during the Diplomacy Segment controls the Minor’s units until the next Diplomacy Segment. Roll dice to break distance ties. In this case, the controlling player must move or keep the Minor's ground units inside the Minor's borders if possible. First priority must be to defend the Minor's capital, then to defend its borders and other territory, and then to attack any enemy units on the Minor's borders. The controlling player must build as many units in the Minor's force pool as possible without exhausting its BRP stockpile (14.1).
5.54 Control Restrictions.
Majors with no influence markers currently in play for a Minor cannot control that Minor, unless all other Majors are at war with the Minor. Minors may not be controlled by Majors which are at war with each other and have markers in the Minor's 8–10 boxes, unless there are no other players in the game. In that case, the player with the marker in Minor's highest-numbered box controls it (roll dice to break ties).
5.55 Control vs. Alliance.
Controlling the forces of a Minor does not by itself constitute an alliance with the Minor. Only a Major whose influence marker is in the Minor’s 10 box is allied with it (5.3).
5.56 Small Minor Countries Without
Influence Tracks. Upon being attacked, such Minors become British allies, controlled by Britain, unless the Minor is at war with one of the Allies. In that case, it allies with Germany.
A state of war with a Minor does not exist until the Minor is attacked or an enemy ground unit invades. The state of war is automatically in effect at the beginning of the following turn if the Minor is not attacked the turn in which war is declared upon it. Alliances and diplomatic modifiers due to the state of war do not take effect until the Minor is at war.
Design Notes: Minors without influence tracks become allied to Britain or Germany when war is declared upon them. This allows the controlling Major and its allies to SR and use impulses to move into the Minor that turn, prior to any attacks against it, which is not necessarily the case with Minors with diplomatic tracks. Though this has a very limited (if any) impact on the larger game, some players like the flexibility and additional strategic decisions this allows.
5.57 Major-Minor Relations.
A Major controlling a Minor may cooperate with the Minor only as far as the Major’s current diplomatic status with the Minor allows (16.3). A Major may not ally with a Minor unless it has an influence marker in play for that Minor (exception: 5.56). If not, it is neutral toward the Minor unless it goes to war with the Minor.
5.58 Minor-Minor Relations.
Minors are considered allied to each other if they are allied to the same Major, or if they share a common border and are at war with the same Major (exception: Bulgaria and Greece can never be allied to Turkey). In all other cases, they are considered neutral to each other (5.1).
5.59 Minor Country Impulses.
Each Major’s impulse chits can activate units of its Minor allies (4.2). If any Minor ally's ground or air units on the board remain unactivated after all impulse chits have been drawn or operational halt occurs (3.7), then the Minor may spend two BRPs from its own stockpile to take one Attrition impulse, if desired (4.33). Non-Allied Minors may do the same, and this is the only way that their units can activate (they may not be activated by Majors' impulse chits).
Each Minor that has no BRP stockpile and has previously unactivated units on the board may take an Attrition impulse at no BRP cost. The player controlling the Minor controls the Minor’s activated units (5.53). Minor country Attrition impulses can activate friendly and allied Minor units, but not Major units. Minors conduct Attrition impulses in Order of Play (for Minors without stockpiles, use the controlling Major’s current BRP stockpile to determine Order of Play, 1.2).
6.0 Naval Operations
There are five types of naval units: surface ships (SURF), submarines (SUB), carriers (CV), landing craft (LC) and fleet trains (FT, found only in GPW).
6.1 Sea Zones.
Ignore map hexes when moving naval units (exceptions: SR by sea, 7.2, Naval Strike, 11.6, Amphibious Landing, 10.2). Instead, naval units move from sea zone to sea zone. Each sea zone has a name and Sea Control and Raiding boxes. It includes all hexes inside it, all coastal hexes (1.2) bordering it, and all light blue Sea Zone boundary hexes bordering it.
Boundary hexes are part of all bordering sea zones, so hex 0409 (Scapa Flow) is in both the Norwegian Sea and the North Sea Zones. For SR (7.2) and amphibious landing (10.2) purposes, each sea zone boundary hex is simultaneously under the control of ALL players who control any sea zone bordering it (6.5). Some sea zones in the Pacific contain light blue arrows labeled with the names of other zones. The zone named by the arrow is adjacent to the zone containing the arrow; naval units can move directly between the two zones.
6.2 Ports and Canals.
6.21 Ports.
Naval units must begin and end each turn at friendly or allied-controlled ports. There are two types of ports: major and minor. Shipyards act as major ports; beachheads (10.28) act as minor ports. The map legend shows which ports are major, minor and shipyards. Up to 36 SURF factors, and any number of CV, SUB and LC factors may end the turn at a major port. Up to 18 SURF, 6 CV, 6 SUB factors and any number of LC factors may end the turn at a minor port.
The port of Athens (hex 3024) is on the Aegean Sea Zone, and not in the neighboring border hex.
The sea zone border hex containing the port of Manila (Pacific Map hex 4926)
borders the South China Sea and the Sulu Sea (not the Gulf of Siam).
6.22 Canals.
Kiel borders both the North Sea and Baltic Sea Zones, due to its canal. A nation may only move its naval units between Kiel and the North Sea if it and/or its allies control hexes 1313, 1314, 1412 and 1413.
A nation’s naval units may only enter and leave the port of Suez if the nation and/or its allies control hexes 4127, 4226, 4227, 4327 and 4328 (all of them).
There are no canals on the Pacific map.
6.3 Naval Combat.
Naval combat can occur when enemy units occupy the same sea control box (6.51), or when active naval units move through an enemy-controlled sea zone during impulses (6.8), or when active units launch an amphibious landing or assault in a hex occupied by one or more enemy naval units (10.23).
6.31 Procedure.
Naval combat is fought in rounds, each of which consists of three phases which must be resolved in the exact order shown below:
Naval Air Battle Phase: Each player rolls a number of dice equal to the number of TAC and CV factors possessed in the zone’s sea control box, or moving through the sea zone, or in the amphibious landing hex where combat is occurring. Every 6 is a hit, and each nation assigns the hits to the opposing TAC and CV units in the battle. Each hit on a TAC unit eliminates one TAC factor from that unit, and each hit on a CV unit reduces the CV-owning player’s BRP stockpile by one (14.1).
Naval Combat Phase: Each player rolls one die for each surviving TAC, SUB and SURF factor, and one die per CV factor less one die for each hit the CV suffered in the Naval Air Battle Phase (never less than zero). Roll dice separately for each unit type. TAC and CV factors score a hit on a result of 5 or 6. SUB and SURF factors score a hit on a result of 6. Each player allocates hits as desired among enemy nations in the battle (exception: 6.32). Each player chooses which individual enemy units suffer hits scored by TAC, CV and SUB factors, and the owning player chooses which units suffer hits scored by enemy SURF factors. Each hit in naval combat eliminates one factor of the unit to which it is applied (hits scored on CV units in the naval combat phase eliminate CV factors, not BRPs).
Starting in 1944, SURF anti-air may hit air factors during the naval air battle phase. Roll 1 die per 9 SURF factors, hitting on a 6. SURF units transporting ground units may not participate. SURF units participating in anti-air may not be hit by enemy air during the naval air battle phase.
Aftermath: During impulses, active moving units that survived combat continue moving (out of the sea zone, or into a coastal hex there). In an amphibious landing hex, surviving active units proceed with the landing or assault there (10.2). In sea control combat (6.51), players may withdraw some or all of their units from the Sea Control box if desired, (returning them to friendly ports or bases in range, 6.9), or they may stay and fight up to two more rounds. Returning units are treated as having been activated and may not activate again in the current turn (turn them sideways). Units withdraw in the same order they are placed (6.4).
6.32 Restrictions.
Units in Raiding boxes may not take part in naval combat (6.6). Opposing units in sea control boxes MUST fight at least one round of combat–they may not withdraw before fighting. Hits scored in the Naval Air Battle Phase may not be allocated to enemy SUB or SURF. Hits scored in the Naval Combat Phase may not be allocated to enemy TAC. Hits scored by SUB may not be allocated to enemy SUB or TAC. All hits scored in the same phase take effect simultaneously (they do not reduce the number of dice that are rolled for enemy units during the same phase).
6.4 Sea Zone Box Placement.
During the Sea Zone Box Placement Segment (3.3), each player may place any number of SURF, SUB, and CV units, and any TAC units based in coastal hexes (not inland hexes), in any Sea Control and Raiding boxes desired within the units’ sea zone placement radius (6.41). Majors place their units in sea zone boxes in the following order: 1. USSR 2. France 3. Germany 4. Italy 5. Britain 6. United States and Japan*
*US places before Japan unless it has more CV factors on the Pacific map during this segment.
Each Major places naval units of Minor allies and non-allied Minors it controls at the same time it places its own units. If a Major surrenders but has units in the game thereafter (such as Britain), it goes first in the sea zone box placement sequence (due to degraded naval intelligence capability).
Each player must finish placing units in all sea control boxes desired before the next player may place any units. For example, the USSR must finish placing its units in sea control boxes before France may place any.
All players must finish placing units in sea control boxes before placing any in raiding boxes. For example, the US must finish placing its units in sea control boxes before the USSR may place any units in Raiding boxes.
6.41 Sea Zone Placement Radius
SURF, CV and TAC units may only be placed in boxes of the sea zone that includes their port or airbase (owning player’s choice for units based in sea zone border hexes, 6.1). Each SUB unit may be placed in any sea zone box within four zones of its port (the port’s zone +3). Add one to the placement radius of naval units (not TAC units) for each friendly or allied fleet train that is in the same port with the naval units but does not move or flip to its major port side during the turn. For example, a SURF unit in the same port with two such fleet trains may be placed within three sea zones of its port.
6.42 BRP Cost.
Placing units in sea zone boxes costs one BRP per factor placed, with a maximum cost of five BRPs per nation per turn. For example, if Italy places two TAC factors in the Central Med’s Sea Control box and one SUB factor in the Western Med’s Raiding box, Italy pays three BRPs. If Italy places five or more factors in sea zone boxes, it pays five BRPs. It does not cost more to place units in multiple boxes or multiple sea zones–the cost is one BRP per factor placed up to the five BRP maximum per nation per turn. Minors with BRP stockpiles pay sea zone box placement costs out of their own stockpiles. Minors without BRP stockpiles may place units in sea zone boxes but do not have to pay BRPs to do so. In SWW, players must pay BRPs separately to place units in sea zone boxes on the Europe and Pacific maps. The cost is up to 5 BRPs per map (10 BRPs maximum total). For example, if Britain places three factors in sea zone boxes on the Europe map and nine factors in sea zone boxes on the Pacific map, it pays 3 BRPs to do so on the Europe map plus 5 BRPs to do so on the Pacific map, for 8 BRPs total.
6.43 Restrictions.
LC, fleet train and Chinese TAC units (Nationalist or Communist) may not be placed in any sea zone boxes. Units may only move into sea zone Boxes in the Sea Zone Box Placement Segment (not to other ports or bases). Units in sea zone boxes may not activate during impulses.
6.5 Sea Control.
6.51 Sea Control Combat.
At the beginning of the Sea Control and Raiding Segment, up to three rounds of naval combat (6.3) take place in each sea control box that contains units of nations at war with each other. Britain decides the order in which these battles are fought. If opposing units still occupy a given sea control box at the end of the first round, fight up to two more rounds. If there are still opposing units in the box after three rounds, they remain there for the rest of the turn.
6.52 Determining Control.
All players with TAC, CV and/or SURF factors in a given Sea Control box at the end of the Sea Control Segment (after naval combat) control that sea zone (exception: 6.54). It is possible for multiple players to control the same sea zone.
6.53 Effects.
Each player controlling a sea zone may attack enemy naval units (other than SUBs) entering the zone during impulses (6.8, exception: 6.55). No player may SR (7.2) or trace supply (12.4) through sea zones controlled only by one or more enemy players. Players may SR and trace supply through sea zones under friendly/allied and enemy control simultaneously.
6.54 Restrictions.
Only units in Sea Control boxes (not Raiding boxes) may take part in sea control combat. Opposing units in sea control boxes must fight at least one round of combat–they may not withdraw before fighting. Units in a given sea control box do not control that sea zone if enemy factors in the same box outnumber them by 4–1 or more. TAC and CV factors count double for this purpose, but SUB factors do not count at all.
Example: Britain and Italy are at war. After sea control combat is done in the Western Mediterranean, Britain has seven SURF, one CV and a 2-4 TAC in that zone’s sea control box, and France has five SURF and three SUB there. This totals 18 factors for the Allies since the CV and TAC factors count double for determining sea control and the SUB factors do not count. Italy has two SURF and a 1-4 TAC (counts as four factors total). Italy is outnumbered 18 to 4, so does NOT control the Western Med.
6.55 SUBs and Sea Control.
SUB factors do not count for determining sea control. If a player has only SUB factors in a sea control box, they may fight normally in sea control combat and attack enemy units entering the zone in naval impulses (6.8), but they do not control the zone.
6.6 Raiding.
6.61 Procedure.
After sea control combat and control of sea zones is determined, conduct one round of raiding in each sea zone where the Raiding box contains units which are enemies to nations that can earn BRPs from the zone.
Britain decides the order in which players resolve raids. Each raiding round consists of two phases, an Escorts and Hunter-Killers Phase and a Raiding Phase.
Escorts and Hunter-Killers Phase: Skip this phase if there are no units in the Sea Control box. First, players with units in the Sea Control box of the zone being raided may try to destroy enemy factors in that sea zone’s Raiding box. Each such player rolls a number of dice equal to the number of TAC and CV factors in that Sea Control box, plus half the number of SUB and SURF factors (drop fractions). Every result of 6 is a hit on an enemy unit in that sea zone’s Raiding box and destroys one factor. The rolling player chooses which enemy units in the Raiding box suffer hits.
Raiding Phase: After assigning damage from the Escorts and Hunter-Killers Phase, each player with surviving units in the Raiding box rolls a number of dice equal to the total of the surviving TAC, CV, SUB and SURF factors. Each raiding TAC, CV and SUB hits on a roll of a 5 or 6, and each raiding SURF hits on a roll of a 6. If there are no enemy units in that zone’s Sea Control box, or if the number of dice enemy units rolled in Phase 1 was less than twice the number of surviving factors in the Raiding box, add one to the result for each die rolled by the raiders (treat a result of 7 as 6). Each hit scored by raiders destroys one BRP in the stockpile of one enemy nation that can earn BRPs from the sea zone (raiding player's choice if more than one nation can earn BRPs from it). This can drive BRP stockpiles to zero and below (14.14).
Note that nations which lose BRPs to raids still receive all sea zone BRPs listed for them in Spring Production Segments (see Maximum Values for Sea Zones chart, and Sea Zone BRP values printed on the Pacific map). Raiding just reduces the target nation’s BRP stockpile at the time of the raid.
6.62 Restrictions.
Hits scored in the Escorts and Hunter-Killers Phase may only be applied to raiding units that belong to nations which are at war with the player who scored the hits. Hits scored by SUB factors in the Escorts and Hunter-Killers Phase may not be applied to raiding SUB or TAC units. Hits scored by SURF factors in the Escorts and Hunter-Killers Phase may not be applied to raiding TAC units. Hits scored in the Raiding Phase may not be applied to enemy units–they only destroy BRPs. Players may only raid BRPs of nations with which they are at war. The maximum number of a given nation’s BRPs which raiders can destroy in a given sea zone per turn is equal to the BRPs listed for that nation for that sea zone on the Maximum BRP Values for Sea Zones table (for the Europe map), or printed on the sea zones themselves on the Pacific map. So for example, raiders can destroy up to five Italian BRPs per turn in the Central Mediterranean. This means that raiders can destroy more BRPs per year in a sea zone than a nation can earn from that sea zone per year (destruction of merchant shipping and raw materials has longer-term ripple effects in the nation’s economy). Conquered nations no longer receive sea zone BRPs, so raiders cannot destroy sea zone BRPs of conquered nations. Liberated nations do start receiving sea zone BRPs again once liberated (18.5, 19.9, 26.3). See 18.2, 21.2 and 22.1 for additional, situation-specific limits on raiding.
6.7 Naval Impulse Movement.
In Naval and General Offensive impulses, previously unactivated friendly and Minor allied naval units outside of sea zone boxes may move. Moving naval units may mount amphibious landings and assaults (10.2), move to another friendly- or allied-controlled port or beachhead, transport previously unactivated friendly and allied ground and air units that began the impulse in the same hex with them (10.1), provide offensive air support and/or launch naval strikes (requires CVs, 11.3, 11.6). Moving naval units must end the impulse in a friendly or allied-controlled port or beachhead. They may be attacked when moving through enemy-controlled sea zones (6.8), or into amphibious landing hexes containing enemy naval units (10.23).
6.71 Forced Displacement.
Naval units in a port that becomes enemy-controlled must immediately move to another friendly- or allied-controlled port. This counts as their activation for the turn if they have not activated yet. (If they have activated previously, they must still move.) They must move to the closest friendly- or allied-controlled port (in hexes) to the port from which they were ejected, unless there is no such port within two sea zones of the sea zone containing the port from which they were ejected. In that case, eliminate the displaced naval units and return them to the force pool.
Displaced naval units are subject to attack when moving through enemy-controlled sea zones (6.8). If a port that falls under enemy control contains a Fleet Train on its Major Port side (13.32), eliminate the Fleet Train and return it to the force pool.
6.72 Movement Range.
The maximum number of sea zones each type of moving naval unit may enter during an impulse is as follows (exception: 6.73):
- LC 3 sea zones
- SUB 5 sea zones
- CV and SURF 9 sea zones
When determining range, count the sea zone containing the port where the unit starts as the first sea zone. Units which enter a port or participate in an amphibious landing may keep moving afterward, up to their maximum range.
Naval units that cannot reach a port at the conclusion of a Naval or General Offensive impulse must be eliminated and placed in the force pool, along with any ground units they were carrying. Powers do not receive any scrap value from naval units eliminated in this manner.
6.73 Fleet Train Assistance.
If a previously unactivated Fleet Train starts a Naval or General Offensive impulse in the same port with other naval units but does not move or flip to its Major Port side, increase the movement range of every other naval unit in the port by one (exception: 13.32). Two such fleet trains in the same port add two to the units’ range and so on.
6.74 Escort.
All previously unactivated naval units (except SUBs) that begin a Naval or General Offensive impulse in the same port may move together. For example, a player may send SURF and CV units from the same port on a Naval Strike (11.6), so that the SURF can protect the CVs against attack in enemy-controlled sea zones through which they move. In addition, moving naval units may enter ports along the way to pick up other active friendly and Minor allied naval units that may move along with them as escorts thereafter. Units may be dropped off in the same way.
6.74 Run Silent, Run Deep.
SUBs must move separately from other units and may not provide escort (6.74). They are not subject to enemy naval attack when moving (6.8), and may move freely through Narrow Seas hexes (13.4; exception: Baltic Ice, 22.41).
6.8 Naval Impulse Combat.
Naval combat can take place whenever one or more non-SUB naval units enter a sea zone that is either solely enemy-controlled or simultaneously enemy and friendly/allied controlled, and/or whenever units mount an amphibious landing in a hex with enemy naval units (10.23). Moving out of a port into that port’s sea zone counts as entering the zone, and can trigger enemy naval attacks there.
6.81 Procedure.
If units in a sea control box or amphibious landing hex attack moving units, the opposing units fight one round of naval combat (6.3). The non-moving player(s) decides which units in the sea zone or hex through which they moved will attack the moving units (not all of them are required to attack).
A group of moving naval units can be subject to multiple attacks in the same impulse if it encounters enemy naval units in multiple sea zones or amphibious landing hexes (one round of combat per sea zone or amphibious landing hex entered). If moving units reach a port and perform a mission there (e.g., drop off transported units, perform a naval strike), they may then move on to any other friendly or allied port in range, and may be attacked in enemy-controlled sea zones along the way. Units can be attacked twice in the same enemy-controlled sea zone in the same impulse only if they move through it to enter a port there, and then exit the port to continue moving. Moving naval units may never be attacked more than once per impulse in the same amphibious landing hex–all combat there takes place before the landing, but not afterward if naval units keep moving (10.23, 10.27).
6.82 Restrictions.
Naval impulse combat can only take place between active moving units and non-moving units in sea control boxes or amphibious landing hexes. Units of the active player or allies which are in sea control boxes may not participate in naval impulse combat (they may only participate in sea control combat, 6.51).
Moving units may not initiate combat. Naval impulse combat is always at the option of inactive nations with units in Sea Control boxes or amphibious landing hexes (exception: French Surrender, 19.2). They may opt to attack the moving units, but must decide immediately. They may not wait to see where the units move or how a landing is resolved. Units in Raiding boxes may not attack enemy units.
Units in Sea Control boxes may not take part in combat in amphibious landing hexes.
Units in coastal hexes may not attack moving units that do not enter the hex.
Moving SUB units may not be attacked.
SURF transporting other units (and units being transported) may not fire.
6.83 Coastal Defense Bonus
In pre-landing naval combat (10.23), add one to each die roll made by the non-moving units due to support from shore batteries and light coastal defense forces (modified 7 equals 6).
6.9 Return from Sea Zone Boxes.
In the End Segment (3.9), each SURF, CV and TAC unit in a sea zone box must return to any friendly or allied port or airbase in any coastal hex of the same sea zone containing the box (not necessarily the same port or airbase from which they started). Each SUB unit may return to any friendly or allied port within four sea zones of the zone containing the box (the zone containing the box the SUB is in counts as the first). SURF and CV units that began the turn in a port with a friendly or allied fleet train that did not move during the turn may return to any port in the same sea zone with the fleet train or any sea zone adjacent to the fleet train’s zone. SUB units that started the turn in a port with such a fleet train may return to any friendly or allied port within five sea zones (the zone containing the box occupied by the SUB counts as the first). Eliminate all air and naval units unable to return to an eligible port or airbase (put them in the force pool).
7.0 Strategic Redeployment (SR).
During the Strategic Redeployment Segment, nations may strategically redeploy (SR) units and transfer BRPs (14.9). This occurs during the Order of Play (1.2). A SR of a unit counts as its activation for the turn (turn it sideways). Units may not be attacked during SR by land or sea, but may be intercepted during SR by air (7.32). If a HQ unit SRs, it may not activate itself or activate any other units later in the current turn, even if its chit is drawn. If its chit does get drawn, put the chit on the impulse track and draw another (check for Operational Halt, 3.72).
7.1 Redeploying Ground Units.
7.11 Procedure.
Ground units SR by activating, and then tracing an unbroken path of eligible hexes from their starting hex to their destination hex. The hex path may include sea hexes (7.2). Eligible hexes are friendly and allied-controlled land hexes, land hexes of the owning player’s Client nations, and hexes in sea zones that are not solely enemy-controlled. Each ground unit that can trace such a path moves from its starting hex to its destination hex.
7.12 Restrictions.
SR paths for ground units may not enter any land hex that is not friendly-controlled or controlled by an Allied or Client nation (1.2), OR any sea zone that is solely controlled by enemy units (6.52), OR any desert, mountain or Baltic Ice hex (22.41). Non-Soviet units may not SR through Soviet-controlled hexes. No ground unit may begin, trace an SR path through or end its SR in any hex which is adjacent to any enemy ground unit(s), unless the intervening hexside is impassable to all enemy ground units in the adjacent hex. Each nation has limits on how many SRs it can perform per turn (7.5), and there are additional SR restrictions in North Africa (7.52) and for Japanese units (7.53).
7.13 Trans-Siberian Railway.
Soviet ground units may SR between Europe and the Pacific by redeploying to any map-edge hex inside the USSR’s printed borders, then moving to any map-edge hex on the other map within the USSR’s printed borders, and then redeploying to the destination hex. The cost is two SRs per unit, counting against the SR limit on the map on which the unit started. So if a unit moves from Europe to the Pacific, it counts as two Soviet SRs on the Europe map). Redeploying in this manner is prohibited during Extreme Russian Winter conditions (22.4). Non-Soviet units may not use this method.
7.13. Trans-Siberian Railway and 7.34
Flying Across Siberia. Per the rulebook, only Soviet units may SR by land or by air between the Europe map and the Pacific map. When using the Central Asia Map, rules 7.13 and 7.34 apply normally except that the SR path onto or out of the Central Asia map must go through Samarkand (hex 6001; not at any map-edge Soviet hex per the standard rules). If Samarkand is under enemy control, Soviet units may not SR between the Europe and Pacific maps by land or air.
7.14 The Way of Alexander.
Any nation except the USSR may SR ground units by land between the Central Asia map and India on the Pacific map. The SR path must go through Kerman (6017 on the Central Asia map) and Bombay (1102 on the Pacific map). For a nation to do this, it must control both Kerman and Bombay, or it must control one of them while one of its allies controls the other. The cost to do this is one SR, which counts against the owing nation’s SR limit on the map where the SR started (7.52, 7.53). The unit must stop moving when it reaches the new map (that is, at Bombay if entering the Pacific map or at Kerman if entering the Central Asia map), unless the owning player wishes to spend another SR, which counts against the owning nation’s SR limit on the map where the unit is now. If he does so, the unit can keep moving per the normal SR rules unless it has entered the Central Asia map and the owning player has already performed two SRs there this turn (see rule 7.52 below). In that case it must stop at Kerman for the turn. Air units cannot SR between using this rule.
Example: An Indian 3-3 INF SRs from Calcutta through Bombay at Kerman. This counts as 1 SR against the British Pacific SR limit for the turn. If the unit wishes to continue moving, Britain must spend another SR against Britain’s European SR limit for the turn. This would also count as one of Britain’s two allowable SRs for the turn on the Central Asia map per rule 7.52 below.
7.2 Redeployment by Sea.
7.21 Redeploying Naval Units Alone.
Naval units that start the SR segment in port may SR to any other friendly or allied port within twice their movement range (6.72). It costs one SR (7.5) to SR one naval unit up to its movement range through sea zones that are solely friendly or allied-controlled or controlled by no nation(s), and two SRs to SR one naval unit up to its movement range through one or more sea zones that are simultaneously under friendly or allied and enemy control. Double the SR cost if the unit moves more than its movement range (for example, it costs four SRs to SR a SUB unit through six to 10 sea zones at least one of which is friendly and enemy controlled). If a friendly or allied fleet train which does not move, SR or flip to its Major Port side during the turn is in the port of origin of any redeploying naval units, increase each naval unit's base movement range by one. SR costs per unit are not affected by the number of naval factors composing the unit (a 1-factor piece and a 9-factor piece bear the same costs).
7.22 Redeploying Ground and Air Units by Sea.
Nine activated SURF factors or one activated LC factor may SR an unlimited number of friendly and allied ground and air units between two specific friendly or allied-controlled ports, if the sea zones through which they SR are solely friendly or allied-controlled or controlled by no nation(s). Eighteen activated SURF factors or two LC factors are required to SR unlimited numbers of friendly and allied ground and air units through one or more sea zones that are simultaneously under friendly/allied and enemy control. The SURF or LC factors involved must start the SR phase in either or both ports along the route. They do not all have to be in the same port, and the SURF or LC factors themselves may SR between ports along the sea route if desired at no SR cost. The SURF or LC units may not move to ports other than the two ports along the SR sea route. The ground and air units which SR are not required to start or end the SR phase in either port–they may SR through land hexes to one of the ports, then overseas to the other port, and then overland to their destination (exception: 7.4).
Example: Italy wants to SR the Alp INF from Milano to Tobruk. Italy controls the Central Mediterranean but Britain solely controls of the Eastern Mediterranean. Italy may trace an SR path from Milano through Italy to Taranto, across the Central Mediterranean to Tripoli, and across Libya to Tobruk, if no land hex along the SR path is enemy-controlled or adjacent to an enemy ground unit that could traverse the intervening hexside. This costs Italy 1 SR, and requires Italy to activate 9 SURF factors or one LC factor in either or both ports along the SR path. Participating SURF or LC factors can SR between Taranto and Tripoli if desired at no SR cost.
7.23 Range and Cost for Redeploying
Ground and Air Units by Sea. SURF units may SR one ground or air unit up to nine sea zones at a cost of one SR (exception: 7.26), or 10 to 18 sea zones for two SRs. LCs may SR a ground or air unit up to three sea zones for one SR, and up to six sea zones for two SRs (7.5). If a friendly or allied fleet train is in any port along the SR sea route and does not move during the turn, the maximum number of sea zones through which SURF and LC units may SR ground and air units at each SR cost is increased by one (two such fleet trains add two to the maximum distance, etc.).
The SR cost only applies to ground or air units being redeployed by sea; there is no cost for the SURF or LC units deploying them (7.5).
7.24 Restrictions.
Units may not SR by sea farther than twice the movement range of the naval units involved (plus any additions for fleet trains, 7.21, 7.23). Units may not SR through Baltic Ice hexes (22.41) or any sea zone that is solely enemy-controlled. To SR through a Narrow Seas hex, it or at least one coastal hex within two hexes must be friendly- or allied-controlled (13.3). Do not use SR rules for sealift and amphibious landings/assaults during impulses (10.1, 10.2).
7.25 Off-Map SR.
Redeployment through off-map movement boxes is considered SR by sea (except for SR by land or air directly between US East and West Coast Boxes, 7.4). Units SR between off-map movement boxes by following the lines or arrows. Lines between off-map movement boxes are labeled with numbers which indicate the sea zone range between the boxes.
7.26 Cape of Good Hope.
US, British and Commonwealth units may SR around Africa , traveling in either direction between Suez (or the Middle East off-map movement box, which contains Suez) and any port that is adjacent to any of these Sea Zones:
- Eastern Atlantic
- Western Approaches
- North Atlantic
- North Sea
- Norwegian Sea
- The US Box (JP3R) or US East Coast Box (GPW and SWW)
It costs two SRs per unit to SR around the cape (four SRs if the SR goes through one or more sea zones that are under friendly and enemy control). All other normal rules for SR by sea apply.
7.27 Trans-American SR and the
Panama Canal. US and Canadian ground and air units may SR between the US East Coast and West Coast boxes by land or air. US units and its allies may SR by sea between the US East Coast and US West Coast boxes at a cost of one SR per unit (7.5), counting as an SR on either map (owning player’s choice, 7.57) and takes up the entire SR. Units may not move beyond a destination US box in the same segment in which they arrive (7.4). Units eligible to SR through the US boxes may SR from the Europe map to the Pacific map in this way by following the off-map movement boxes. This counts as one SR against the limit on the map where the units started (7.57).
7.28 Passage to India.
Suez occupies the Middle East Box on the Off-Map Movement Chart, and units may move between the Europe and Pacific maps by redeploying through Suez (and thus the Middle East Box). Units may SR directly between the Middle East and Pacific Map 1, along the line on the Off-Map Movement card. The distance along the line is three sea zones, and the line connects to the Indian Ocean 4 Sea Zone. Units may also SR directly from the Middle East box to Pacific Map 3, with the line connecting the two having a length of five sea zones. Units in the Middle East box may SR along the line directly to any Australia off-map box, and vice-versa. Units may not SR into or through the Middle East Box if Suez and the hexes around it are not under friendly or allied control (6.22). If Japan, Italy or Germany controls Suez (4227) and also controls any port in the Arabian Sea Zone (the same nation must control both ports), then that nation’s units (only) may SR between the ports. Otherwise, no Japanese, Italian or German unit may SR between the Europe and Pacific maps.
7.29 Straits of Hormuz .
Per the Central Asia map, the Persian Gulf Sea Zone is adjacent to the Arabian Sea Zone, and is two zones away from the Middle East box (which includes the Suez box on the JP3R Deluxe Map). Units cannot enter or exit the Persian Gulf Sea Zone via Naval Impulse Movement (6.7). Units in ports or airbases on the Persian Gulf Sea Zone can enter the sea zone boxes there normally, but units can only leave Persian Gulf Sea Zone for another sea zone or enter it from another sea zone via SR by sea (7.2.).
7.3 Redeploying Air and PARA Units.
Air units may redeploy by air and sea. They may not redeploy by land like ground units (7.1). PARA units may redeploy by air, sea and land.
7.31 Redeployment by Air.
Each LSAC, TAC, SAC and PARA may activate and SR as far as the owning player wishes by staging between friendly or allied-controlled airbases. PARA units must start the SR Segment at an airbase to SR by air. The maximum distance of each airbase-to-airbase stage is double the air unit's printed range (treat PARA units as having a printed range of 4 for this purpose). Each eligible unit may make an unlimited number of stages during the same SR Segment, at a cost of one SR (total, not per stage). Air and PARA units may SR by air and sea in the same SR segment at no extra cost (7.22). SR paths by air are not blocked by terrain (including all-water hexes), or by enemy units or ZOCs.
7.32 Restrictions.
SR paths by air may not pass through hexes of nations which are either neutral to the redeploying nation or Hostile to but not at war with it (16.31–16.32). Units may not SR by land or air into off-map movement boxes, except between the US East Coast and West Coast boxes. SR by air may be intercepted by eligible enemy TAC in range of the SR path (11.8). PARA intercepted while redeploying by air may not fire back. One air battle hit on a full-strength PARA reduces it and two eliminates it. One air battle hit on a reduced-strength PARA eliminates it (11.9). Enemy air units in sea control boxes do not block redeploying air units and may not intercept them.
7.33 Redeploying Air and PARA Units by
Sea. Air units may SR by sea just like ground units, except that they must SR by air to move through land hexes to or from ports along the sea route (7.31). Air units may not SR to or through any port that does not currently have the capacity to base them at the time of the SR (11.1). PARA units may SR by sea just like ground units, and may SR by land or air to reach ports along the sea route.
7.34 Flying Across Siberia.
Soviet air units may SR by air between Europe and the Pacific, using the same procedure as ground units SRing via the Trans-Siberian Railway (7.13), except that their last stop on the map they exit must be within the printed range of the map edge by which they exit. Thus, a TAC may only SR to the other map if it leaves from or makes a stop at an airbase within four hexes of the edge of the map it is leaving. Once it moves to the other map, it must stop in or make a stop at an airbase within its printed range from the map edge it enters. It may continue SRing from there. The cost is two SRs per unit, which counts against the SR limit on the map on which the unit started. Redeploying in this manner is prohibited during Extreme Russian Winter conditions (22.4). Non-Soviet units may not SR using this method.
When using the Central Asia map see 7.13 variant.
7.4 US Off-Map Boxes
The Europe map has a box representing the United States (used in JP3R). The Off-Map Movement Card contains two United States boxes (East Coast and West Coast, used in GPW and SWW). Some units start the game in US boxes (see scenario instructions). Only US and Canadian units may be placed in the US boxes and move into or out them. Moving into or out of a US box from a non-US box is treated as SR by Sea (7.2, 7.33). Eligible units may SR by land, sea or air directly between the US East Coast and West Coast boxes (7.27).
Units in a US box may be placed on the map at any port controlled by the US or Britain by spending one SR per unit, subject to normal range limits for SR by sea (7.2). Air units may not be placed at ports that do not have the capacity to base them at the time of placement (11.1). Moving a unit from a US box to a port or vice versa counts as the entire SR–it may not move beyond the destination port or the US box in the same segment. Moving a unit from the US East Coast box to the US West Coast box or vice-versa also counts as the entire SR–the unit may not move beyond the destination US box.
7.41 JP3R.
All newly-constructed US and Canadian units in JP3R are placed in the US box.
7.42 British Off-Map Boxes.
Units in a British box may be placed at any port controlled by the US or Britain at a cost of one SR per unit, subject to normal range limits for SR by sea (7.2). Air units may not be placed at ports that do not have the capacity to base them at the time of placement (11.1). Moving a unit from a British box to a port or vice versa counts as the entire SR– it may not move beyond the destination port or the British box in the same segment.
Design Notes: This is identical to US restrictions, and reasonable given the vast distances and logistical challenges faced in the Pacific.
7.43 GPW and SWW.
Newly-constructed US units in GPW and SWW may be placed in either the East Coast or the West Coast US box. Newly-constructed Canadian units may only be placed in the East Coast box.
7.5 SR Limits.
The maximum number of SRs each nation may perform per turn is:
- Britain: 9
- Communist China: 1
- France: 5
- Germany: 8
- Italy: 5
- Japan: 6
- Nationalist China: 1
- Poland: 2
- Romania: 2
- USSR: 7
- Spain: 2
- Turkey: 2
- United States: 12
- Other Minors: 1 Redeploying one unit usually costs one SR, but sometimes costs more (7.2). Units may only SR if the owning nation pays the SR cost (exceptions: 7.6, 7.7).
7.51 Prohibited SRs.
Japanese units may not SR to Europe. German and Italian units may not SR to the Pacific (exception: 7.28). No Chinese unit may SR outside China. French units in the Pacific may not SR outside French Indo-China. Non-Soviet units may not SR through Soviet-controlled hexes.
7.52 European Limits.
Some countries have limits on how many SRs they may perform per turn on the Europe map (and for JP3R):
- Britain: 6
- USSR: 6
- United States: 9
SRs in Central Asia count against the European limits of Britain, the USSR and the United States. However, each nation may make no more than two SRs of any kind per turn on, from, through or to the Central Asia map.
Example: A Soviet 1-3 INF SRs by land from Moscow to Rasht, while a Soviet 3-4 TAC SRs by air from Mashhad to Bagdad. Both count against the Soviet European total, and the Soviet cannot perform any more SRs this turn in Central Asia.
7.53 Pacific Limits.
Some countries have limits on how many SRs per turn they may perform on the Pacific map (and GPW):
- Britain: 4
- France: 1
- USSR: 2
- United States: 7
Only one Soviet ground unit per turn may SR outside printed Soviet borders on the Pacific map. Only one Japanese unit per turn may SR by land outside Japan, Manchukuo or Chosen (more such Japanese SRs are allowed if conducted only by air or port to port by sea).
7.54 After the Fall.
If a nation’s capital is enemy-controlled, its per-turn SR limit is reduced to half (round fractions down). Exceptions are Nationalist and Communist China (no effect), and Japan (SR limit drops to 1).
7.55 Pearl Harbor.
In JP3R, Britain’s per-turn SR limit drops to five after the Pearl Harbor chit is drawn, and to three if London becomes enemy-controlled thereafter.
7.56 North Africa.
Due to poor roads and railroads, each nation may SR only one ground unit per turn through land hexes in Africa. There is no special limit on SRs by sea to or from African ports, if the SR begins or ends at the port.
7.57 Off-Map SR.
If a unit starts its SR in Europe and moves to or through any boxes on the Off-Map Movement Card, it counts as an SR in Europe. If a unit starts its SR in the Pacific and moves to or through any boxes on the Off-Map movement card, it counts as an SR in the Pacific. If a unit starts and finishes its SR on the Off-Map Movement Card, the owning player may count it as an SR in either Europe or the Pacific (owner's choice).
7.6 Minor Countries.
The Major controlling a Minor decides whether and where to SR the Minor’s units. Minors spend their own SRs to SR units (7.5), but a controlling Major may spend its own SRs to SR more units of its Minor allies. No Chinese unit of either faction may SR outside China’s printed borders.
7.7 Major Power Allies.
- When allied, Britain and the US are the only Majors that may spend their own SRs to SR each other’s units.
- All units may SR overseas with the help of any ally’s SURF or LC units (7.2), except for Soviet and Chinese.
- Soviet allies may not SR through Soviet-controlled land hexes (either inside or outside the USSR’s printed borders).
- Soviet naval units may not SR other nation’s units.
8.0 Land Movement
Players move active ground units one at a time through adjacent hexes. Each unit pays the movement point (MP) cost for each hex it enters (8.1, Terrain Effects Chart). A hex's MP cost is that of the most expensive type of terrain in it (not a total if multiple types). No unit may exceed its movement allowance in any impulse (exception: Movement Minimums, 8.3; Exploitation Movement, 9.61). Unused MPs are lost. They may not be saved for Exploitation Movement or a later impulse or turn. Retreats (9.4) and advances after combat (9.5) are free movement and do not cost MPs, nor do they activate previously unactivated units.
8.1 Movement Point (MP) Costs.
ARM units pay two MPs for each mountain or swamp hex they enter, and one MP for each other hex they enter. All other unit types pay one MP per hex entered no matter the terrain. Rivers, straits, canals, fortresses and friendly and allied units in a hex do not add MP costs. It costs one additional MP to exit an enemy Zone of Control (8.5). Units may not enter Qattara Depression hexes or all-water hexes or hexsides using ground movement.
8.2 Restrictions.
Units may not enter hexes containing enemy ground units unless the moving units are conducting an amphibious (10.25) or airborne (13.1) assault. Friendly and allied units do not block movement. Enemy ZOCs do not block movement either, but can add to MP costs (8.5). Beachheads and airfields of all nationalities are not ground units and do not block movement.
8.21 Major Power Hexes.
Ground units may enter hexes controlled by foreign Majors only if the two countries are at war or allied. Units of Soviet allies may not enter hexes inside the printed borders of the USSR, unless the USSR has surrendered.
8.22 Minor Country Hexes.
Majors may only send their units into hexes controlled by Minors with which they are at war or have Friendly, Client or Ally relations (see 16.33–16.35 for limits of each status).
8.23 Minor Country Units.
See rule 26.1 for each Minor’s individual movement restrictions.
8.3 Movement Minimums.
Units are not required to move when activated. Each activated unit may always move one hex per impulse regardless of MP cost, unless blocked by adjacent enemy units or impassable hexsides (see TEC).
8.4 Stacking Limits.
The stacking limit is up to two ground units of any kind plus one HQ and one PARA in the same hex at the same time... Two divisions (13.7, found in GPW) constitute one unit for stacking purposes. Stacking limits apply at the end of regular movement (8.0), advance and retreat after combat (9.4, 9.5), exploitation movement (9.61), SR (7.0), and after all new units are placed during each Production Segment (15.2). The active player may move as many units as desired through a hex, but stacking limit applies after movement is complete. If any hexes exceed the stacking limit when the limit applies, the owning player(s) must choose ground units to eliminate in the overstacked hexes until they all meet the limit. Return eliminated units to the force pool unless they were unsupplied when eliminated (permanently removed, 12.3). Stacking limits apply only to ground units and are unaffected by the presence of air and naval units. See airbase and port capacity rules for how many air and naval units may stack in the same hex (6.21, 11.1).
8.5 Zones of Control (ZOC).
Only ARM units exert Zones of Control (ZOC), which represent a unit's influence on its immediate vicinity. Each ARM unit's ZOC extends into the six hexes adjacent to it, except into hexes and across hexsides that are impassable to the ARM unit (see TEC).
A strait is considered impassible terrain for the purposes of ZOC. ZOC does not extend across a strait hexside.
Design Notes: This is a plausible restriction given the logistics of moving across a strait and armor capabilities abstracted in the ZOC rules. The Strait of Messina is the most likely area to see the variant applied.
It costs one additional MP to exit a hex that contains an enemy ZOC. There is no extra cost to enter a hex containing an enemy ZOC. ZOC blocks enemy retreats (9.4), unless the ZOC hex contains a unit friendly or allied to the retreating unit.
9.0 Ground Combat
During General Offensive or HQ Offensive impulses, after the active player has completed all desired movement and airborne drops (13.1), all active ground units which are adjacent to enemy ground units (or in the same hex with them in the case of airdrops or amphibious assaults) may attack them. Attacking is voluntary–units are not required to attack (exceptions: Airdrops and Amphibious Assaults, 11.3, 10.25).
9.1 Allocating Attacks.
9.11 Options.
Active units may allocate their attacks in any of the following ways:
-
Any or all active units in a given hex may attack enemy units in any or all of the six hexes adjacent to them. They may make one unified attack on all the adjacent enemy units, or some or each of them may attack individual hexes separately.
-
Any or all active units adjacent to the same enemy-occupied hex may attack it in one unified attack. The attacking units do not have to be adjacent to each other–they just have to be adjacent to the same defending hex.
-
Active units in an unbroken line of two or more hexes may make a unified attack against enemy units in an unbroken line of two or more hexes that is adjacent to the attacking line.
Example A: If a hex is completely surrounded by enemy units, active units in the surrounded hex may attack all six hexes adjacent to them in one attack. Or some active units may attack some hexes and others attack other hexes. Or they may all choose to attack just one or some of the adjacent hexes instead.
Example B: If active units are in some or all of the six hexes adjacent to an enemy-occupied hex, they may attack it in one unified attack. Or, some may attack it while others do nothing or attack other adjacent hexes.
Example C: Germany attacks the USSR on the border of Eastern Poland. German units in an unbroken line in hexes 2110, 2210, 2211, 2212 and 2313 attack an unbroken line of Soviet units in hexes 2209, 2310, 2311, 2312, 2412 and 2413. Germany sends 5 TAC each into hexes 2310 and 2312 for offensive air support, and the USSR puts 5 TAC into hex 2310 and another 5 into hex 2412 for defensive air support. First, the air units in hex 2310 fight an air battle, and then all ground units and all surviving air unit factors in all involved hexes roll dice. Each player can allocate hits among any participating units per rule 9.3. If hex 2311 was empty, the Soviet units in hexes 2209 and 2310 would have to be attacked separately from the Soviet units in hexes 2312, 2412 and 2413, since empty hex 2311 is a break in the Soviet line.
9.12 Restrictions.
Ground units may not participate in ground combat if they are not adjacent to at least one enemy ground unit. Therefore, if an active line of units attacks an enemy line of units, any active ground units in the line that are not adjacent to at least one enemy ground unit may not attack, advance after combat or have hits assigned to them, and any ground units in the enemy line that are not adjacent to at least one active ground unit may not defend, retreat or have hits assigned to them. When a hex is attacked, all units stacked in the hex must be attacked together (a player may not attack individual stacked units separately). Units may not attack empty hexes (to gain an advance after combat), across impassable hexsides or into impassable hexes (see TEC). If players allocate offensive and defensive air support (11.3, 11.4) to hexes involved in a line attack (option 3 from 9.11), only opposing air units in the same hex with each other fight air battles (11.9).
9.2 Combat Sequence.
First, the active player announces all hexes to be attacked and moves any active TAC and SAC units desired to attacked hexes in range for offensive air support (11.3). Next, all players who own units being attacked may move any of their previously unactivated TAC units to attacked hexes in range for defensive air support (11.4). Then the active player (or players) resolves each individual attack one at a time, in any order. Combat occurs in this order:
1. Air Battle Phase: Resolve any air battles (11.9).
2. Supply Phase: Check whether each ground unit involved in the battle can trace a supply path (12.1). Those that cannot are unsupplied and subject to extra damage from hits (9.36). Air units do not need to check supply in combat.
3. Attack Phase: Total the combat strengths of all active units attacking the target hex(es) (including air support). The active player (or players in the case of allies) rolls a number of dice equal to attacking units’ total combat strength. Every result of 6 is a hit; all attacking ARM units, MAR units conducting an amphibious assault (10.25), and TAC units that get a Blitzkrieg bonus (9.7) hit on each result of 5 or 6 (roll separately for them). Do not apply hits to defending units until the Damage Phase (dice rolled by defending units in the Defense Phase are not reduced by hits they take during the current Attack Phase).
4. Defense Phase: The defending player (or players) rolls a number of dice equal to the total combat strength of ground units under attack (as modified by any terrain, 9.8), plus any air units providing defensive air support (11.4). Every result of 5 or 6 is a hit, except for defending ARM and TAC units that get a Blitzkrieg bonus (9.7). They hit on a roll of 4, 5 or 6 (roll separately for them.)
5. Damage Phase: Players on both sides take any hits scored against them simultaneously. Each player allocates hits against ground units and reduces or eliminates units that take enough hits (9.3). Leftover hits on players reduce their BRP stockpiles (9.35), unless their units retreat (9.4).
6. Retreat Phase: If the defending side (not the attacking side) takes a number of hits that equals or exceeds the total combat strength of all its units in the battle (after terrain modifiers, 9.8), then all defending units are reduced or eliminated (9.31), and the surviving defending units must retreat (9.41). Ignore excess hits on retreating units (they do not cause BRP losses, 9.35). Alternatively, if the defending side did not take enough hits to equal or exceed the total combat strength of all its units in the battle, and it wishes to avoid losing BRPs from leftover hits (9.35), then all defending units may retreat voluntarily (9.42).
7. Advance Phase: If defending units retreated, then surviving attacking units may advance into the hex(es) they vacated and possibly beyond (9.5).
8. Exploitation Movement Phase: In General Offensive and HQ Offensive impulses (only), active ARM and CAV units may move again, even if they moved earlier in the impulse (see 9.61, exception: 22.4). Active PARA units that have not moved, attacked or airdropped this impulse can airdrop now (13.1).
9. Exploitation Combat Phase: In General Offensive and HQ Offensive impulses (only) active ARM and CAV units may attack (even if they attacked in the Attack Phase, 9.62, exception: 22.4), as may active PARA units that airdropped in the Exploitation Movement Phase (13.13). The active player announces the hexes eligible units will attack, and players repeat steps 1–7 (but not 8 and 9; units may not exploit after exploiting). TAC (but not SAC) units that provided offensive and defensive air support earlier in the impulse may continue doing so if combat continues in the hexes in which they were placed, and more eligible TAC units in range may be added for offensive and defensive support (11.3, 11.4).
Once Step 9 is done (or Step 7 if there is no exploitation), proceed to the next attack. Once all units are done activating, the impulse ends and all air units that flew offensive or defensive air support must return to base (11.3, 11.4). Draw the next chit to start the next impulse.
9.3 Resolving Hits.
9.31 Reducing and Eliminating Units.
During normal combat or exploitation combat, if a side suffers enough hits to equal or exceed the combat strength of its weakest ground unit in the battle, that unit must take hits equal to its combat strength and flip to its reduced-strength side (exceptions: 9.32, 9.33, 13.51). This is called reducing the unit. If it is already on its reduced strength side or it has no reduced strength side, eliminate it and place it in the owning player’s Force Pool (15.11, exceptions:
9.9, 12.33, 15.41). If a side suffers enough hits to equal or exceed the total combat strengths of more than one of its units in the battle, then each of those units must take hits equal to its combat strength and be reduced or eliminated. The owning player may allocate hits on its units in the battle as desired, except that lower-strength units must take hits before higher-strength units (exceptions: 9.38, 10.25). Beyond that, players must always allocate hits so as to keep leftover hits to a minimum (9.35). Terrain that increases defending units’ combat strengths also increases the number of hits it takes to reduce or eliminate them. Therefore, a defending unit with the lowest printed combat strength may end up taking hits after units with higher printed combat strengths, IF the lower-strength unit is in terrain that increases its strength above that of the other units (9.34).
Example: A German 3-3 INF unit and a German 5-6 ARM unit in adjacent hexes are attacked simultaneously by Soviets. If no terrain modifiers apply, then the INF unit must take hits first. If the INF unit is in a mountain hex, then its combat strength is doubled to 6. This gives the INF unit a higher modified combat strength than the ARM unit, so the ARM unit must take hits first. If the Soviets score six hits and the INF unit is in a mountain hex, Germany must satisfy five of the hits by flipping the 5-6 ARM unit to its reduced side, and then satisfy the leftover hit by either reducing its stockpile by one BRP (9.35) or voluntarily retreating both units one hex (9.42).
9.32 Restrictions.
A player may not apply more hits to a unit than an amount equal to its current combat strength (as modified by terrain, 9.34). Therefore, a full-strength unit with two sides may not be both reduced and eliminated by the same combat die roll (exceptions: 9.38, 10.25). TAC units providing offensive or defensive air support only take hits in the Air Battle Phase. Hits scored in normal combat are separate from those scored in exploitation combat–they do not accumulate. Therefore, if a unit with a strength of 3 suffers two hits in normal combat and two more in exploitation combat, it is not reduced. If the unit does not retreat voluntarily, the owning player loses 2 + 2 = 4 BRPs (9.35).
9.33 Headquarters.
HQs have a combat strength of zero. They do not suffer hits in battle, but are eliminated automatically if attacked while alone in a hex (whether the attacker scores any hits or not), or if all other units in their hex are eliminated in battle. Zero-strength units do not receive combat strength modifiers from terrain (9.34).
9.34 Defensible Terrain.
Ground units defending in mountain, fortress, swamp, and certain objective city hexes have their combat strengths increased, as do units attacked exclusively across river, canal and strait hexsides (exception: 9.33), causing the number of dice rolled for the unit when defending in combat AND the number of hits it takes to reduce or eliminate the unit are both increased by the same amount (9.81). See TEC and rule 9.8.
Example: A full-strength 3-3 INF unit defending in a swamp hex gets a +1 terrain bonus to its combat strength. It rolls 3 + 1 = 4 dice in combat, and it flips to its reduced-strength side only if it takes 3 + 1 = 4 hits.
9.35 Leftover Hits.
If a nation takes hits in a battle, but does not take enough hits to reduce or eliminate its weakest participating unit, or if some but not all of its units are reduced or eliminated and there are unassigned hits remaining, then the nation’s BRP stockpile drops by an amount equal to the leftover hits (exception: Voluntary Retreat (defenders only), 9.42). This can cause stockpiles to go to zero and below (14.14). Ignore leftover or excess hits on defenders that retreat (9.41, 9.42), or on a side that has all its units eliminated (the leftover or excess hits do not destroy BRPs).
9.36 No Quarter.
Reduce or eliminate each unit that takes at least one hit while unsupplied (12.3), or when making an amphibious assault (10.25), or whose owning nation’s BRP stockpile is at or below zero (9.31, exception: Defenders who retreat voluntarily, 9.42). No leftover hits are allowed–all hits taken by a side in any of these three situations must be applied to its units. Units eliminated while unsupplied are permanently removed from the game (this does not apply to supplied units in amphibious landings (10.2) or whose BRP stockpile is at zero or below, 12.31).
9.37 Hits Among Friends.
If two or more allied nations have ground units in the same battle, allocate hits scored against the allied units normally, with weaker allied units taking hits first and leftover hits kept to a minimum (9.31, 9.35). If two or more allied units in the battle are weakest, the allied players should roll to see which nation’s weakest unit must takes hits first.
Example: A German 3-3 INF, a Romanian 2-3 INF (German ally) and an Italian 2-3 INF activate on the same impulse and attack the same Soviet units. If the defending Soviets score one hit, Germany and Italy must roll dice to see if the hit is taken by the Romanian or the Italian unit. If the Soviets score two hits, Germany and Italy roll as above, and both hits must be taken by the same 2-3 INF so no hits are leftover. If the Soviets score three hits, the players roll as above and then the other 2-3 INF must take the third hit. If the Soviets score four hits both 2-3 INF take two hits each, and if the Soviets score five or more hits the excess over four are taken by the German unit.
9.38 Death from Above.
If a PARA airdrops (13.1), it must take all hits scored by enemy units in the airdrop hex until it is reduced or eliminated, even if other units attack the hex simultaneously (9.31). Allocate remaining hits normally thereafter. If at least one enemy ground unit remains in the airdrop hex after combat is done, eliminate all active PARA units in the hex (they go in the force pool).
9.39 Combat Examples.
Example 1: Two Soviet 2-3 INF units attack a German 1-3 INF and a German 3-3 INF in a clear terrain hex. Both players roll four dice. The Soviets roll two sixes for 2 hits, and the Germans roll a 5 and a 6 for two hits. The two hits on the Soviets eliminate one of their 2-3 INFs (which have no reduced-strength sides). One hit on the Germans eliminates the German 1-3 INF, and the other eliminates one German BRP unless Germany retreats its surviving 3-3 INF to avoid losing the BRP.
Example 2: Two Soviet 3-5 ARM, three Soviet 3-3 INF, and one reduced-strength Soviet 1-3 INF are lined up in three Bessarabia hexes from Cernauti to Chisinau. They attack two Romanian 2-3 INF in mountain hexes 2715 and 2815.
The USSR rolls separately for ARM and INF as they hit on different rolls. It rolls six dice for the ARM and rolls a 5 and a 6, for two hits. It rolls 10 dice for the INF and rolls three 6s for three more hits, a total of five hits, four of which eliminate a Romanian 2-3 INF (because mountains double its combat strength to 4 and it takes four hits to eliminate it–Romanian 2-3 INF have no reduced-strength side). The other hit is left over and destroys one Romanian BRP, unless Romania retreats its surviving 2-3 INF to avoid losing the BRP.
The Romanian units do fire back before taking damage. The mountains double each 2-3 INF’s combat strength to 4, for a total of 8. Romania rolls eight dice and gets two 5s and a 6 for three hits. One hit kills the reduced Soviet 1-3 INF, but since all other Soviet units in the battle are strength 3, the remaining two hits are leftover and destroy two Soviet BRPs. The Soviet units cannot retreat to avoid losing the two BRPs (only defenders can retreat, 9.4).
9.4 Retreats.
9.41 Mandatory Retreat.
If all defending ground units in a battle are reduced or eliminated, then all surviving defending ground units must retreat. If an attack targets just one hex, then all ground units in that hex would have to be reduced or eliminated for a mandatory retreat to occur. If an attack targets multiple hexes simultaneously, then all defending ground units in all those hexes would have to be reduced or eliminated for a mandatory retreat to occur, and all surviving ground units in all those hexes would have to retreat.
One-sided units never retreat since they will be eliminated before they can do so. Ignore excess hits on retreating units (do not take BRP losses, 9.35).
9.42 Voluntary Retreat.
If defending units suffer hits in battle but are not required to retreat per rule 9.41, they may voluntarily retreat to avoid losing BRPs to leftover hits (9.35). ALL defending units in the battle must retreat (not just the units that took hits). Unsupplied units cannot retreat voluntarily.
9.43 Procedure.
The owning player decides where to move retreating units, moving them one at a time. Each retreating unit must move out of the hex in which it was attacked, and must move to the closest hex that is not an empty hex which is adjacent to an enemy ground unit. Units may end their retreat in hexes containing friendly units, even if the hex is adjacent to one or more enemy units.
If a retreating unit enters a friendly-occupied hex that would violate stacking limits if it stopped there (8.4), or an empty hex that is adjacent to an enemy ground unit, or a hex that contains allied units with which it is not allowed to stack (5.21, 5.25), then it must keep moving until it reaches the closest hex that is not in one of those three categories. It must stop and end its retreat in the first such hex it reaches. Retreating costs no MPs.
9.44 Restrictions.
Attacking units may never retreat. Defending units may not retreat if the units attacking them scored no hits. Units may not retreat through or into hexes containing enemy ground, air or naval units, or empty hexes containing enemy ZOC (8.5). They may retreat through or into hexes containing friendly or allied units, regardless of whether the hexes contain enemy ZOC. Retreating units must move to the closest eligible hex by the shortest possible route.
Units may not retreat into hexes or across hexsides that are impassable to them (see TEC). Eliminate such units return them to the force pool).
Example: German units in hexes 2610, 2611, 2712 and 2811 all attack Kiev (2711.) The resulting hits cause all Soviet units in Kiev to be reduced or eliminated, so the surviving Soviet units there must retreat. Hexes 2710 and 2810 are both empty, but hex 2810 contains a German ZOC. The Soviet units in Kiev must start their retreat by moving into 2710. They must then keep moving since 2710 is an empty hex adjacent to the German units in 2610. Hex 2609 is empty but contains a German ZOC, and hexes 2709 and 2809 both contain Soviet units and are both already at the stacking limit. So, the retreating units enter hex 2809 and then continue moving to hex 2808, which is empty and is not adjacent to German units or in German ZOC. They end their retreat there. Had there been a German ZOC in hex 2710, the Soviet units would have had nowhere to retreat and been eliminated.
9.45 Naval Evacuation.
If a port hex is attacked in ground combat and the defending ground units there conduct a mandatory retreat (9.41) or do so voluntarily (9.42), and if there are any LC or SURF factors in the port hex with them at the time of the attack, then those ground units may board the eligible naval units and move to another port with them per the forced displacement rules (6.71). Units moved in this manner meet the retreat requirements from combat results. Normal capacity rules apply (10.11), so for example a 4 SURF unit cannot evacuate a non-division ground unit. Air units cannot retreat via naval evacuation. Naval units may perform evacuation even if they activated previously this turn. So, a player can use strategic redeployment or a Naval or General Offensive impulse to move LC and/or SURF units to a port, and then evacuate ground units that retreat from that port on the same turn.
9.5 Advances.
When defending units vacate a hex (by retreating or being eliminated), any surviving attacking units that are adjacent to that hex may advance into it if desired, and may advance one hex beyond it (in any direction) if there are no enemy units adjacent to the vacated hex. Stacking limits apply after all units are done advancing (8.4). The attacking player must decide immediately whether or not to advance, and must move all advancing units before doing anything else. Advancing costs no MPs and is not affected by enemy ZOC (8.5).
9.6 Exploitation Movement and Combat.
Exploitation movement and combat are only possible during General Offensive and HQ Offensive impulses (exception: 22.4).
9.61 Exploitation Movement.
In each Exploitation Movement Phase, active ARM and CAV units (only) receive extra MPs which they may use to move in that phase only. Active ARM units receive three MPs and active CAV units receive two MPs. In addition, active PARA units that took no action earlier in the impulse may mount airborne drops in the Exploitation Movement Phase (13.1). All normal movement rules and restrictions apply to units using exploitation movement (8.0). Units using exploitation movement may always move one hex regardless of MP cost (8.3). Stacking limits apply at the end of the Exploitation Movement Phase (8.4). MPs not used in the Exploitation Movement Phase are lost (they may not be saved for later).
9.62 Exploitation Combat.
After exploitation movement is done, active ARM and CAV (only) may attack adjacent enemy units in ground combat per 9.1 (even if they did not move in the Exploitation Movement Phase, and even if they attacked in the Attack Phase). Each TAC (not SAC) unit which provided offensive or defensive air support earlier in the impulse may remain in the hex in which it was placed and provide support in any exploitation combat that happens in that hex. Previously unactivated TAC units in range may activate and provide offensive and defensive air support in exploitation combat (11.3, 11.4). PARA that dropped in the Exploitation Movement Phase may attack units in the hex where they dropped. Repeat steps 1–7 of the combat sequence (9.2) for each attack, but not 8 or 9 (units cannot exploit after exploiting).
9.63 Exploitation Doctrine.
At the beginning of any 1939 Scenario, only German units may conduct exploitation. On the third turn after the turn Britain, France, or the USSR goes to war with Germany or Japan, that nation's units may conduct exploitation. For example, if Germany goes to war against the USSR in Winter 1940, the USSR may conduct exploitation in Fall 1941. This is determined separately for each Major.
US ground combat units may conduct exploitation the turn after combat with German ground units, On the third turn after Japan has engaged in ground combat with the USSR (this can occur via event without a formal declaration of war), Japan’s units may conduct exploitation.
Italian units may conduct exploitation if stacked with German ARM and CAV, or by themselves the third turn following the play of the AFV License event.
Minor units may conduct exploitation on the third turn following either alliance or war with a Major with the ability to itself conduct exploitation.
PARA may not drop in exploitation until their controlling country has the ability to exploit their ARM and CAV.
Option: All majors gain full exploitation capabilities in Spring 1943.
Design Notes: Credit for this original idea belongs to Chris Fawcett. This variant provides country specific capabilities and models the understanding and application of exploitation doctrine by each Major.
9.7 Blitzkrieg Bonus
TAC factors providing offensive or defensive air support (11.3, 11.4) to friendly or allied ARM can obtain a blitzkrieg bonus . A number of TAC factors less than or equal to the total combat strength of all friendly and allied ARM participating in the same battle hit on a 5 or 6 when attacking, and hit on 4–6 when defending.
When a line of active units attacks a line of enemy units (9.11, Option 3), TAC units on offensive air support must be adjacent to attacking ARM units to receive the blitzkrieg bonus, and TAC factors in excess of the attacking ARM factors to which they are adjacent do not receive the blitzkrieg bonus.
TAC units on defensive air support must be in the same hex as friendly or allied ARM units to get the blitzkrieg bonus, and TAC factors in excess of the number of friendly or allied ARM factors in the same hex with them do not get the blitzkrieg bonus Roll separately for TAC factors that get the blitzkrieg bonus.
9.8 Terrain Effects.
The combat effects of the various terrain types are listed below. All effects are cumulative (9.82).
- Clear, Desert and Jungle: No effect.
- Beach: No effect, but Amphibious Assaults are enhanced (10.25).
- Mountain and Fortress: Double ground units' combat strength when defending in a mountain or fortress hex (exception: Garrisons, 13.5). Units may not make airborne drops (13.1) or amphibious landings or assaults (10.2) in mountain hexes.
- Swamp: Add one to the combat strength of each ground unit defending in a Swamp hex (exception: 9.33). Units may not airdrop into swamp hexes (13.1).
- Objective City: Add one to the combat strength of each ground unit defending in an Objective City or Objective Capital City hex in mainland Europe, Britain or Japan (exception: 9.33).
- River, Canal or Strait Hexside: Add one to the combat strength of each defending ground unit that is attacked across one or more river, canal or strait hexsides, unless it is attacked simultaneously across any non-river, canal or strait hexside (exception: 9.33). In that case, it receives no increase in strength.
- All-Water (not river) Hexside: All ground attacks prohibited.
- Qattara Depression Hexsides: All ground attacks prohibited.
9.81 Defensible Terrain.
When a defending unit's combat strength is increased by terrain, the number of dice it rolls in combat AND the number of hits it takes to reduce or eliminate the unit both increase by the same amount.
Example: If a full-strength 4-5 ARM in a clear hex is attacked only across a river hexside, it rolls 4 + 1 = 5 dice in combat, and it takes 4 + 1 = 5 hits to reduce it (9.31).
Only ground units have their strength modified by terrain. Offensive and defensive air support are not modified by terrain. Zero-strength units do not receive combat strength modifiers from terrain.
9.82 Multiple Terrain Types.
All terrain effects are cumulative, except that additional strength for swamp, objective city and river, canal or straits is never doubled by other terrain. For example, if a full-strength 3-3 INF unit in a mountain hex is attacked across a river hexside only, the mountains double its combat strength to 6, and the river raises its combat strength to 7.
9.9 Fortresses.
If at any time an enemy unit occupies a friendly fortress hex, or if the country in which a fortress is located surrenders, the fortress is permanently destroyed. Write this down for fortresses printed on the board, or remove the fortress marker from the game permanently (do not put it in the Force Pool).
10.0 Sealift
10.1 Transport.
During Naval (4.31) and General Offensive (4.35) impulses, active SURF and LC may transport friendly and allied ground and air units which have not activated previously in the current turn. The SURF or LC unit(s) and the unit(s) to be transported must begin the impulse together in the same port hex.
Naval units may transport ground and air units to any friendly- or allied-controlled port or beachhead within the naval units’ movement range from their starting port (6.72). Transporting and being transported counts as being activated– turn all units involved in transport sideways. Ground and air units are considered supplied while being transported and for the rest of the turn during which they are transported, after reaching their destination port.
10.11 Capacity.
Nine SURF factors or 1 LC factor are required to transport one full-strength ground unit (one or two-sided) or one air unit with any number of factors. Five SURF factors or one LC factor are required to transport a reduced-strength two-sided ground unit or a division (13.7).
10.12 Restrictions.
Ground and air units may not move by land or air in the turn they are transported. Naval units may not move before transporting other units, but may keep moving after dropping off the transported units, to any friendly or allied port within movement range of their starting port (6.72). Do not use sea transport rules to move units into or out of any US box; use strategic redeployment for that (7.2, exception: 10.29). Each SURF or LC unit may only help transport one ground or air unit per impulse. Do not use naval transport rules to transport ground units to coastal hexes with no ports or beachheads, or to enemy-controlled hexes–that is amphibious landing or assault (10.2).
10.13 Combat.
Naval units performing transport are subject to attack in enemy-controlled sea zones (6.8). However, SURF units transporting other units may not fire back at their attackers (LC units have no firepower). If the number of SURF factors transporting a full-strength ground unit is reduced below nine in naval combat, flip the ground unit to its reduced-strength side or eliminate it if it has one side. If the number of SURF factors transporting any ground unit drops below five, eliminate the ground unit. If the number of SURF factors transporting an air unit of any strength is reduced below nine, eliminate the entire air unit. If one LC factor is transporting one unit, eliminate the unit if the LC factor is eliminated. If two LC factors are transporting the same two-sided unit, reduce the unit if one of the LC factors transporting it is eliminated, and eliminate the unit if both the LC factors are eliminated. Units eliminated at sea are placed in the force pool.
10.2 Amphibious Landings.
During Naval and General Offensive impulses, each eligible active LC factor may transport one active friendly or allied ground unit and conduct an amphibious landing with it. Other naval units may escort the LCs (6.73). Use the amphibious landing procedure when transporting units to coastal hexes with no ports or beachheads, or to enemy-controlled ports, beachheads or coastal hexes.
Ground units that make an amphibious landing (amphibious assault or unopposed, 10.25) are considered to be supplied for the entire turn during which they make the landing.
10.21 Eligibility and Capacity.
Only LCs may transport units in amphibious landings. To perform an amphibious landing, one or more LCs must transport one or more ground units to an eligible coastal hex within the LC’s movement range (6.72). All non-mountain coastal hexes (including those with ports and beachheads) are eligible for amphibious landing, but beach hexes are best (10.21, 10.24–10.26). All non-mountain coastal hexes on the Pacific map are considered beach hexes for amphibious landing purposes. Each island on the Pacific map that fits within one hex is considered a beach hex, but units may not move by land into adjacent island hexes after taking an island (they must land in each island hex separately).
Hexes containing any coastline on a Sea Zone at all (for example, London) may be amphibiously assaulted. Each LC factor may transport one full-strength unit (one- or two-sided), or two reduced-strength two-sided units, or two divisions (13.7). Each LC’s carrying capacity is halved if the amphibious landing hex is not a beach hex. Therefore, two LC factors are required to land one full-strength unit in a non-beach hex.
10.22 Restrictions.
Only ground units may be transported in amphibious landings. PARA units may not be transported, but may airdrop into an amphibious landing hex. Units may not unload in a hex in excess of the stacking limit (8.4). Units may not land in coastal hexes that are not part of a sea zone. For example, units may not make amphibious landings in the coastal hexes southeast of Suez (hex 4227) since those hexes are not part of any sea zone (there is no Red Sea Zone). If a moving force of naval units is transporting more ground units than can stack in the amphibious landing hex, then the excess units must go to any other friendly-controlled port within 3 sea zones of the LCs’ starting port; they may not remain at sea. If there is no such friendly port the excess units are eliminated and returned to the force pool.
10.23 Pre-Landing Naval Combat.
If an amphibious landing hex contains a port or beachhead with previously unactivated enemy naval units, then those naval units may activate and fight one round of naval combat with the amphibious landing force before the transported units can land. Use the normal procedure for naval impulse combat (6.8). The non-moving naval units in the hex are the attackers, and they receive the coastal defense bonuses (6.83).
Active TAC units within range of the landing hex and previously unactivated enemy TAC units of the same nationality as the non-moving naval units within two hexes of the landing hex may also participate in the naval combat (exceptions: 5.21, 5.25). The only CV units that may participate in pre-landing naval combat are CV units moving with the landing force and non-moving CV units in or within two hexes of the landing hex. Air and CV factors that participate in pre-landing naval combat may not provide offensive or defensive air support in the subsequent amphibious landing.
Once the naval combat round is over, surviving active units may proceed with the landing. If the landing units successfully take control of the hex, enemy naval units in the hex are displaced (6.71). If the landing is unsuccessful, the landing is repelled (10.27). Non-moving naval units in the landing hex may not attack the repelled naval units again on their way out of the hex.
10.24 Unopposed Landings.
If the landing hex contains no enemy ground units, all active ground units that survive any pre-landing naval combat (10.23) may unload in the hex, subject to stacking limits (8.4). They may not move beyond the landing hex in the same impulse in which they land, unless they are ARM or CAV units landing in a beach hex during a General Offensive impulse (these may use exploitation movement and combat after landing, 9.6). The owning player places a beachhead marker in the landing hex at no BRP cost (10.28), and rolls for any LC losses (10.26). Surviving naval units may remain at the beachhead or move on to another port within their movement range from their starting port (6.72).
10.25 Amphibious Assaults.
If there are enemy units in the landing hex, landing units must attack them in an amphibious assault. To conduct an amphibious assault, at least one assaulting unit must be an INF or MAR. Alternatively, a PARA unit must airdrop into the landing hex in addition to any units that land there (this can only happen during General Offensive impulses, 13.1). There are no restrictions on what types of units may participate in unopposed landings.
Unactivated air and CV units within range of the landing hex may provide offensive and defensive air support (11.3, 11.4). CVs with the landing force may provide offensive air support. In a General Offensive impulse, other active friendly and allied ground units adjacent to the landing hex may attack it along with the landing units.
Amphibious assault combat follows the standard ground combat rules (9.0), with the following exceptions:
If the assault hex is not a beach hex, up to two ground units plus a HQ and an air-dropping PARA unit may land and attack enemy units there. If they clear the hex of enemy units, they may occupy the hex after any surviving enemy units retreat. They may not move beyond the landing hex in the same turn as they land.
If the assault hex is a beach hex, the active player may transport up to two ground units plus a HQ to it in a Naval impulse, and any number of units to it in a General Offensive impulse. However, in all cases only one or two of the transported units plus any PARA unit airdropping into the hex may actually attack the enemy units in the hex.
If the active player transports more than two ground units and a HQ to the assault hex in a General Offensive impulse, they must be divided into an Assault Group and a Follow-Up Group. The Assault Group may contain no more than two units plus a HQ, so as to not violate stacking limits (10.22). The Follow-Up Group may contain any number of units. The Assault Group attacks the hex (with any PARA unit that may have dropped onto the hex), and enemy units are cleared, the attackers may advance into the hex and then advance one hex beyond the landing hex if no other enemy units are adjacent to it after any surviving enemy units retreat (an airdropping PARA unit may not advance after combat). Then, any ARM and CAV units from the Assault Group and the Follow-Up Group may use exploitation movement and combat, with the first hex entered by the Follow-Up Group being the landing hex (9.6).
Surviving SURF units which escorted (6.73) the LCs to the landing hex provide fire support. In addition to dice rolled by ground units attacking the landing hex, the landing player rolls dice equal to half the number of escorting SURF factors (drop fractions). Every 6 rolled by SURF factors is a hit. SURF units may roll no more than twice the number of dice rolled by assaulting ground units.
All hits against amphibiously assaulting and/or airdropping units must be applied to them (not satisfied by BRP losses). Leftover hits are not allowed (9.35). Each landing or airdropping unit that suffers at least one hit is reduced or eliminated (9.36). If during a General Offensive impulse a coastal hex is attacked simultaneously by landing/airdropping units and units in adjacent ground hexes, then hits scored by defenders must be applied to amphibiously-assaulting/air-dropping units before any hits are applied to other attacking units. This means assaulting/airdropping units must be eliminated before hits may be assigned to other attacking units.
10.26 LC Losses.
If one or more units successfully unload in a hex that was not friendly-controlled at the time of the landing, roll one die for each LC factor that unloaded. Subtract one from each result if the landing hex is not a beach hex, and add one if the landing was not opposed. On a modified result of 2 or less, the LC factor is eliminated and returned to the force pool (it may be rebuilt). Do not roll for LC losses in hexes that were friendly-controlled at the time of the landing, or if a landing is aborted or repelled (10.27).
10.27 Aborted and Repelled Assaults.
If pre-landing naval combat eliminated all INF and MAR units in the landing force, no PARA units airdrop into the landing hex, and enemy units occupy the landing hex, then the landing must be aborted. All surviving units with the landing force must move to a friendly or allied port within their movement range from their starting port. If there is no such port, or if only some naval units in the force can reach such a port, eliminate all naval units that cannot make port plus all ground units the eliminated naval units were transporting (put them in the force pool).
If an amphibious assault fails to clear the landing hex of enemy ground units, or if all landing ground units are eliminated in the assault, then the landing is repelled. After combat is done and hits applied, reduce all surviving full-strength two-sided ground units that assaulted the hex, eliminate all surviving reduced-strength and one-sided ground units that assaulted the hex, and eliminate any PARA unit that airdropped into the assault hex (9.31). Units in any Follow-Up Group or which attacked by land from an adjacent land hex are not reduced or eliminated (10.25). Then move all units of the landing force to a friendly or allied port within its naval units’ movement range, or eliminate any naval units that cannot reach a port and any ground units they were carrying (put them in the force pool).
Units moving to a port after an aborted or repelled assault are subject to naval attack in enemy-controlled sea zones, including the zone where the aborted or repelled assault took place if enemy-controlled (if they were attacked on the way in, they may be attacked on the way out too; 6.8). Naval units which attacked the landing force in pre-landing naval combat (10.23) may not attack the landing force again on the way out.
10.28 Beachheads.
If a landing is not aborted or repelled, the landing player immediately places a friendly beachhead marker in the landing hex at no BRP cost. If more than one nation’s ground units landed in the hex, the nation that landed the greatest surviving combat strength in the hex places a beachhead marker there. Roll dice to break ties. A beachhead marker is not a unit and does not count against stacking limits (8.4). It acts in all respects as a minor port, but may not act as an airbase (11.1). Naval units may remain there, and units may trace supply and be redeployed through it (7.2). Players may also build beachhead markers in the Production Segment for five BRPs each and place them in any friendly-controlled beach hexes. Beachheads may not move, but the owning player may eliminate them voluntarily (15.8). If any ground units enter a hex with an enemy beachhead but no enemy ground units, eliminate the beachhead and put it in the force pool (it cannot be captured).
If a coastal hex transects two sea zones (shorelines exist on two different sea zones and the hex is not a sea zone boundary) a beachhead within it will operate on one coast and sea zone only. A beachhead placed in such a hex must be designated for and operate from one sea zone coast. A beachhead established by amphibious assault in such a hex will operate from the coast of the sea zone from which the assault occurred. A second beachhead in such a hex may be placed or established on the sea zone coast opposite of the existing beachhead.
Design Notes: A practical rule to account for the geography of a few hexes on the GPW map. You might think twice about playing with any player who argues otherwise, but having this agreed to ahead of time can eliminate any discussion about beachhead capabilities on these hexes.
10.29 American Special Abilities.
During US General Offensive impulses in Europe, active units in the United States box or the United States East Coast box may amphibiously assault coastal hexes in the North Atlantic, Western Approaches and Eastern Atlantic Sea Zones. During US General Offensive impulses on the Pacific map, active units in the US West Coast box may amphibiously assault coastal or island hexes in the Bering Sea 1, Bering Sea 2, Hawaiian Islands, Johnston Islands and Phoenix Islands Sea Zones. These are the only exceptions to the restriction that units may only move from or through off-map boxes by strategic redeployment (10.12). The US (and Britain, 5.49) may conduct amphibious assaults against Reykjavik on the Off Map Movement Chart.
11.0 Air Operations
11.1 Airbases.
Air units may only be placed at friendly or allied airbases. Major and minor ports, cities, and airbase markers (NOT beachhead markers) all act as airbases. Up to five air factors may base at the same airbase. If the same hex contains a port and a city, then up to 10 air factors may base at that hex. If a player places an airbase marker in a hex, it increases the number of air factors that may base there by five (thus up to 15 air factors may base at a hex with a city, a port and an airbase marker).
11.11 Airbase Markers.
During the Production Segment, players may build airbase markers for five BRPs each, then immediately place the new airbase markers in any friendly controlled, supplied hex (12.1), limit of one airbase marker per hex.
11.12 Restrictions.
Airbase markers may not move, but may be voluntarily removed by the owning player in the Supply Segment and rebuilt elsewhere later (15.8). They do not block enemy movement. If one or more ground units enter a hex with no enemy ground units but with an enemy airbase marker, eliminate the airbase (it may not be captured). Any enemy air units at the airbase are subject to land attack (11.52).
11.2 Air Movement.
Air units move from hex to hex. Air units may move through land and sea hexes and fly through hexes containing enemy units and ZOC (8.5). The numbers on the orange arrows on the GPW maps indicate the distance in hexes between the hexes at the two ends of the arrow for air movement purposes.
Active air units must begin and end their impulse at a friendly or allied airbase (not necessarily the same one). Air units may land at friendly or allied airbases that have the capacity to base them (11.1). After an air unit takes any action (even actions that do not happen during its owning player’s impulse, 10.2, 11.4, 11.8), it is considered activated (turn it sideways).
11.21 Range.
Each air unit's range is printed in its lower right corner. How far an activated air unit may move in an impulse depends on what it does in that impulse. Air units just moving from one airbase to another may move up to twice their printed range in hexes. Each TAC or SAC unit performing Offensive Air Support (11.3), Counter Air (11.5), Naval Strikes (11.6), Strategic Bombing (11.7) or supporting a landing force in pre-landing naval combat (10.23) may only hit targets no farther away in hexes from its starting airbase than its printed range. Each CV unit may perform offensive air support or a naval strike in any coastal hex within two hexes of its starting port, or of any sea hex it moves to when activated (13.2). Each unit performing Defensive Air Support (11.4) or supporting non-moving naval units in pre-landing naval combat (10.23), and each TAC or CV unit performing Interception (11.8) may only fly to target hexes within two hexes of its starting airbase or port (they may not move before intercepting).
Example: All TAC units have a range of 4. So, any activated TAC unit may move to any base within eight hexes of its starting base, or attack any target within four hexes of its starting base.
11.22 Landing.
Air units that perform any type of combat mission (anything other than just moving) may land at the airbase from which they started the mission, or at any friendly or allied airbase that is within their printed range from their starting airbase. This includes any base that was captured by friendly or allied forces during the impulse. If a unit's starting airbase is captured during the impulse and there is no other friendly or allied airbase within the air unit's printed range from that base, eliminate the air unit and put it in the force pool.
11.23 Restrictions.
The active player must trace the flight path of its moving air units on the map so that enemy TAC within range may intercept them if desired (11.8). Air factors that leave the same base and move to the same target/destination hex must move together as a group–they may not move one-by-one to avoid being intercepted all at once. Air units may only enter hexes of nations with which the owning player is allied, at war, or has Friendly or Client relations (16.3). Air units activated by an Attrition chit (4.33), may only provide Offensive Air Support.
11.3 Offensive Air Support.
In General Offensive, HQ Offensive and Naval impulses, active TAC, CV and SAC may fly to hexes being attacked by active ground units and support those attacks (9.2, 10.2). In Attrition impulses, one active TAC or SAC may provide offensive air support.
11.31 Procedure.
Before launching ground attacks, the active player moves eligible, active air units to enemy-occupied hexes which active ground units will attack this impulse. (CVs must be within two hexes of the attacked hex, per 11.21.) The active player starts each ground attack by resolving air battles between air units providing offensive and defensive air support in the same attacked hexes (11.9). Then, all surviving active TAC units in each attacked hex add their combat factors to the combat strength of the attacking ground units. Surviving CV and SAC factors add half their combat factors to the attack (drop fractions).
Each die rolled by units providing offensive air support hits on a 6, except for TAC factors with the Blitzkrieg bonus (they hit on a 5 or 6, see 9.7). Once placed in a hex for offensive air support, TAC (only) may stay there for the rest of the impulse and provide offensive air support to all ground and exploitation attacks on that hex in the current impulse. At the impulse's end, active air units land (11.22) and participating CVs that moved return to their port of origin. Turn all such units sideways.
11.32 Restrictions.
Each active TAC or SAC may provide offensive air support in one impulse per turn, in one hex within its printed range (in hexes) from its airbase. Each active CV may provide offensive air support in one ground attack or amphibious assault within two hexes of it per turn. If desired, the CV may move to any sea hex within its movement range (6.72) that is within two hexes of the attack. If the total air factors providing offensive support in a battle exceeds the total combat strength of friendly and allied ground units attacking the hex where the air unit is placed, then the excess air factors may not participate in the attack (owning player’s choice as to which). Air units that have activated previously this turn may not provide air support, and providing air support counts as an air unit's activation for the turn. LSAC units may not provide air support.
11.4 Defensive Air Support.
11.41 Procedure.
After the active player(s) announces which hexes he’s attacking and allocates any offensive air support (11.3), nations with friendly or allied ground units under attack may assign TAC units (not CV or SAC units) which have not previously activated this turn to provide defensive air support. Those TAC units move from their airbases to the hex(es) under attack. After resolving any air battles with enemy units flying Offensive Air Support (11.9), surviving TAC flying Defensive Air Support add their combat factors to the total combat strength of friendly and allied ground units in the same hex. Terrain does not affect combat strength of air units (9.8). Each die rolled by units flying defensive air support hits on a 5 or 6, except for TAC factors that get the Blitzkrieg bonus (they hit on each 4, 5 or 6, see 9.7). Once placed in a hex for defensive air support, TAC stay there for the rest of the impulse and may provide defensive air support against all attacks and exploitation attacks on that hex in the current impulse. One the impulse is done, the air units land (11.22) and should be turned sideways.
11.42 Restrictions.
Each previously-unactivated TAC unit may provide defensive air support in one impulse per turn, in any one hex within two hexes of its airbase. TAC units may provide support to friendly and/or allied ground units (exceptions: 5.21, 5.25). TAC units that have activated previously this turn may not provide air support. Providing air support counts as a TAC unit's activation for the turn. If (after resolving any air battles) the number of surviving defending TAC factors in a hex exceeds the combat strength of the defending ground units in the same hex, the excess TAC factors may not participate in ground combat.
11.5 Counter-Air.
11.51 Strafing Airfields.
During General Offensive, HQ Offensive and Air Effort impulses, active TAC units may attack inactive enemy air units at airbases. Each active TAC unit may only attack one enemy airbase per turn, which must be within the air unit's printed range (in hexes) from its own airbase. Resolve these attacks as air battles, except that the inactive air units may not fire (11.9). Previously unactivated enemy TAC units based within two hexes of the attackers’ path or based at the target airbase may intercept if desired (11.8). If all the units at the target base intercept the attacking air units, then the opposing units fight a normal air battle (11.9) and there is no Counter-Air attack. If not, surviving attacking TAC units may proceed with the Counter-Air attack after air battle is done. Attacking TAC units hit on each result of 6, unless they are not intercepted. Then they hit on each result of 5 or 6.
11.52 Land Attack.
Air units alone in a hex do not block enemy ground unit movement. When ground units enter hexes containing only inactive enemy air units and/or airbases, or when they advance after combat into a hex with enemy air units at their base, the player controlling the air unit(s) rolls one die for each air factor in the hex. On a result of 4–6, the air factor escapes and may move to any friendly or allied airbase within twice its printed range that has the capacity to base it. This counts as the escaping air unit's activation for the turn (though it can still escape even if it activated previously this turn).
On a result of 1–3, or if there is no airbase within twice the air factor’s range with the capacity to base it, eliminate the air factor and put it in the force pool.
11.6 Naval Strikes.
During General Offensive, Naval and Air Effort impulses, active TACs and SACs may attack enemy naval units at ports within range. Active CVs may perform naval strikes in General Offensive and Naval impulses, but if they do not start their activation at a port within two hexes of the target, they must move to within two hexes of the target port (or just into the port’s sea zone if the port is in a Pacific Map sea zone that has just one hex in it). CVs are subject to naval attack in enemy-controlled sea zones while moving (6.8).
11.61 Procedure.
Active TAC and SAC units move to the target port. Then any participating CV units (plus any escorts, 6.73) move to within two hexes of the port, resolving and taking damage from any enemy naval attacks on the way (6.8). Previously unactivated TAC and CV units that are friendly or allied to naval units in the target port may intercept if within range of the attackers’ flight path or the target port (11.8).
Resolve any air battles caused by interception (11.9). Then the active player rolls a number of dice equal to the number of surviving TAC and CV factors attacking the port, plus half the surviving SAC factors attacking the port (drop fractions). Roll dice for each unit type separately. SAC factors hit on a 6, and TAC and CV factors hit on a 5 or 6. The attacking player chooses which enemy naval units in port take hits. Return all attacking and intercepting units to their bases and turn them sideways.
11.62 Restrictions.
Each active unit may only strike one port (different units may strike different ports). A target port must be within the air unit's printed range (in hexes) from its airbase. LSAC units may not perform naval strikes. Each hit on a CV unit in air battle or naval air battle reduces the number of dice it rolls in the naval strike by one (but not below zero, 11.91).
11.7 Strategic Bombing
During General Offensive and Air Effort impulses, active LSAC, SAC and TAC units may attack enemy-controlled objective and shipyard hexes within range. Every hit on such a hex eliminates one BRP from the stockpile of the nation controlling the hex. This can cause the target nation’s BRP stockpile to drop to zero and below (14.14).
11.71 Procedure.
Active units move to their target hexes, after resolving any air battles with intercepting enemy units (11.8, 11.9). Then, at each target hex with surviving active air units, the owning player rolls a number of dice equal to the total number of active SAC and TAC factors there, plus twice the number of active LSAC factors there. Every result of 6 is a hit. Units that reached their target hex without being intercepted hit on a 5 or 6. Starting in 1942, add one to the die roll result for all bombing units (a modified 7 equals 6).
11.72 Restrictions.
Only objective city, objective capital city and shipyard hexes are eligible targets for strategic bombing. Each eligible active air unit may only strike one hex, which must be within its printed range (in hexes) of its airbase (exception: 13.4). No more than five BRPs per turn can be destroyed by bombing the same hex inside the printed borders of any Major. No more than three BRPs per turn can be destroyed by bombing the same hex in a Minor, and no more than two BRPs per turn can be destroyed by bombing the same hex elsewhere. For example, no more than five BRPs per turn can be destroyed by bombing Berlin, three BRPs per turn by bombing Budapest, and two BRPs per turn by bombing Malta.
11.73 Political Fallout.
Roll one die each time a Major bombs a hex inside a country currently conquered by an enemy Major. On a roll of 1, world opinion turns against the bombing Major for its callous disregard for nonbelligerent citizens. ALL of the bombing Major’s influence markers not in 10 boxes move down one box on their influence tracks (16.22).
11.8 Interception.
Whenever active air units move or active PARA units make an airdrop (13.1), previously unactivated enemy TAC and CV units within two hexes of the moving units’ flight path may intercept them (exceptions:11.82).
11.81 Procedure.
Moving air or PARA units may be intercepted in any hex along their flight path, including their airbase’s hex and the target hex. The intercepting player tells the active player to stop moving units in any eligible hex, and then moves TAC and/or CV units to that hex to fight an air battle with the moving units (11.9). Afterward, surviving intercepting units land (11.22) and are turned sideways (intercepting counts as their activation for the turn), and surviving active units continue their mission.
11.82 Restrictions.
Each eligible unit may only perform interceptions in enemy flight path hexes that are within two hexes of the intercepting unit's airbase or port. Units may not move to a different port, airbase or sea hex first and then intercept. CV units may only intercept naval strikes (11.6) or offensive air support allocated to amphibious assaults (10.25). Each intercepting unit may participate in only one air battle per turn. Therefore, if two different groups of active air or PARA units move through the same hex in the same impulse, each enemy air unit within range of that hex may only intercept one group (some may hit one group and some the other, if desired). The active player may not perform interceptions. Intercepting units and units performing Defensive Air Support (11.4) may not be intercepted. Only German and British TAC may intercept LSAC units (exception: Mitsubishi Jets! chit, see Political Markers).
11.9 Air Battle
Whenever air battle happens (due to Interception, 11.8, or Offensive and Defensive Air Support in the same hex, 11.3 and 11.4), each nation involved in the air battle rolls a number of dice equal to the total number of TAC and CV factors it in the air battle hex. Every 6 is a hit (exception: 11.92). The owner chooses which units in the air battle suffer hits inflicted by the enemy. Each hit eliminates one factor. One hit on a PARA reduces it, or eliminates it if already at reduced strength. Two hits eliminate a full-strength PARA (return it to the force pool). See 11.91 for air battle hits on CV units. Hits take effect simultaneously, so hits scored by one side do not reduce the dice rolled by the other side in air battle.
11.91 CVs in Air Battle.
Each hit a CV unit suffers in air battle eliminates one BRP from its owning player’s stockpile (it does NOT eliminate a CV factor–air battle hits on a CV are equivalent to shooting down its planes). This can drive the owning player’s BRP stockpile to zero and below (14.14). If a CV unit receives hits in air battle, reduce the number of dice it rolls in any subsequent combat during the same impulse by the number of hits (but not below zero). If a CV unit receives a number of hits in air battle that exceeds the number of CV factors in the unit, the excess hits are ignored. All hits taken by CVs outside air battle eliminate CV factors normally.
Example: Britain has conquered Sardinia. A British 5-4 TAC from Cagliari launches a naval strike on Italian SURF units at Napoli. An Italian 2-4 TAC from Roma scrambles to intercept, as do two Italian CV factors from Taranto (both are 2 hexes away from Napoli). Italy could intercept separately in two different hexes (fighting two separate battles), but chooses to have a single air battle over Napoli instead. Italy rolls 2 + 2 = 4 dice while Britain rolls 5 dice. Each side rolls one 6. The hit on Britain eliminates one TAC factor. Italy can allocate the hit against it to either a TAC factor (eliminating it) or a CV factor (eliminating one Italian BRP). The remaining four British TAC factors then attack the Italian SURF units at Napoli.
11.92 Bomber Vulnerability.
LSAC and SAC units may not fire in air battle (exception: 11.94). If one or more TAC (not CV) factors intercept LSAC or SAC that have no friendly or allied TAC moving with them, then each intercepting TAC factor hits on a 5 or 6 (exception: 11.95).
11.93 Defeated Escorts.
If intercepting units eliminate all active TAC units in air battle, all surviving intercepting units may fire again at any enemy LSAC and SAC units in the air battle, hitting on each result of 6 (exception: 11.95).
11.94 American Heavy Bombers.
Beginning in Spring 1943, all US SAC and LSAC may fire back when intercepted (11.8). The US rolls a number of dice equal to half the total SAC and LSAC factors in the air battle (drop fractions), and hits on each 6.
11.95 Flying Fortresses.
Beginning in Spring 1943, intercepting units only hit American SAC and LSAC units on results of 6. If the intercepting units eliminate all TAC units escorting the US bombers, the intercepting units do not get a second attack (11.93).
12.0 Supply
To function normally, each ground unit must be able to trace a clear supply path (12.1) to a supply source (12.2). Those that can are In Supply and may function normally. Those that cannot are unsupplied and suffer ill effects, as do air units that are unsupplied in the Supply Segment (12.32). Players check the supply status of ground units (not air units) during ground combat (9.2). They check the supply status of all their ground and air units in each supply segment (3.8), when trying to repair them (15.3), and when trying to voluntarily eliminate them (15.8). Supply rules do not apply to naval units.
12.1 Supply Paths.
For a unit to be supplied, it must trace an unblocked, unbroken path of hexes from itself to any friendly supply source (12.2). Units may not trace supply through hexes containing one or more enemy ground units, or empty hexes containing enemy ZOC (8.5). Units may always trace supply through hexes occupied by at least one friendly ground unit, whether the hex contains enemy ZOC or not. Units may trace supply through enemy-controlled hexes if those hexes do not contain enemy units or enemy ZOC. Players may trace supply through hexes controlled by Friendly, Allied, or Client nations, but not through hexes of nations that are Neutral or Hostile (meaning Hostile but not at war) to them (16.3). There is no limit to the length of a supply path
12.2 Supply Sources.
There is no limit to how many units may trace supply paths to the same supply source. All of the following can serve as supply sources for friendly units:
- The unit's home nation capital.
- All objective cities inside the original, printed borders of the unit's home nation.
- All colony capitals of the unit's home nation.
- Any friendly or allied fortress in the same hex as the unit (12.6, but not for Repair purposes, 15.32).
See also 12.5 for Japanese Supply in China. Some units can also use other supply sources, as follows:
12.21 Soviet Supply.
Soviet units may trace supply to all map-edge hexes inside the USSR’s printed borders or any city on the Pacific map within the USSR’s printed borders.
12.22 British and United States Supply.
American, British and Commonwealth units may use Suez (hex 4227 on the Europe map) as a supply source, with restrictions (12.28). In GPW and SWW, they may use all United States off-map boxes, all objective cities in India, and all major ports in Australia (except for minor ports upgraded to major by fleet trains, 13.32) as supply sources. In JP3R, they may use all sea hexes on the west board edge that are in friendly or allied-controlled sea zones as supply sources.
12.23 German and Italian Supply.
German and Italian units may use Tripoli as a supply source, with restrictions (12.28).
12.24 Minor Country Supply.
Finnish units may trace supply to all hexes on the north edge of the map inside Finland’s printed borders. Turkish units may trace supply to any Turkish city. Chinese units of both factions are always in supply in any hex in China (but not Manchukuo). Nationalist Chinese units outside China may use any American supply source. Communist Chinese units outside China may use any Soviet supply source.
12.25 Other Capitals.
If a unit cannot trace a supply path to any friendly supply source, then it can use the capital (only) of any of its allies as a supply source (but not for repair purposes, 15.3).
12.26 Airborne Drops.
A PARA performing an airborne drop is in supply for the rest of the turn on which it drops. Normal supply rules apply to PARA before they drop, and on turns in which they do not drop.
12.27 Conquered Supply Sources.
Supply sources under enemy control cease to function as supply sources until recaptured by the originally-controlling nation or one of its allies.
12.28 North African Restrictions.
Other than Britain and the US, nations can repair units in North Africa only if they can trace supply to an eligible source in Europe (15.3).
Britain and the US may use Suez (4227) as a supply source, but at double the BRPs for repair purposes (for shipping troops and equipment so far). For example, it costs four BRPs to flip a reduced British 1-4 INF to its 3-4 side when using Suez as a supply source.
12.29 Sea Transport and Amphibious
Landings. Ground and/or air units that are transported by sea (10.1) or which participate in an amphibious landing or assault (10.2, 10.25) are considered supplied while being transported and during the landing/assault, and for the rest of the turn during which they reach their destination port or landing hex.
12.3 Unsupplied Effects.
Each ground and air unit that cannot trace a path to an eligible supply source is unsupplied (exceptions: 12.26, 12.29). Supply rules do not apply to naval units. The effects of being unsupplied vary with the situation.
12.31 Unsupplied in Combat.
If ground units are unsupplied at the instant they attack or defend in combat, then all hits suffered by their side in that battle must be applied to units. No leftover hits or voluntary retreats are allowed (9.35, 9.42). Each unsupplied unit that suffers at least one hit is reduced or eliminated (9.31). Air units are unaffected by this rule.
12.32 Unsupplied in the Supply
Segment. Ground units unsupplied during the Supply Segment (3.8) are flipped to their reduced-strength side or are eliminated if they are already on their reduced side or have no reduced side (exception: 12.34). Eliminate half the air factors at each airbase unsupplied in the Supply Segment (owning player’s choice, round fractions up).
12.33 Last Stand.
All ground units, except HQs, that are eliminated while unsupplied (either in combat or during the Supply Segment) are removed from play permanently and may not be rebuilt (do not put them in the force pool).
Air factors eliminated in the Supply Segment ARE returned to the force pool and may be rebuilt. HQs eliminated while unsupplied may not be rebuilt until the Production Phase four turns after elimination. Therefore, a HQ eliminated while unsupplied in Spring 1940 could not be rebuilt until Spring 1941.
12.34 Bushido.
Roll one die for each Japanese ground unit (not air unit) that is unsupplied during the Supply Segment. Subtract one from the result if the unit is in a jungle hex or one-hex island hex. The unit is not reduced or eliminated on a modified result of 3 or more.
12.35 Supply Dock.
Supply paths are blocked by three or more enemy controlled hexes (they do not need to be adjacent) that are unoccupied and not in a zone of control.
Design Notes: This additional restriction to supply routes forces players to be even more careful about protecting supply routes and can also eliminate some unusual routes traced via a strict interpretation of the rules.
12.4 Overseas Supply.
Players may trace supply through friendly or allied-controlled sea zones, or controlled by nobody, including sea zones that are friendly/allied and enemy controlled simultaneously (6.52).
12.41 Procedure.
To trace supply overseas, the tracing player must have a friendly or allied-controlled port on a sea zone through which he can trace supply, and be able to trace an overland supply path from any supply source to that port (unless the port itself is a supply source). Then he must be able to trace a supply path from that port through a path of sea hexes that goes through eligible sea zones, to another friendly or allied-controlled port. Finally he must be able to trace a supply path overland from the second port to the unit(s) requiring supply (unless the units are in the second port). There is no limit to the number of eligible sea zones through which units may trace supply.
Example: Italy controls the Central and Eastern Mediterranean. Italian units in Damascus may trace supply from Roma (supply source) to the port of Taranto, across the Central and Eastern Med to the Italian-controlled port of Beirut, and then to Damascus
12.42 Restrictions.
Units may not trace supply through solely enemy-controlled sea zones. They may trace supply through sea zone border hexes that border sea zones which are solely enemy-controlled, IF another sea zone bordering the hex is friendly or allied-controlled. Units may not trace supply through off-map movement boxes (exceptions: 12.22, 12.23). They may only trace supply through a Narrow Seas hex if it or any coastal hex within two hexes of it is friendly or allied-controlled (13.4).
12.43 Sea Transport and Amphibious
Landings/Assaults. Ground and air units transported by sea or making an amphibious landing (either unopposed or amphibious assault, 10.25) are considered supplied during transport and during the landing, and for the rest of the turn during which they make the landing or reach their destination port.
12.5 Japanese Supply in China.
Japanese units in China may be supplied in any of these ways: 1.By tracing a supply path of no more than two hexes to any hex adjoining a river, and then following a path of unblocked hexes adjoining the river to the Yellow Sea or East China Sea Zone, and then by sea to any Japanese supply source. 2.By tracing a supply path of no more than three hexes to a friendly-controlled Chinese provincial capital. 3.By tracing a supply path of no more than four hexes to a Japanese beachhead which itself can trace supply to a Japanese supply source. 4.By tracing a supply path of no more than two hexes to a Japanese HQ unit which is itself supplied under 1, 2 or 3 above.
12.6 Fortress Supply.
Units in a hex with an intact friendly or allied fortress are always in supply. Fortress may not act as a supply source for 1) units outside its hex, nor 2) for repair purposes (15.32), but any other eligible supply source in the same hex with a fortress may do so (such as the objective city of Leningrad).
12.7 Air Supply.
Activated SAC and LSAC (but not TAC) units may use the Strategic Bombing procedure (11.7) to supply friendly and/or allied ground units from the air. To do this, the SAC and/or LSAC must move to a hex occupied by one or more friendly or allied ground units (not an enemy-controlled objective or shipyard hex per the standard rule). Each such SAC or LSAC then designates the ground unit that it wishes to supply from the air. Multiple units may attempt to supply the same unit. The SAC or LSAC then rolls dice normally per rule 11.71. Subtract one from each die roll if the target ground unit occupies a mountain hex, but add one to each die roll if the target ground unit occupies a city hex of any kind (if the target unit is in a mountain hex with a city, do not add any modifier). A modified result of 7 (or 7 or 8 in 1942 onward) equals a 6 per rule 11.71. If the number of hits scored on the target unit equals or exceeds the target unit's current combat strength, then the unit is considered supplied for all purposes except repair (15.32) for the rest of the turn. The owning player should write down the numerical designation of the supplied unit to track its supply status If the number of hits scored on the target unit is less than its current combat strength, the air supply attempt fails and the unit is not supplied from the air that turn (unless another air supply attempt later in the turn succeeds).
Example: In 1942 the Allies take control the Western Med Sea Zone. An Italian 2-3 INF unit in beach hex 1827 on Sardegna is cut off from all supply. So when an Italian Air Effort chit is drawn, Italy sends two 2-8 SAC units from Roma to the INF unit on Sardegna in an attempt to supply it from the air. The SAC units are not intercepted on the way, so each die roll will hit on a 5 or 6 and will also receive a +1 modifier since the current date is 1942 or later. Italy rolls four dice and gets modified results of 3, 4, 5 and 7, making two hits on the Italian 2-3 INF unit, equaling its combat strength of 2. Therefore, the INF unit is considered supplied for the rest of the turn for all purposes except repair. Italy notes the INF unit's number designation to keep track of its supply status. If the unit had been in Cagliari (hex 1927) the SAC would have scored 3 hits due to the extra +1 modifier for being in a city, but if the unit had been in mountain hex 1826 the SAC would have scored only one hit (and the INF would have remained unsupplied) due to the -1 modifier for being in a mountain hex.
12.8 Jungle Supply Limitations.
Each supply path may not enter more than three jungle hexes. If a unit cannot trace a supply path that does not enter more than three jungle hexes, it is unsupplied (12.3). However, supplied HQs may act as supply sources for units in tracing supply through jungle hexes (thus extending the supply chain).
13.0 Special Rules
13.1 Airborne Drops.
Active PARA units may make airborne drops in General Offensive and HQ offensive impulses. They may drop into empty hexes, hexes containing friendly units, or enemy-occupied hexes.
13.11 Procedure.
Each PARA may make up to one drop per turn, either before ground combat or during exploitation movement (9.61). Each PARA that wishes to drop must activate and must begin its activation in an airbase hex (11.1). The owning player moves the PARA to any land, coastal or island hex within four hexes of its starting hex (exceptions: 13.12). Airdrop movement is the same as air movement and is not blocked by anything that blocks ground movement (8.2). The PARA may drop into an enemy-occupied hex and attack enemy units there in ground combat (13.13).
PARA are subject to interception by enemy TAC during airdrops (11.8), but previously unactivated friendly or eligible allied TAC at the base where the airdrop originates may activate and move along with the airdropping PARA to fight any intercepting enemy TAC on the way (11.9).
13.12 Restrictions.
Only PARA that start their activation at airbases may perform airdrops. PARA may not drop into sea, mountain or swamp hexes. All active, eligible PARA may drop during General Offensive impulses, but only one such PARA may drop during each HQ Offensive impulse.
PARA that airdrop may not move in any other way in the same turn (exception: retreating from the hex if attacked in a later impulse, 9.4).
13.13 Airdrop Combat.
If one or more PARA drop into an enemy-occupied hex, they must attack the enemy unit(s) there during ground combat or exploitation combat (whichever comes immediately after the drop, 9.0). Other active ground units eligible to attack the airdrop hex may do so with the PARA (9.1). Treat PARA as INF in combat. Resolve combat normally (exceptions: 9.38). If at least one enemy unit remains in the airdrop hex after combat is done, eliminate all active PARA in the hex and put them in the force pool.
13.14 Air Supply.
PARA are automatically supplied during the turn in which they drop. On all other turns, normal supply rules apply to them (12.0).
13.2 Aircraft Carriers.
Aircraft Carriers (CV) are naval units which sometimes act as air units. CV air has a range of 2, and may perform offensive air support (11.3) and naval strikes (11.6) in Naval and General Offensive impulses, and may intercept enemy naval strikes (11.8). If more than two hexes from the target, CVs performing such a mission must move to a sea hex within two hexes of the target (or into the port’s sea zone if the port is in a Pacific sea zone with just one hex).CVs are subject to naval attack when moving through enemy-controlled sea zones (6.8).
CV air may be intercepted normally (11.8), but may not be attacked by Counter-Air (11.5). Hits suffered by CV units in air battle do not eliminate the CV factors–the owning player loses one BRP per hit instead (loss of its planes does not cause the aircraft carrier to sink, 11.91).
13.3 Fleet Trains.
Fleet trains represent the huge collections of support craft (repair ships, floating docks, transports, refrigerator ships, tankers, ammunition ships and more) assembled by the US and Royal navies for the war with Japan. In game terms they have several special abilities.
13.31 Increasing Range.
If a fleet train starts its activation in a port but does not move or flip to its Major Port side, increase the movement range and box placement radius (6.41) of every other naval unit which starts its activation in the port with the fleet train by one. Two such fleet trains in the same port increase these by two, and so on.
If a Fleet Train is eliminated, the sea zone range bonus it applied to units earlier that turn still applies for the purpose of sea zone control or raiding return to port.
13.32 Port Upgrade.
In Naval or General Offensive impulses, an activated fleet train may upgrade one minor port to major port status. The fleet train must start its activation in a minor port and flip to its major port side. The port becomes a major port as long as the fleet train remains there on its major port side. A fleet train on its major port side acts only as a major port and may not move or provide any other benefits. On any subsequent turn, the owner may follow the same process to flip it back to its fleet train side, reverting the port to minor status. The fleet train may then undertake normal actions. Fleet trains on their port side may not flip to their fleet train side if the number of naval units in port with them exceeds the basing capacity of a minor port (6.21). Fleet trains on their port sides are not eligible targets for strategic bombing (11.7).
13.33 Fleet Train Damage.
One hit in naval impulse combat (6.8) or from a naval air strike (11.6) eliminates a fleet train. Fleet trains are immune to damage while on their major port sides (13.32), but are eliminated if the port falls under enemy control (6.71).
Option 1: Two hits in a single impulse eliminate a Fleet Train. Hits against Fleet Trains are not cumulative, so an attack against a Fleet Train that sustained a single hit in a previous impulse requires two hits to eliminate it in a later impulse. A single hit has no effect on a Fleet Train. It hit may continue to provide movement bonuses or act as a major port.
Option 2: If a fleet train is hit once in an impulse but is not eliminated, reduce its controlling Major’s BRP stockpile by five. BRP levels can go to zero or below.
Design Notes: Fleet trains are expensive, and justifiably so given their ability to enhance maneuver and basing capacity in the expanses of the Pacific. Requiring a single hit to eliminate makes them extremely vulnerable, particularly when based in a hex susceptible to naval strikes from multiple sea zones. Given what they represent and the effort required to protect them, it is a justifiable defensive value. However, should they be too defenseless for your liking, this option requires a more substantial naval strike to have a greater likelihood of removing the possibility of a statistically unlikely single hit destroying it. This option provides a simple means to recognize the damage inflicted on some of a fleet train’s ships and the resources necessary to sustain its full operational capabilities.
13.4 Narrow Seas.
The striped sea and coastal hexes are narrow waters easily controlled by mines and small craft. Active LC, SURF and CV may not enter a narrow sea hex, nor may friendly units SR (7.0) or trace supply (12.0) through the hex, unless the hex or any coastal hex within two hexes of it is friendly-controlled or controlled by an allied or Client nation (16.34). SUB unit movement is not blocked by this rule.
Oslo is considered two hexes from the top Denmark hex for the purposes of narrow seas control.
Pacific hexes 1323, 1422, 1423, and 1523 are considered narrow seas.
13.5 Long-Range Bombers.
Starting in Spring 1943, double the printed range of active British and American SAC during Air Effort and General Offensive impulses. Starting in Spring 1944, double the printed range of active American LSAC during Air Effort and General Offensive impulses. Halve the number of dice rolled by SAC and LSAC units hitting targets beyond their actual printed range during strategic bombing (11.7). Reduce the number of dice rolled by SAC to one-third during naval strikes (11.6) and offensive air support (11.3) outside their printed range. Drop all fractions.
13.6 Garrisons (GAR) and Fortresses.
13.61 Garrisons.
GAR units may not attack (they may only defend), but it takes two hits to eliminate each GAR factor in ground combat (9.3). Defending GAR units get combat strength bonuses from terrain and fortresses like other units, but their strength may never be more than doubled. For example, a 1-0 GAR in an objective city would have a strength of 2 and take four hits to eliminate (9.8), and so would a GAR in a city hex with a fortress. GAR units may only move by SR (7.0) or sea transport (10.1), but otherwise act as INF. They may not conduct amphibious assaults (10.25). Each GAR unit counts as one unit for stacking purposes (8.4).
13.62 Fortress Markers.
Beginning in Spring 1944, a Major may flip any of its GAR in its force pool to their Fortress sides, and may remove any of its GAR from the board, flip them and put them in the force pool on their Fortress sides (it does not recover BRPs for doing so). Thereafter it may build those fortress markers for 20 BRPs each outside its borders, or 15 BRPs each inside its printed borders (due to native volunteers or forced labor).
Newly-built fortresses may be placed in any friendly-controlled hexes (not just city hexes) that aren’t adjacent to any enemy units. Once placed, fortress markers may not move but may be voluntarily eliminated and then rebuilt elsewhere (15.8). Fortress markers have no combat strength and do not count for stacking purposes, but they give defensive bonuses to friendly and allied units in the same hex with them (9.8, 9.9) and supply those units as well (12.2).
13.7 Divisions.
Division-size land units are only used in GPW and SWW (they are included in GPW). Division-size units have the xx symbol. Only Japan, Britain and the United States have divisions.
13.71 Using Divisions.
In GPW or SWW, all divisions are placed in their owning nations’ force pools at the start of the game or when they arrive as reinforcements. The owning nations may build divisions just like other units (15.0), or use them to break down activated ground units into their component divisions (13.72).
13.72 Unit Breakdowns.
Units may be broken down when they activate during impulses. To break down a unit, remove it from the board and set it aside (do not put it in the force pool). Then replace it with a number of divisions depending on its type and strength, as follows:
| Unit Type | Equivalent Divisions |
|---|---|
| US 5-6 ARM | 2 x 2-6 ARM Div. |
| British 4-5 ARM | 2 x 2-5 ARM Div. |
| British/US 3-4 INF | 2 x 1-4 INF Div. |
| British/US 3-3 PARA | 2 x 1-3 PARA Div. |
| US 4-4 MAR | 2 x 2-4 MAR Div. |
| Japanese 3-3 INF | 2 x 1-3 INF Div. |
| Japanese 3-5 ARM | 2 x 1-5 ARM Div. |
| Australian 4-5 ARM | 2 x 2-5 ARM Div. |
| US 3-4 CAV | 1 x 1-4 CAV Div + 1 x 2-4 CAV Div. |
| US 2-4 CAV Div | 2-4 INF Div. |
| Hungary | 1-4 CAV Div. |
- US 5-6 ARM = 2 x 2-6 ARM Div.
- British 4-5 ARM = 2 x 2-5 ARM Div.
- British/US 3-4 INF = 2 x 1-4 INF Div.
- British/US 3-3 PARA = 2 x 1-3 PARA Div.
- US 4-4 MAR = 2 x 2-4 MAR Div.
- Japanese 3-3 INF = 2 x 1-3 INF Div.
- Japanese 3-5 ARM = 2 x 1-5 ARM Div.
- Australian 4-5 ARM = 2 x 2-5 ARM Div.
- US 3-4 CAV = 1 x 1-4 CAV Div + 1 x 2-4 CAV Div.
- US 2-4 CAV Div = 2-4 INF Div.
- Hungary 1-4 CAV Div.
- Chinese 1-4 ARM Div.
The component divisions may immediately move and fight normally (even in the same impulse in which they were placed).
Broken down units do not return to play unless all their component divisions end any impulse together in the same hex. In that case, the owning player may remove the reassembled divisions from the board, place them in the force pool, and put the original unit back in play in the reassembly hex.
If all of a unit's divisions are eliminated, put them and the original unit back in the force pool (all may be rebuilt).
13.73 Division Penalties.
Divisions are not as effective as normal units:
- If any divisions attack or defend in ground combat without any friendly or allied non-division ground units on their side, add one to all enemy combat die rolls (a modified 7 equals 6; 9.2).
- No ZOC by ARM divisions (8.5).
13.8 Off-Map Boxes.
13.81 Australia.
The five off-map boxes in the southwest corner of Pacific Map 3 are Australian areas not represented by map hexes. Each off-map Australia box also contains a sea zone connected to other sea zones as indicated by arrows (6.1). Whoever controls an Australian off-map box controls any ports there, and may move units in or out of the box by naval movement (6.7), SR (7.0) and sealift (10.1). Units may not move into or out of Australia boxes by normal land movement. Off-map boxes have no stacking limits and are considered clear terrain (9.8). Units in Suez or the Middle East off-map movement box may SR to any Australia box.
Amphibious landings (10.2) may be launched from or against off-map Australia boxes that have at least one port. Enemy units in the Sea Control section of the box may attack the landing force (6.8). To land in an off-map Australia box, the landing player places the landing units that survive any naval impulse combat in the box, rolls for LC losses (10.26), and places a beachhead counter there (10.28).
Since the landing does not take place in a hex, no pre-landing naval combat (10.23) or amphibious assault combat (10.25) occurs, even if there are enemy ground or naval units in the off-map box or port. In later impulses, active units in the box may attack enemy ground units there if desired, using the ground combat procedure (9.2).
Opposing ground units may coexist peacefully in a box, and a landing player does not take control of the box or any port there until there are no enemy ground units there. If units in an off-map Australia box wish to attack enemy ground units there, they must attack all of them at once. TAC units based in the box may provide offensive or defensive air support (11.3, 11.4).
Example: Japan lands a 3-3 INF in the Sydney box, which contains an ANZAC 2-3 INF. Japan puts a beachhead marker there with the INF, but the ANZAC maintains control of Sydney. Later in the turn, Britain SRs a 1-4 TAC to Sydney, and on the next turn the Japanese INF attacks the ANZAC INF. The TAC provides defensive air support. Britain will keep control of Sydney until all its ground units in the box leave or are eliminated (the TAC by itself cannot keep control of Sydney).
Once a Major has landed units in a box and established a beachhead, it may bring in more by sealift (10.1), naval movement (6.7) or SR (7.0). It may also bring in TAC or SAC if an airbase is built in the hex (11.11).
13.82 Atlantic.
The Off-Map Movement Chart (SWW only) includes three Atlantic Sea Zone boxes which units may enter during the Sea Zone Box Placement (3.3) and Strategic Redeployment segments (3.6). Normal sea control (6.5), raiding (6.6) and SR (7.0), can occur there, but units may not enter these sea zones through regular naval movement (6.7), nor may they conduct amphibious assaults there (Exception: US, 10.29). The number of BRPs that raiding units can destroy is noted for each zone.
Reykjavik is a Danish port. Until Denmark is conquered, the only non-Danish units that may occupy the Reykjavik box are US and British units, but only if the US or Britain is allied to Denmark. Reykjavik falls under British control if Denmark is conquered. If the US or Britain declares war on Denmark before Denmark is conquered by another nation, they may mount amphibious assaults against Reykjavik to take control of it that way (5.49).
13.9 Fall 1939 Scenarios
Draw the Europe political chit before unit setup and the game starts for JP3R and SWWFall 1939scenarios. If it is the Why Die for Danzig? chit, follow the instructions for the chit in the Political Marker Explanations, and then do not draw a political chit during the first turn’s Production Segment. If the chit is not Why Die for Danzig , return it to the cup, remove Why Die for Danzig? , and proceed with play normally (which means that the chit drawn on the first turn may not be the same one drawn before the game).
13.10 Mountain Units (MTN).
Mountain units (MTN, an INF symbol with a thin triangle at the bottom-center, such as the Romanian Alp unit) have several special abilities.
13.101 Movement.
Russian Winter (22.42) does not affect MTN units' movement. MTN units continue to have a zone of control (ZOC) in Severe Russian Winter (22.43).
13.102 Combat.
When a mountain hex comes under attack, defending units do not have their combat strength doubled (per rule 9.8). If no defending unit is a MTN unit AND at least half of the total combat strength attacking the hex comes from MTN units. MTN units are tripled in strength when defending in a mountain hex (not doubled as is normal).
13.103 Cost.
The cost (15.12) to build an MTN unit is 1 BRP per strength point, +2. So for example, it costs (3 x 1) + 2 = 5 BRPs to build a 3-3 MTN unit. Treat MTN units as INF units for repair cost purposes (15.31).
When using this variant, add MTN units to the armed forces of nations possessing them as follows. Remove the replaced INF units from play (do not put them in the force pool):
Germany: In all scenarios, replace 2 x 3-3 INF with 2 x 3-3 MTN. They can appear as At-Start units or in the Force Pool, as Germany wishes.
Romania: In all scenarios, replace 1 x 3-3 INF with 1 x 3-3 MTN.
France: In scenarios that begin in 1940 or earlier, replace 1 x 3-3 INF with 1 x 3-3 MTN.
Italy: In scenarios that begin in 1943 or earlier, replace 1 x 3-3 INF with 1 x 3-3 MTN.
Poland: In scenarios that begin in 1939 or earlier, replace 1 x 1-3 INF with 1 x 3-3 MTN (note this increases Poland’s strength).
Austria: In the 1938 scenario, add 1 x 3-3 MTN to Austria’s At-Start Forces (note this increases Austria’s strength).
Switzerland: In all scenarios, add 1 x 3-3 MTN to Switzerland`s At-Start forces (note that this increases Switzerland's strength).
USA: In all scenarios, replace 1 x 3-4 INF with 1 x 3-4 MTN (RNG)
13.11 Marines.
13.111Europe’s Marines.
Three Marine (MAR) units appear in Rumors of War book. These pieces only appear in JP3R and SWW combined. They are treated as Divisions per rule 13.7. They are independent units that cannot be used to break down other units (see rule 13.72). Like marine units in GPW, they hit on a 5 or 6 when conducting an amphibious assault (10.25).
Britain: In scenarios that begin in 1939 or later, place the British 1-3 RM unit (the Royal Marines division) in the British force pool. In the 1938 scenario, add the 1-3 RM unit to Britain’s 1939 Force Pool Additions.
Italy: In scenarios that begin in 1939 or later, place the Italian 1-3 SM unit to the Italy’s 1940 Force Pool Addition. In the scenarios beginning in 1940 or later, add the Italian 1-3 SM unit to Italy’s at-start units.
USSR: In scenarios that begin in 1940 or earlier, add the Soviet 1-3 Balt MAR to the USSR 1941 Force Pool Additions. In scenarios beginning in 1941 or later, add the Soviet 1-3 Balt MAR to the USSR’s at-start units (Europe for SWW).
13.111 World’s Marines.
More Marine (MAR) units can appear in SWW combined game. Like other marine units in GPW or JP3R (13.111), they hit on a 5 or 6 when conducting an amphibious assault (10.25).
Britain: In scenarios that begin in 1938 or later, add the British 3-3 RM unit to Britain’s 1941 Force Pool Additions.
Italy: In scenarios that begin in 1938 or later, place the Italian 3-3 SM unit to the Italy’s 1942 Force Pool Addition.
USSR: In scenarios that begin in 1938 or later, add the Soviet 3-3 Balt MAR to the USSR 1942 Force Pool Additions.
German: In scenarios that begin in 1938 or later, add one 3-3 MAR (KM or Kriegsmarines) unit to German’s 1941 Force Pool Additions and one 3-3 MAR KM unit to German’s 1942 Force Pool Additions.
Japan: In scenarios that begin in 1937 or later, add a TR (Tokubetsu Rikusentai) 3-3 MAR to Japan’s 1941 Force Pool Additions and a TR 3-3 MAR to Japan’s Force Pool when USA entry at war in Pacific map unit.
14.0 Basic Resource Points (BRPs)
BRPs are the currency of JP3R, GPW and SWW. They represent the natural resources, industrial and agricultural output necessary to fuel modern war.
14.1 BRP Base and Stockpiles.
Each nation keeps track of its current number of BRPs (BRP stockpile ) on its national display card’s BRP tracks. Move the BRP markers up or down the track as BRPs are gained, spent or destroyed. The number of BRPs a nation receives just from its home nation in each Spring turn Production Segment (3.11) is its BRP base . The BRP base with which each Major starts the game is listed in scenario instructions. Each Major’s starting BRP base includes all BRPs it gains each year from colonies (14.7), sea zones (14.4) and overseas possessions (14.8)–do not add those onto its BRP base unless scenario instructions say otherwise. Each Minor with a BRP track also has a starting BRP base listed in scenario instructions, and it receives BRPs in each Spring turn Production Segment equal to its BRP base plus any economic growth (14.3).
14.11 Modifications.
Economic growth (14.3), loss of home-nation territory (14.63, 19.5, 22.1), the political and military situation (23.42, 24.2), and other events can modify BRP bases.
14.12 Restrictions.
BRPs gained from conquering other nations or territories are additional BRP earnings (added to the BRP base) during Spring BRP production (14.2).
14.13 Leftover BRPs.
BRPs are lost if not used. BRPs remaining in stockpiles at the end of each Winter turn are lost, but they do cause economic growth starting in Winter 1940 (14.3).
14.14 Zero and Negative BRPs.
Nations may not voluntarily spend their BRP stockpiles below zero, but raiding (6.6), strategic bombing (11.7) and leftover hits in combat (9.35) can reduce BRP stockpiles to zero or below. Flip over BRP markers to indicate negative values. Nations with negative BRP stockpiles can gain BRPs during the year by receiving BRP transfers from allies (14.9). In each Winter Turn End Segment (3.9), record negative amounts to help calculate BRP production in the following Spring turn (14.2). If a nation’s BRP stockpile is at zero or below during combat, its units can suffer ill effects (9.36).
14.2 Spring BRP Production.
During the Production Segment of each Spring turn, each Major receives BRPs equal to the following:
- The Major’s BRP base (14.1), after any economic Growth (14.3)
PLUS (Britain and Germany only) 2) The sum of the BRP values of its Minor allies that have no BRP stockpiles (14.52) and are in the war.
PLUS
- The BRP values of any nations, colonies, territories or cities it has conquered during the game (14.6)
MINUS
- The BRP values of any colonies, cities or other territories it has lost during the game
MINUS
- Any negative BRP number at which its stockpile ended the preceding Winter turn (14.14)
EQUALS TOTAL BRPs RECEIVED FOR THE NEW YEAR.
Colonies and Minors have their BRP values printed on the map.
Example: In the Spring 1943 Production Segment, the USSR calculates BRPs: base of 122, +4 BRPs for having conquered Estonia, -9 because Germany controls Smolensk, Kharkov, and Sevastopol, = total 117 BRPs.
14.21 Last Year Allocation.
In the last year of a scenario, the BRP allocation for each Major for that year is proportional to the number of seasons remaining in the scenario. For example, if the scenario ends in summer, (half of the seasons are played that year) the total BRPs allocated to the Major will be 50% of the BRP total calculated for that year.
Design Notes: Majors on the defensive at the end of a game must carefully allocate their spending, just as Majors on the defensive in the war’s early years had to during later seasons. Play can be distorted by Majors with a full year allocation to spend in fewer seasons, as they do not need to be as concerned about a low stockpile in their final turn. For example, raiding and strategic bombing may not have a role in final seasons if there is no chance those operations can have an impact by the final turn. Powers with a full year's allocation can repair or build more than they otherwise might. Some players may prefer those options, but this variant may more accurately reflect the operations and economic state of powers in the final seasons of a game.
14.3 Economic Growth.
Starting with Winter 1940, note any BRPs remaining in each nation’s stockpile in the End Segment of each Winter turn (exception: 14.31, 14.33). Multiply each nation’s leftover BRPs by its growth rate (printed on its National Display card, exception: 14.32), and permanently increase its BRP base by the result (round fractions up; exception: 14.34). Leftover BRPs are only used to calculate economic growth–then they are discarded.
Example: The USSR has a growth rate of 30%. It has 12 BRPs left at the end of Winter 1944, so its BRP base for Spring 1945 increases by 12 x .3 = 4.
14.31 American Growth.
The US experiences no economic growth until it is at war with at least one Major.
14.32 German Autarky.
Once a Minor becomes allied with Germany, the Minor’s growth rate can be no more than 10%.
14.33 Peace in the Valley.
Neutral Minors do not experience growth.
14.34 Colonialism and Agrarianism.
Territories on the Pacific map that are outside Japan’s printed borders do not experience economic growth. Chinese provinces receive no economic growth.
14.35 Economic Overheating.
A nation’s economy may only expand a certain amount before it runs out of labor and raw materials–a situation that eventually leads to economic collapse. Each nation has a ceiling beyond which its BRP base cannot grow:
- Britain: 200
- France: 150
- Germany: 300
- Italy: 150
- Japan: 150
- Minors: 150% of 1939 BRP base
- USSR: 250
- United States: No Limit
This applies to BRP base only (14.1). There is no limit to how many BRPs a nation may have in its stockpile.
14.4 Sea Zone BRPs.
Most Sea Zones include BRP values for various nations. These values are included in those nations’ at-start BRP bases (do not add them onto those nations’ BRP bases). For example, the two BRPs listed for Java in the Indian Ocean 5 and Java Sea Zones do not increase Java’s BRP value of nine–they are part of that value.
The BRPs listed for each sea zone equal how many BRPs raiders can destroy each turn in the sea zone, in the stockpiles of the nations that own the territories listed for the sea zone (6.6; exception: 6.62).
For example, raiders in the Java Sea can destroy one BRP per turn in the stockpile of whoever owns Java, plus one BRP in the stockpile of whoever owns Borneo. Control of a sea zone (6.5) has no effect on who receives BRPs from the sea zone (14.41, 14.45).
14.41 Europe.
For the Europe map, sea zone BRPs are listed on the Maximum BRP Values for Sea Zones table. These BRPs always go to the listed nations in the Spring Production Segment (unless they surrender), but those nations are vulnerable to losing BRPs to raiding (6.6, Exception: 6.62).
14.42 North Atlantic Convoys.
At the start of the game, raiders can destroy up to five British BRPs per turn in the North Atlantic Sea Zone. The first time the USA sends BRPs to Britain by trans-Atlantic transfer (14.92), this number increases to 20 BRPs per turn for the rest of the game.
14.43 Murmansk Convoys.
At the start of the game, raiders can destroy just one Soviet BRP per turn in the Norwegian Sea Zone. Once any nation sends the USSR BRPs by trans-Atlantic transfer (14.92), this number increases to three BRPs per turn for the rest of the game.
14.44 Bay of Biscay.
At the start of the game, raiders can destroy up to three French BRPs per turn in the Western Approaches Sea Zone. Once the USA or Britain sends France BRPs by Trans-Atlantic transfer (14.92), this number increases to five BRPs per turn for the rest of the game.
14.45 Pacific.
In the Pacific, the BRP values of each sea zone and the nation(s) or land area(s) that receive BRPs from them are printed on the sea zones. Raiders can destroy BRPs in the stockpile of whoever controls the nation(s) or land area(s) at the time of the raid, up to the sea zone’s printed BRP value (6.6). For example, if the same nation owns Java and Borneo it can lose up to two BRPs each turn to raiding in the Java Sea, or if two different nations own Java and Borneo then they each can lose up to one BRP to raiding there each turn.
14.46 Off-Map Movement Chart.
The numbers listed below the Eastern Seaboard, Western Atlantic and Central Atlantic off-map Sea Zone boxes are the number of British and American BRPs which enemy raiders can destroy each turn in those sea zones.
14.5 Minor Countries.
14.51 Minor Countries with BRP Stockpiles.
Some Minors have their own BRP stockpiles, receiving BRPs in each Spring Production Segment just like Majors (14.2). The BRP base of these Minors is listed in scenario instructions. They can also experience economic growth (14.3). Majors may transfer BRPs to or from their Minor allies with BRP stockpiles (14.9), but not to or from those who do not have stockpiles (14.52).
14.52 Minor Countries without BRP
Stockpiles. Minors without BRP tracks add their BRP values (printed on the map) to that of whichever Major is allied to them and controls them (5.53). The controlling Major may use any BRPs in its stockpile (not just those from the Minor) to construct units of that Minor that are in the force pool. No one gets BRPs from neutral Minors.
14.6 BRPs from Conquered Territory.
Majors can gain BRPs by conquering territory. BRP gains and losses are only calculated during Spring turn Production Segments (exception: 14.61, 14.62). So, if a territory changes hands more than once during a year, only the nation who owns it during the next year’s Spring turn Production Segment gains BRPs from it.
14.61 Conquered Minor Countries.
If a Minor with no BRP track is conquered, its printed BRP value goes to the Major owning it in each subsequent Spring Production Segment.
The first time a Minor with a BRP track surrenders, half its current BRP stockpile (round fractions up) immediately transfers to the conquering Major’s stockpile. Then, whoever owns the conquered Minor during each subsequent spring Production Segment (the original conqueror or anyone else who conquered it in the meantime) receives the BRP value printed on the map for it plus any economic growth it experienced before it was conquered (exception: Liberation 24.3).
14.62 Conquered Major Powers.
When a Major surrenders, half its current BRP stockpile immediately transfers to the conquering Major’s stockpile (round any fraction up). In every subsequent Spring Production Segment in which the conquered Major is under enemy control, whoever owns it at that time receives half its current BRP base. Count any previous economic growth (14.3), but deduct the BRP values of its colonies (14.7) overseas possessions (14.8) and associated sea zones (14.4). The conquered Major keeps the other half.
Example: Germany conquers France in Summer 1940. Germany receives half of France’s current BRP stockpile at the time of France’s surrender. Then in the Spring 1941 Production Segment, Germany receives half of France’s BRP base. Vichy has been established (19.6), so France’s BRP base is 85 minus 10 (for mainland Vichy) minus 18 (for France’s on-map colonies) minus 2 (for France’s off-map colonies; Japan has not yet declared war on a Major) minus 9 (for sea zone BRPs) = 46. Germany receives 46/2 = 23. France keeps the other 23.
14.63 Conquered Cities.
In each Spring Production Segment, France, the USSR and Turkey lose BRPs for each city inside their borders controlled by an enemy nation at that time (19.5, 22.1, 24.7). Half the BRPs lost for each such city go to the controlling enemy Major. Cities in other nations are not affected by this rule.
14.64 Danzig.
The free city of Danzig (hex 1810) is considered separate from all other nations and is worth 3 BRPs to whoever controls it.
14.7 Colonies.
Some countries receive BRPs from colonies. Each colony has its controlling nation printed on it. The colony's BRPs are part of that nation’s starting BRP base (14.1). If an enemy nation conquers a colony, then each following Spring Production Segment the conquering nation gains the BRPs for that colony and the originally-owner loses them, unless it reconquers the colony. If a Major is conquered, any colonies it owns at that time or owned previously are not counted as part its BRP base (14.62).
At the time a colony is captured, all territory within the colony is immediately under the control of the conqueror, except hexes occupied by enemy units (as with captured Minors).
14.8 Overseas Possessions.
14.81 Major Powers.
JP3R scenario rules specify the Majors receiving BRPs from overseas or off-map possessions and the amounts. These BRPs are part of the owners' BRP bases; do not add them. Whenever a Major receiving overseas BRPs is conquered, deduct the overseas/off-map BRPs from its BRP base when calculating the number of BRPs the conquering nation receives each Spring production phase (14.62). Note that overseas possession totals are not always the same in JP3R and SWW (JP3R players get half the BRPs from Pacific map territories, whereas SWW players see the whole picture).
14.82 Dutch East Indies.
In JP3R, the Netherlands receives an extra 10 BRPs each Spring Production Segment (for 22 BRPs total) when the Netherlands’ controlling Major controls the North Sea. These overseas BRPs are lost if the Pearl Harbor chit is drawn, or if the Netherlands is conquered.
14.83 Required Deployments.
In GPW and SWW, Majors must have a certain number of units in Pacific colonies and territories during the Spring Production Segment to receive the full BRP values of those areas. (Example: Britain has a minimum deployment for India.) The number of units for each country and area depends on the nation’s war status. Failure to comply with the requirements during the Spring Production Phase means the owning nation gets half the normal BRPs from the territory or colony (round fractions up). See scenario special rules.
14.9 BRP Transfer.
Majors may transfer BRPs to and from their Major and Minor allies with BRP stockpiles. This occurs during the Strategic Redeployment Segment (3.6). All SR rules and restrictions apply to BRP transfers (7.0). Giving or receiving BRPs counts as one SR spent that turn for both the receiving and the giving nation (7.5).
14.91 Restrictions.
Nations must be allied to each other and be at war with at least one common enemy nation to transfer BRPs between them (exception: 14.94). They must be able to trace an SR path between their capitals at the time of the transfer (except for the US, which has no on-board capital).
Restrictions on BRP transfers: SR paths traced between capitals for BRP transfer that can only be traced by air (a land\sea route is blocked) result in receipt of only half of the BRPs sent by the transferring power.
No more than 40 BRPs per turn may transfer between a given pair of Majors (exception: 14.92, 14.94).
The number of BRPs a nation can receive per year may not exceed its current BRP base (see 14.1 and scenario book, exception: 14.92).
No nation may give and receive BRPs in the same turn.
Japan may not exchange BRPs with any of its European allies unless Japan or one of its allies controls both Suez and the Arabian Sea or Indian Ocean 1 Sea Zone at the time of the transfer (the same nation must control both Suez and the Pacific Map zone in question).
When using the Central Asia map, Japan can also exchange BRPs with its European allies if Japan or one of its allies controls the Indian Ocean 1 Sea Zone plus at least one of the following at the time of the transfer:
- Abadan (hex 5523)
- Basra (hex 5524)
The same nation must control both the Indian Ocean 1 zone and one of the Abadan, Basra, and Suez.
14.92 Trans-Atlantic Transfers.
Special rules apply to BRP transfers from the US to countries in Europe while the US is at war, and also to transfers from Britain and France to the USSR. In these cases, each nation may transfer 20-BRP increments (no more, no less) per turn to each receiving nation. Each nation may receive no more than 20 BRPs per turn and no more than 40 BRPs per year from each individual giving nation. Therefore, the USA, France and Britain could each send the USSR 20 BRPs per turn (for up to 60 BRPs total in a turn), but no more than 40 BRPs per year each (for up to 120 BRPs total per year between them). Each nation sending BRPs must activate 9 SURF factors to escort every 20 BRPs it sends (the US may do this even if it is not in the war yet, 14.94). If sufficient SURF factors are not available for escort duty, the BRPs may not be sent. The US may not transfer BRPs to Britain if both the North Atlantic and Western Approaches Sea Zones are solely under enemy control. The USSR may not receive transatlantic transfers if the Norwegian Sea Zone is solely under enemy control or if Gorki (hex 2901) is under enemy control (the latter simulates enemies capturing the port of Murmansk or blocking the land route from it; exception: 14.93). LCs may not participate in BRP transfer. Transferring BRPs and their escorts may not be attacked (raiding covers all commerce warfare, 6.6).
14.93 Middle East Transfers.
Britain and the US may transfer BRPs to the USSR through the Middle East. The rules for these transfers are the same as for Trans-Atlantic transfers, except that control of the Norwegian Sea is irrelevant (14.92). They may not transfer BRPs to the USSR through the Middle East if the Eastern Atlantic or any Mediterranean or Aegean Sea Zone is solely under enemy control. Also, if at least three of the following hexes are under enemy control: 3120, 3219, 3220, 3319 (Dardanelles/ Bosporus), it takes two turns for the BRPs to reach the USSR, and both the sending and the receiving nation must spend two SRs on the first of the two turns (7.5).
14.94 Peacetime Transfers from the
United States. A peacetime US may also transfer BRPs to Britain, France, the USSR and Nationalist China. All rules for trans-Atlantic transfer or Middle East transfer apply (14.92, 14.93), but the receiving nation must be at war with Germany or Japan at the time, and the US may not transfer BRPs in increments of less than 20 (exception: Nationalist China, 23.48). In GPW and SWW the number of BRPs the US may transfer to other nations is limited by the current US Entry Pacific and/or US Entry Europe status, or by scenario special rules Also, if a Major ever declares war on a nation that was not at war before the declaration, public outcry at home prevents the US from sending the attacking Major any BRPs for that turn and the following three turns (this restriction goes away as soon as the US enters the war).
14.95 Tribute.
In each SR segment, each Major may take up to half the current BRP stockpile of each of its Minor allies (those that have its marker in the 10 box on their influence tracks). The Netherlands and Belgium have no influence tracks, so Britain (always their Major ally) may take up to half of the each country's current BRP stockpile in each SR segment when they are in the war. All normal BRP transfer restrictions apply (14.91). Majors may not take BRPs in the SR segment from allied Minors with no BRP stockpiles (that happens in the Production Segment).
If more than one Major has its influence marker in a Minor’s 8–10 boxes, then those with markers in the 10 box may not take BRPs from the Minor unless all Majors with markers in the 8–10 boxes give their permission. In that case, the Majors with markers in the Minor’s 10 box may take up to half the Minor’s current stockpile, if they can agree on how to split the BRPs.
14.96 No Reverse Lending.
Once a nation has transferred BRPs to another, the receiving nation may never transfer BRPs to the giving nation.
15.0 Building and Repairing Units.
Each scenario specifies the number of units at start on the board and in the force pool for each nation. To place new units on the board, a nation must spend BRPs to build units that are in its force pool. Nations may also spend BRPs to repair ground units that are on their reduced-strength sides, or to add factors to existing naval and air units on the board. Nations may scrap naval units to recoup some of their BRP costs. Nations may also spend BRPs to build airbase and beachhead counters. Such counters are not units and do not go in the force pool–any such counters which are not currently on the board can be built. Nations build, place and scrap units and airbase and beachhead counters in the Production Segment in Order of Play (1.2): the nation with the lowest current BRP stockpile goes first and must finish building, placing and scrapping units before the nation with the second lowest stockpile starts, etc. Minors that have BRP stockpiles spend BRPs from their own stockpiles to build units in their force pools and repair their onboard units, just like Majors do (15.7).
15.1 Construction.
15.11 Force Pool.
Some units and factors begin the game in the force pool. Others are placed there during the game (reinforcements and eliminated units). All ground units and air and naval factors in the force pool may be constructed as new, no matter how they got there. Air and naval factors in the force pool may be constructed in any increments desired, and newly-constructed factors may be added to air and naval units on the board (15.23). Air and naval units on the board and in the force pool may be broken down into weaker units at any time, if desired.
15.12 Construction Costs.
During the Production Segment, each player builds from units in the Force Pool, and pays the BRP costs for each unit type (airbase and beachhead counters are not units and do not go in the force pool, and nations can build any such counters they have available that are not currently on the board): INF, CAV, GAR: 1 BRP per strength point, +1 per unit MTN: 1 BRP per strength point, +2 per unit ARM, PARA, MAR: 2 BRPs per strength point, +1 per unit SUB: 2 BRPs per factor TAC, SAC, LC: 3 BRPs per factor SURF, CV, LSAC: 4 BRPs per factor HQ, Airbase, Beachhead: 5 BRPs Fleet train: 15 BRPs Fortress marker: 20 or 15 BRPs (13.52)
Example: It costs 4 BRPs (3+1) to construct a 3-3 INF (exception: 15.15). Each player reduces the BRP stockpile by the amount spent to build new units.
15.13 Construction Timeframe.
All newly-built units, factors and counters (except SURF and CV factors) may be placed on the board immediately once the BRP cost is paid (exceptions: 15.22, 15.24), in any eligible hexes (15.2). Except for SURF and CV factors, factors built to increase the strength of air or naval units in eligible hexes may be added to those units immediately (15.23). One newly-built SURF factor per Production Segment may be placed in each shipyard hex containing a SURF with a strength less than nine. One newly-built CV factor per Production Segment may be placed in each shipyard hex containing a CV with a strength less than two (or less than four for nations that have 4-strength CVs). The added factor must be of same type and nationality as the unit to which it is added.
All other newly-built SURF and CV factors do not appear on the board until three turns after they are built; place them on the turn record track three turns ahead of the current turn. They may all be placed on the board in that turn’s Production Segment, in any friendly-controlled shipyard hexes that have the capacity to base them (6.21).
Example: Italy's only SURF is a 6 SURF at Trieste. Italy spends 12 BRPs to build three SURF factors from its force pool. It may add one SURF immediately to the unit at Trieste, replacing it with a 7 SURF. Italy then places a 2 SURF three turns after the current turn on the turn record track to be placed in any Italian-controlled shipyard hex in that turn’s Production Segment.
15.14 Restrictions.
A nation's builds are limited only by the content of its force pool and its available BRPs. Nations may only build units or factors that are in its force pool during the current Production Segment. Political events and other factors may limit a nation's builds.
Airbase and beachhead counters do not go in the force pool and can be built in any Production Segment, but each nation cannot build more airbase or beachhead counters than those provided for it in the counter mix. Players can remove airbase and beachhead counters voluntarily just like unit to rebuild elsewhere later (15.8).
15.15 Waves of Humanity.
Turkey and the USSR have abundant manpower, so they do not pay the extra BRP to construct INF units (15.12). Constructing a Turkish or Soviet INF costs one BRP per factor.
15.2 New Unit Placement.
During the Production Segment, each player places newly-built units, airbase and beachhead counters on the board along with SURF and CV units built three turns ago and waiting in the current turn’s box, subject to stacking limits and port and airbase capacities (6.21, 8.4, 11.1).
15.21 Home Nation Placement.
All new ground units must be placed in friendly-controlled city hexes inside the printed borders of their home nation (not a colony; exceptions: 13.5, 15.24, 15.25, 15.26, 18.43). For example, each new German ground unit must be placed at any German-controlled city within Germany’s printed borders (the solid lines, not the dashed ones). If all of a nation’s home cities are enemy-controlled, it may place a maximum of one ground unit per Production Segment in any one city in one of its colonies. All new air units and factors must be placed at friendly-controlled airbases in their home nation (11.1). New naval units and factors (except LCs) may be placed in ANY friendly-controlled shipyard hex (not just those in their home nation). New LC units and factors may be placed at any friendly-controlled ports (including shipyards).
15.22 Ground Unit Restrictions.
New ground units must be placed in eligible city hexes (15.21). This does not apply to fortresses, airbases and beachheads (13.52, 15.29). Stacking limits apply after all new units are placed (8.4); new ground units may not be placed in a hex if it would violate stacking limits. If a nation has no colonies and all its home cities are enemy-controlled during a Production Segment, or if all eligible placement hexes are stacked to the limit or become so after placing new units, then the nation may not place any more new ground units in that segment. All ground units thus prevented from being placed go in the next turn’s box on the turn record track. New ground units may not be placed in hexes from which they cannot trace a supply path (12.0). They MAY be placed in eligible hexes adjacent to enemy units (exception: Fortresses, 13.52).
15.23 Air and Naval Unit Restrictions.
New air units and newly-built air factors must be placed at friendly-controlled airbases inside the printed borders of their home nation. All such airbases must be able to trace a path (12.0) to a supply source at the time the new air units or factors are placed. New naval unit pieces (and newly-built naval factors) may be placed at ANY friendly-controlled shipyards (not just those in their home nation), except for new LC units and factors, which may be placed at friendly-controlled ports anywhere on the map.
There are limits to how many newly-built SURF and CV factors may be added to SURF and CV units (15.13). Air and naval factors added to units must be of the same type and nationality as the units.
Some Minors have their own shipyards and can build naval units and factors there. Nations that do not have shipyards of their own may only add factors to their naval units that are at shipyards of their Major Power allies. Eliminated naval units that belong to nations with no shipyards of their own are removed from play permanently.
15.24 Commonwealth Troops in Europe.
In JP3R, Britain places all newly-built South African, ANZAC and Indian units at Suez (4227). If Suez is enemy-controlled, do not place such units on the board when built. Put them in the next turn’s box on the turn record track, and place them in any British-controlled port in Britain or Ireland in that turn’s Production Segment.
15.25 Italy.
Newly built Italian ground units may be placed in any Italian-controlled city in Italy, Sicily and/or Sardinia.
15.26 US and Canada.
In JP3R, place all newly-built US and Canadian units in the United States box (they may move out of it later via SR or amphibious landing, 7.4, 10.29). In SWW, place new US units in the US East Coast or West Coast box, and new Canadian units in the US East Coast box. In GPW, place all new US units in the US West Coast box (7.4).
15.27 Britain in the Pacific.
In GPW, place all new British units in the Britain off-map box.
15.28 Pacific Map.
In GPW and SWW, place new Indian units in any cities in India, new ANZAC ground units in any cities in Australia, and a maximum of one new British TAC factor per turn in any Australian city. Place all other new units of countries on the Pacific map in friendly-controlled cities within their home nation’s printed borders. Place new Chinese units in provincial capitals controlled by their faction.
15.29 Airbases and Beachheads:
New airbase counters can be placed in any supplied, friendly-controlled land, coastal or island hexes (not just those within the home nation). New beachhead counters can be placed in any supplied, friendly-controlled coastal or island hexes that do not already contain ports or beachhead counters (not just those within the home nation). No more than one airbase counter can be placed in the same hex, and no more than one beachhead counter can be placed in the same hex.
15.3 Repair.
During the Supply Segment (after checking the supply status of all ground and air units, 12.1), each nation may spend BRPs to flip its reduced-strength, supplied ground units to their full-strength sides (exceptions: 15.4, 25.6). Players MAY repair otherwise-eligible units which are adjacent to enemy units. Do not use the Repair rules to add factors to air and naval units–that happens in the Production Segment (Restrictions: 15.13, 15.23).
15.31 Costs.
To repair a ground unit, the owning player spends a number of BRPs equal to the difference between the unit's combat strength when it is reduced and when it is at full strength (exception: 15.32). Costs are doubled to repair ARM, PARA and MAR units. After expending BRPs for each ground unit to be repaired, the owning player flips them to their full-strength sides.
Example: During the Supply Segment, the Italian Alp INF unit is in supply and on its reduced-strength side, so Italy can spend two BRPs (2 = the difference between the unit's full strength of 3 and its reduced-side strength of 1) to flip the piece to its full-strength side. To do the same for the Italian COR ARM unit, he would pay four BRPs (the difference between its reduced strength of 2 and its full strength of 4, times 2).
15.32 Restrictions.
Unsupplied ground units may not be repaired.
Fortresses may not act as a supply sources for repair purposes, unless there is another eligible supply source (12.2) in the same hex with the fortress (for example, Leningrad in hex 2103). Units in a fortress hex must trace a supply path to a non-fortress supply source to be eligible for repair.
Malta (hex 2530) may not act as a supply source for repair purposes.
Allied capitals may not act as supply sources for repair purposes.
Units in North Africa must trace a supply path to an eligible supply source outside of North Africa to be eligible for repair, except for British, Commonwealth and US units, which may use Suez (hex 4227) as a supply source for repair purposes. Nations that use Suez as a supply source for repair purposes pay double normal BRPs to do so (for shipping troops around Africa). For example, it costs Britain four BRPs to flip a reduced 1-4 INF to its 3-4 side when using Suez as a supply source.
15.4 Irreplaceable Units.
15.41 Unsupplied Units.
Units that are eliminated while unsupplied may not be rebuilt. Do not put them in the force pool–remove them from the game permanently (12.3).
15.42 Exiles and Colonials.
South African and Polish Exile units may never be repaired (15.3) and may not be rebuilt if eliminated (do not put them in the force pool). ANZAC units may not be rebuilt or repaired in JP3R, but may be repaired and rebuilt in GPW and SWW. Indian INF units may never be rebuilt or repaired after the Pearl Harbor chit is drawn in JP3R or until Britain and Japan are at war in GPW and SWW.
15.5 Strategic Bombers.
At the start of the game, only Britain, the US, Japan and Italy may build SAC units. Other nations may only build SAC units if granted permission by a Major Power ally which is currently allowed to build SAC. Only the US may build LSAC units (no other nation may EVER build them), and it may not build LSACs until they appear in the force pool per scenario instructions.
15.6 Scrapping Naval Units.
During the Production Segment, players may remove any desired naval units of all types from the board, and/or any SURF and CV units from the turn record track, to get back some of the BRPs spent on them. This is called scrapping.
15.61 Procedure.
Players permanently remove their scrapped units from the game. LCs are an exception: they may be scrapped and removed permanently from the game, or they can be removed from the board, placed in the force pool, and rebuilt (even in the same Production Segment when they were removed).
A country that scraps naval units increases its BRP stockpile by half the total BRP construction cost of the units removed from the turn record track, plus a third of the total BRP construction cost of the units removed from the board. New is better than used.
15.62 Restrictions.
Each on-board naval unit to be scrapped (except LCs) must be in a shipyard hex in its home nation. LCs may be scrapped or removed at any friendly/allied port (not just shipyards). Players do not receive BRPs for scrapping or removing LCs.
15.7 Minor Country Units.
15.71 Repair.
Minors with BRP stockpiles may repair their units normally by spending BRPs from their own stockpiles (the controlling player chooses which units to repair). Majors may spend their own BRPs to repair units of controlled Minors without BRP tracks.
15.72 Construction.
Minors with BRP stockpiles may build units in their force pools normally (the controlling player chooses which units to build). Unbuilt and eliminated units belonging to Minors without BRP stockpiles go in the force pool of their controlling Major. The controlling Major may build or rebuild those units with its own BRPs as desired. New or rebuilt Minor units are placed in any unconquered city inside the Minor’s borders. Units of conquered Minors may not be rebuilt unless the Minor is liberated (24.3).
15.8 Reducing and Eliminating Units Voluntarily.
During the Supply Segment, players may voluntarily flip their supplied ground units to their reduced-strength sides. They may also voluntarily eliminate supplied ground units and air unit factors, returning them to the force pool so they can be rebuilt elsewhere later. Unsupplied ground and air units may not be voluntarily reduced or eliminated (12.3). Reduced units stay reduced until repaired (15.3). Players do not receive BRPs from voluntarily eliminated or reduced ground or air units, but they do receive BRPs from scrapped naval units (15.6). Airbase and beachhead counters can be removed voluntarily just like units, so that they can be rebuilt elsewhere later.
15.9 Manpower Shortages.
As the war dragged on, some of the Majors found it increasingly difficult to replace losses. Use the rules below to reflect this:
Britain: Starting in the Production Segment of Spring 1942, add one BRP to the production cost of all British ground units. Increase to two BRPs starting in the Spring 1944 Production Segment. Commonwealth and non-ground units are not affected.
United States: Starting in the Spring 1945 Production Segment, add one BRP to the production cost for all US INF.
Germany: Starting in Winter 1943, if Germany’s BRP stockpile is at a negative number in any Winter turn End Segment, then Germany cannot repair any reduced-strength ground units (15.3) on the following Spring and Summer turns. For example, if the stockpile is at -1 BRP or less in the Winter 1944 End Segment, it cannot repair any reduced-strength ground units on the Spring and Summer 1945 turns. It may repair reduced-strength ground units normally on the subsequent Fall and Winter turns if desired and if has the BRPs available.
USSR: Starting in the Production Segment of the turn that marks the third anniversary of the USSR’s first declaration of war on any Major, the Waves of Humanity rule no longer applies (15.15). So for example, if Germany attacks the USSR in Summer 1941, and if the USSR was not at war with any Major before then, the Waves of Humanity rule no longer applies starting in the Summer 1944 Production Segment.
France and Italy: France and Italy are not affected by this rule.
16.0 Diplomacy
In JP3R and SWW, some Minors may be influenced to cooperate or even ally with Majors. Diplomatic influence also determines which Major controls non-allied Minors that are at war (5.53). Each scenario lists which Majors can influence which Minors, what each Major’s starting level of influence is for each Minor, plus special event-driven influence modifiers. There is no diplomacy in GPW–skip the Diplomacy Segment when playing GPW scenarios.
16.1 Influence.
The following Minors may be influenced by diplomacy:
- Bulgaria
- Finland
- Greece
- Hungary
- Iran
- Poland
- Romania
- Spain
- Sweden
- Turkey
- Vichy France (if established)
- Yugoslavia
Each of these nations has an influence track. Place Major's influence markers on the Minors’ influence tracks per scenario instructions. In the Diplomacy Segment, each Major may try to improve its status with Minors through foreign aid (bribery)
or by transferring territory to them (17.1), and may try to reduce the status of rivals through counter-bribery. Players act in Order of Play (1.2), with each one completing all bribes, counter-bribes and territory transfers before the next one starts. Vichy France’s attitude marker may be influenced in the same way (19.62).
16.11 Bribery.
A player wishing to increase influence on a Minor pays from 1– 4BRPs, rolls one die and adds the number of BRPs just spent to the result. If the modified result is 7 or more, the influence marker moves one box to the right on that Minor’s influence track, unless it is currently in box 1 or 9. It takes a result of 8 or more to move an influence marker from the 1 box to the 2 box, or from the 9 box to the 10 box. Nations may not use bribery to move other nations’ markers into higher boxes.
16.12 Counter-Bribery.
If a player wishes to decrease another Major’s influence on a Minor, he pays from 1–4 BRPs, designates which Major it is defaming, rolls one die and adds half the number of BRPs just expended to the result (round any fraction down–for example, three BRPs yields +1). If the modified result is 7 or more, move the target Major’s influence marker one box to the left on the Minor’s influence track, unless it is currently in box 2 or 10. It takes a result of 8 or more to move an influence marker from the 2 box to the 1 box, or from the 10 box to the 9 box (exception: 16.15). Players may use counter-bribery to reduce the influence of nations to which they are allied, but they may not reduce their own influence markers.
16.13 Restrictions.
Each Major may spend no more than four BRPs total per Minor per diplomacy segment. For example, Italy could spend up to four BRPs per turn to bribe Spain, or up to four BRPs to counter-bribe Spain, or up to two BRPs each to bribe and counter-bribe Spain, etc. It can do the same with each other Minor it can influence in each diplomacy segment. Each Major may make only one bribery roll per Minor per turn. Thus each Major may not spend BRPs on a bribe, make a bribery roll, and then spend more BRPs for another bribe on the same Minor in the same turn. The same applies to counter-bribery rolls. Majors that do not have an influence marker currently in play for a given Minor may not bribe or counter-bribe it.
16.131 Automatic Bribes (Option).
A Major with Client or Allied status in a Minor may, in lieu of normal diplomatic efforts, pay to increase its influence level by one or reduce the influence level of one Major by one on that Minor’s diplomacy track. This result of this bribe is automatic and does not require a dice roll. The Major may pay 10 BRPs to move itself from Client (8) to Client (9), and may pay 15 BRPs to move its influence from Client (9) to Ally (10). The Major may pay 20 BRPs to reduce another Major at Ally (10) or Neutral (2) status, otherwise the cost is 15 BRPs to reduce another Major's influence by one for that Minor. During the diplomatic segment an automatic bribe occurs, no other diplomatic bribes, counter bribes, or automatic bribes (this variant) may be made by the bribing Major for that Minor, though it may still transfer territory. The Major may only make one automatic bribe per diplomacy segment for a given Minor–the Major cannot pay to both increase their influence and reduce another Major. These BRPs do not transfer to or otherwise increase the Minor’s BRP level.
Design Notes : Cash and territory talk in diplomacy, and if the price is right a Minor can be enticed to look a more or less favorably on a Major. Spending 4 BRPs per turn on bribery, you can expect a 66% chance of improving your client (8) status to the cusp of allied (9), or a 50% chance of advancing from client (9) to ally (10). At four BRPs expended per turn on counter-bribery, you have a one in three chance of reducing an adversary’s influence level by one (if not allied or on the brink of hostile), and on average you will expend 12 BRPs to lower an opponent’s influence.
A substantial bribe can prove very persuasive in changing attitudes and removes this unpredictability, albeit at a high cost. This variant will not usually see much action, but it is another diplomatic instrument and can increase diplomatic tension. Realistically, you will only consider such a large expenditure to bring a Minor into the war on your side. For example, when 5.52 prohibits a Minor from joining your side due to the diplomatic status of your enemies (a Minor may not declare war on any Majors whose influence markers are in its 8–10 (Client or Ally ) boxes, or on any allies of those Majors) your strategic calculations may justify the expense.
16.14 War.
If a Major declares war on a Minor, immediately remove any of its influence markers from the Minor’s influence track. The Major may not bribe or counter-bribe the Minor for the rest of the game.
16.15 Comrades in Arms.
An influence marker in a Minor’s 10 box can be moved out of that box (through counter-bribery or event-driven modifiers, 16.22) as long as the Minor is at peace with all. Once a Minor goes to war with any nation, any influence markers that are in its 10 box at that time or thereafter must stay there until the Minor or the Major(s) owning the marker(s) in its 10 box is is/are conquered (exceptions: 26.4–26.6 and Magyar Honor chit).
16.2 Minor Country Reactions.
16.21 Minor Neutrals.
The scenario instructions list a number of events that may influence relations between specific Majors and Minors. For example, Romania likes Majors that go to war with Hungary, but Poland dislikes Majors that do the same. These effects all take place during the Diplomacy Segment (3.2).
16.22 World Opinion.
Some events affect many or all Minors in the same way. Move Major Power influence markers when the following events occur. For example, if a marker is in the 8 box and an event occurs to adjust it by -2, move the marker to the 6 box:
- A Major declares war on a Major that is currently at war with the Minor: +2 for the declaring Major on the Minor’s influence track.
- A Minor goes to war* : +1 each Diplomacy Phase on the Minor’s influence track for all influence markers of Majors that are currently at war with at least one nation at war with the Minor.
- A Major is allied to a Major that declared war on the Minor: -2 the turn war declared, -1 subsequent turns. (Cannot move to 1 box.)
- The United States enters the war: +1 for all influence markers of all Majors at war with Germany or Italy on all influence tracks. (Cannot move to 9 or 10 box.)
- The United States declares war on Germany or Italy: -1 for all German or Italian influence markers on all tracks. (Cannot move to 1 box.)
- Italy surrenders: -1 for all German influence markers on all tracks (unless Germany and Italy were never allied) (cannot move to boxes 1–3.); +1 for all influence markers of all Majors that were at war with Italy on all tracks. (Cannot move to 10 box.)
- Britain, France and/or the USSR declare war on any Minor that was not in the war before the declaration: -1 for all such Majors’ influence markers on all influence tracks. This does not apply if Britain declares war on Norway due to the Churchill Directs chit, or if the Minor declared war on Britain/France/USSR first.
- A Major strikes a hex inside an already-conquered country with strategic bombing, and rolls a 1 on the subsequent Political Fallout die roll (11.73): -1 to all of that Major’s influence markers that are not in 10 boxes.
These modifiers are in addition to modifiers listed in scenario instructions (16.21). For example, in the 1939 scenario, if Germany declares war on the USSR while Finland is at war with the USSR, Germany’s influence with Finland goes up by +4 (+2 for declaring war on the USSR per scenario rules, and +2 for declaring war on a Major with which Finland is at war).
In all cases, declaring war includes counter-declarations.
16.221 Minor Country Goes to War.
*Option: The +1 each turn for a Minor goes to war does not apply when the Major eligible for the increased influence has at least one hex in its home country occupied by a ground unit of a Major with which it is at war.
Design Notes: The existing world opinion rules are elegant, but do not prohibit improbable diplomatic alliances in certain situations. For example, if Finland declares war against the USSR later in the war (the Soviets poor diplomacy left them hostile and Finland rolls a 1) Germany will receive the increased influence bonus as long as they remain in the war, even as the allies inexorably advance on Berlin.
Certainly, this variant creates potential for what some players may consider gamey tactics. For instance, a single British unit landing on the German coast in 1941, if it remains in place in a subsequent diplomatic phase, will freeze any automatic increases Germany was enjoying, even with the Wehrmacht positioned for continued victories throughout the theater. However, it is plausible that the significance of an enemy capturing and holding territory in a Major’s homeland could create some uncertainty on the diplomatic front and force a Minor to pause in deciding where its allegiances lie. Used as described in the example, it is also expensive in terms of resources and reduced operational flexibility on other fronts. However, it does provide players another option for diplomacy.
This variant will not eliminate all situations where a Minor, by virtue of the automatic influence increase, could ally with a Major clearly on the defensive (though whether they lose within the game timeframe is a separate matter), but it is a simple mechanism that prevents automatic influence increases when a Major may be near or making surrender rolls.
16.3 Diplomatic Status
Each box on a Minor's influence track is printed with the diplomatic status level corresponding to that box. The different diplomatic status levels are: Hostile, Neutral, Friendly, Client and Ally. Note that if a Minor is at war with a Major, it has no diplomatic status at all with that nation–it is at war with that nation rather than Hostile to it. The effects of the various status levels on major-minor relations are as follows:
16.31 Hostile.
Units may not enter, fly over, SR or trace supply paths through hexes of nations that are Hostile to them. At the end of the Diplomacy Segment (after resolving all bribes, counter-bribes and territory transfers), players check to see if each Minor that has one or more influence markers in its Hostile box declares war on the Major(s) owning the marker(s). In Order of Play (1.2), each Major rolls one die for each of its influence markers in a Hostile box. All results of 2–6 have no effect, but a result of 1 causes the Minor to declare war on the Major owning the marker (exceptions: 5.52 and Molotov-Ribbentrop chit, see Political Marker Explanations). The Major on which the Minor declared war must immediately declare war on the Minor, and so must all of the Major’s allies (exception: 5.21). Permanently remove the influence markers of all Majors declaring war on the Minor (16.14). After making any influence marker adjustments caused by the war declarations (see 16.22 and scenario special rules), the Minor falls under the control of the Major whose influence marker is in the Minor’s highest-numbered box (roll to break ties, 5.53). Once a Major rolls a 1 for a marker in a Minor’s Hostile box, do not make any more war declaration rolls for that Minor this segment (roll for other Minors normally).
16.32 Neutral.
See Neutral Nations (5.1). Units may not enter, fly over, SR or trace supply paths through hexes of nations that are neutral to them.
16.33 Friendly.
Majors may move and SR their air units through hexes of Minors with which they have Friendly relations (flying over them), but such air units may not end their move in any hex of Friendly Minors. Majors may trace supply paths through hexes of Friendly Minors.
16.34 Client.
Majors may trace supply paths and move their ground and air units through hexes of Client Minors. Such units may end their movement in client hexes. Majors may use their clients' ports and airbases normally (6.21, 11.1). Majors' ground units may not attack while in client hexes (even if attacking a hex outside the client). Enemy units may not attack Majors' units that are in a client nation unless the owning enemy nations are at war with the client. Majors' air units may not fly combat missions while based in clients. If on any turn a Minor ceases to be a Major’s client, all of the Major’s units must leave the Minor's territory by the end of the following turn. If they do not and the Major does not regain the Minor as a client, the Minor must declare war on the Major in the following Diplomacy Segment (3.2). A Minor can be the client of more than one Major at the same time. But, if a Minor is the client of two or more Majors who are not allied to each other, then none of those Majors’ units may trace supply through or enter the Minor's hexes, and any of their units that are in the Minor's territory must leave as soon as possible. No Minor may declare war on a Major of which it is a client, unless the Major declares war on the Minor first (5.52).
16.35 Ally.
All aspects of Client status apply to Allied status, except that Major units may attack and be attacked while inside or based in the territory of their Minor allies. Minors that become allied to a Major immediately declare war on all nations with which the Major is at war at the time or with which it goes to war later. However, if a neutral Minor is simultaneously the Ally and/or Client of two Majors who are at war with each other, then the Minor cannot declare war on either of them until it is no longer the Ally or Client of one of them (they have stalemated each other in the political arena). Each Major’s impulse chits can activate units of its Minor allies, which may enter and attack units of nations with which the Minor is at war (Restrictions: 26.1). Majors may transfer BRPs to and from their Minor allies (14.9).
16.36 Doh! Diplomatic Retreat.
If a Major has units in a territory controlled by a Major with which it is not at war, it must remove all units from the territory no later than the following turn if it does not declare war against the Major that following turn. If on the following turn the Major does not declare war and the units remain in the territory at the conclusion of the SR segment, all supplied units remaining in the territory are returned to the force pool and unsupplied units are permanently removed from play. The hexes formerly controlled by the vacating Major automatically fall under the control of the territory's controlling Major at the conclusion of the SR segment.
Design Notes : It is unlikely to encounter a scenario requiring this rule, unless playing someone with as little strategic foresight as the author (again, highly unlikely). Game excerpts:
Britain will decline declaring war against Italy.
Wow, I didn’t think you could make it to Paris this turn.
16.4 Minor Country Interrelations.
Minors are considered allied to each other if allied to the same Major, or if they share a common border and are at war with the same enemy Major (exception: Greece and Bulgaria may never ally with Turkey). In all other cases, they are considered neutral to each other (5.1).
Example: If both Greece and Yugoslavia are at war with the USSR, they are allied to each other because they share a common border. If Finland goes to war with the USSR, it does not ally with Yugoslavia and Greece since it has no common border with them.
Being allied to a given Minor DOES NOT mean that a Major is automatically allied to that Minor’s other Minor allies. A Major only allies to a Minor if its influence marker is in the Minor’s 10 box.
16.5 End of Influence.
When a Major goes to war with a Minor, permanently remove its influence marker (if any) from that Minor’s influence track (16.14). At the end of any Diplomacy Phase when any Major’s influence marker is in a Minor’s 10 (Ally ) box, permanently remove from that Minor’s influence track all other influence markers which are not in the Minor’s 8–10 (Client or Ally ) boxes. The Minor remains an ally of the Major until it is conquered (26.2), switches sides (26.4), or the Major’s influence marker exits the Ally box (the latter is not possible once the Minor is at war, 16.15).
17.0 Territory
For several centuries, territory was the currency of international power politics. Some game events allow the division of conquered territories, and some Minors may be influenced by transfer of territory.
17.1 Territorial Transfer.
During the Diplomacy Segment (3.2), each Major may transfer any territory it has conquered to another country if desired. The player simply announces the transfer, and all rights and benefits of ownership for that territory immediately transfer to the receiving nation and stay that way until the receiving nation transfers it to someone else, or someone else conquers the territory. Note: territorial transfer is not allowed in GPW.
17.11 Restrictions.
Nations may only transfer territory they conquer during the game (they may not transfer territory with which they started). The exceptions to this are:
- Italy may transfer Rhodes to Turkey or Greece at any time;
- At the start of the 1939 scenario, Germany may transfer Slovakia to Hungary or Poland;
- The effects of the Südtirol chit (see Political Marker Explanations).
17.12 No Returns.
Territorial transfers may not be revoked, but the transferring nation can reconquer the territory it transferred if it goes to war with the receiving nation.
17.13 Minor Country Deployment.
Territory transferred to a Minor is considered part of that country for all purposes, including deploying units (24.1) and restricting movement of other nations’ units (16.3, 24.1).
17.14 Dire Straits.
A territory may not be transferred if enemy ground units are in it during the Diplomacy Phase.
17.2 Yugoslavia.
If Germany or Italy conquers Yugoslavia, it may deal with the country one of two ways. It may take control of the country normally and reap the BRPs (14.61), or declare Croatia an independent Minor ally. In the latter case, the country fragments into its component republics, and whoever controls each republic gets its BRPs, as follows:
- Slovenia (whoever controls both hexes): 3 BRPs
- The Banat (whoever controls both hexes): 1 BRP
- Remainder of Yugoslavia (whoever controls Belgrade): 8 BRPs (If Kosovo variant is played, the remainder of Yugoslavia is 7.)
The conquering Major must decide which way to deal with Yugoslavia immediately when it surrenders, before doing anything else. Once the decision is made it stands for the rest of the game; the conquering player may not opt for the other choice later. If Germany has conquered Yugoslavia and declared Croatia independent, it may declare Slovenia part of Germany if the South Styria chit is drawn.
17.21 Kosovo.
Kosovo is probably not important enough to deserve a role in JP3R but that is no impediment to DC variants. If Germany or Italy conquers Yugoslavia and either Major controls Albania, then Yugoslavia's conqueror may assign Kosovo (hex 2621) to Albania. The same Major need not control both Yugoslavia and Albania to make this transfer. Kosovo is considered part of Albania for all game purposes, and Albania is now worth four BRPs.
17.3 Ruthenia.
In all scenarios (except 1938), Ruthenia (a former Czech province) begins as a conquered territory of Hungary (which may deploy units there per 26.1). Any nation may conquer Ruthenia by controlling both its hexes. It is worth two BRPs to the conqueror.
Ruthenia Variant. If the Independent Ukraine chit (probably the game’s closest nod to outright fantasy) is drawn, Ruthenia can be added to Ukraine and Ukraine is worth 12 BRPs (treat hexes 2412, 2413 and 2514 as part of Ukraine). Ruthenia can also be transferred to Romania or Poland by a conquering Major.
17.4 Romania.
17.41 Transylvania.
The Vienna Award chit transfers Transylvania from Romania to Hungary. Transylvania is worth three BRPs. Romania can reconquer Transylvania by occupying all of Transylvania’s hexes.
17.42 Bessarabia.
The Molotov-Ribbentrop chit transfers Bessarabia from Romania to the USSR, ending hostilities between Romania and the USSR if they are at war and if Romania is a German client at the time. Bessarabia is worth three BRPs. Anyone (including Romania after Molotov-Ribbentrop expires) can conquer Bessarabia by occupying both its cities.
17.5 Finland.
The Molotov-Ribbentrop chit transfers Karelia from Finland to the USSR, and ceases hostilities between Finland and the USSR if they are at war. Karelia is worth two BRPs. Anyone (including Finland after Molotov-Ribbentrop expires) can conquer Karelia by occupying all its hexes.
17.6 Divided Poland.
If Germany conquers Poland while the Molotov-Ribbentrop chit is in effect, Poland becomes divided as follows:
- Eastern Poland is worth five BRPs, and is controlled by the Major controlling all three of its cities.
- Masovia is worth six BRPs and is controlled by the Major controlling all four of its hexes.
- The remainder of Poland is worth nine BRPs, and is controlled by the Major controlling Warsaw.
17.61 Reunification.
If the same Major controls Masovia, Eastern Poland and Warsaw, treat Poland as one conquered country worth 20 BRPs (capital: Warsaw).
17.62 No Pact.
Once Germany and the USSR go to war, or if the Molotov-Ribbentrop chit is not in effect when Poland is conquered, then Poland is not divided and its 20 BRPs belong to whoever controls Warsaw in the Spring Production Segment (14.61).
17.7 Danzig.
The free city of Danzig (hex 1810) is a separate entity worth three BRPs to whoever controls it.
17.8 Unconquered Colonies.
When a nation is conquered, its colonies do not surrender until they are conquered separately. For example, if the Netherlands is conquered on the Europe map, its colonies on the Pacific map are not considered conquered until it is conquered separately.
17.9 Conquered Cities.
In each Spring Production Segment when a city inside France or the USSR’s printed borders is under enemy control, the conquering Major receives half the BRPs France or the USSR loses due to loss of the city (19.5, 22.1).
18.0 Britain
18.1 Mediterranean Trade.
Britain loses 10 BRPs in each Spring Production Segment when Suez is under enemy control. The same applies to Gibraltar, so if both are under enemy control then Britain loses 20 BRPs. No raiding of British BRPs is possible in the Central Med, Eastern Med or Western Med Sea Zones in any impulse when Suez and Gibraltar are both under enemy control (6.6).
18.2 Trade Detour.
During any Production Segment, Britain may choose to route merchant shipping around Africa. This causes Britain to lose 10 BRPs in all subsequent Spring Production Segments (including the current one if it is Spring), until it decides to stop routing trade around Africa. No raiding of British BRPs in the Central Med, Eastern Med or Western Med Sea Zones is possible while British trade is being routed around Africa.
18.3 South Africa.
18.31 Neutrality.
If Britain starts the scenario at war with no one, roll one die the first time it declares war on a Major. Also roll one die in the Production Segment of the first turn of any 1939 scenario when Britain starts the game at war with Germany. If the result is 1 or 2, South Africa declares neutrality. If this happens, permanently reduce Britain’s BRP base by five and permanently remove the SA INF unit from play.
18.32 Loyal Subjects.
On a result of 3–6 South Africa remains loyal to the Commonwealth. Britain’s BRP base is unaffected, and the SA INF unit remains in play.
18.33 Restrictions.
The SA INF may not be repaired or rebuilt (15.42). Before Spring 1943, it can only enter hexes in Egypt, Libya, Morocco, Tunisia, Algeria, Palestine, Trans-Jordan, Syria and Spanish Morocco. After Spring 1943, its movements are unrestricted.
18.4 British Surrender.
If at least one city in Britain is occupied by at least one enemy ground unit during any End Segment, Britain rolls two dice and adds all applicable modifiers below to the result:
- London is enemy-controlled: -6
- Each other enemy-controlled city in Britain: -1
- The United States is in the war: +3 (this does not apply if the United States is at war with Britain).
- All objective cities in India are enemy-controlled (SWW only): -1
If the modified result is 0 or less, Britain surrenders.
18.41 Surrender Effects.
When Britain surrenders, all shipyards on the island of Britain immediately become unusable to Britain. Remove all British (not Commonwealth) SURF and CV units currently on the turn record track and put them in the force pool (Britain does not get BRPs back for naval units removed due to surrender). All objective cities in Britain no longer act as British supply sources (until it is liberated, 18.5). British and Commonwealth units may continue the war using other eligible supply sources (for example, capitals of unconquered British colonies, 12.2).
18.42 Aftermath.
Surviving British units may not SR out of Britain or Belfast (hex 0314) on the turn after the British surrender (units that can leave by other means may do so). All surviving British units that are still in any hex of Britain or in Belfast at the end of the turn after the turn of the British surrender are permanently removed from play (do not put them in the force pool).
18.43 Post-Surrender Production.
Britain may keep building and repairing British and Commonwealth units post-surrender. Commonwealth unit production is unaffected by surrender (except for loss of BRPs from Britain, 18.44, 18.45). Britain may place one newly-built British ground unit per production phase in any one British-controlled city in a British colony, and may build British naval units normally in the port of Halifax on the Off-Map Movement Chart (it is considered to have a shipyard; 15.1, 15.23). One new British SAC or TAC factor per turn (not both) may also be built at Halifax, and one new British TAC factor per turn may be built in any Australia box that has a city or airbase.
18.44 JP3R BRP Base.
In JP3R, Britain’s BRP base after surrender becomes the BRP amount listed for Britain under Other off-map territories in scenario instructions, plus 5 for South Africa (exception 18.31). If the Pearl Harbor chit has been drawn or is drawn after British surrender, reduce Britain’s BRP base by 25.
18.45 SWW BRP Base.
In SWW, Britain loses 65 BRPs every Spring production phase after its surrender.
18.46 Conquered Value.
The BRP value of Britain is 65. The Major conquering Britain receives half of Britain’s base BRP value (33 BRPs, after rounding up) plus half the BRP value of any economic growth Britain experienced prior to surrender (14.3). Note : Because of factors not shown in the game, the BRP values of Britain and its empire do not add up exactly between JP3R, GPW and SWW.
18.5 British Liberation.
In any End Segment after British surrender, if British, French and/or US forces control all objective cities (including London) on the isle of Britain, then Britain is immediately liberated, and remains liberated unless and until it surrenders again (18.4). Once liberated, Britain may immediately start taking normal actions, but does not regain any units which were permanently eliminated when it surrendered. Its BRP Base returns to normal in the next Spring Production Segment (unless France or the US is at war with Britain and their forces are occupying British cities).
18.6 New British Colonies.
Though Iraq was ostensibly independent, both Iraq and Kuwait begin all scenarios British colonies when using the Central Asia map. Increase Britain’s BRP base at the start of each scenario by +4 for Iraq and +1 for Kuwait.
18.7 Australian Army.
Australia deployed the army during the SWW. In 1941 Britain adds a 2-4 CAV (LH) to the Force Pool. This unit must be placed in friendly-controlled city hexes inside the Australia territory.
In 1943, British player can replace the 2-4 CAV (LH) with 4-5 ARM Australian at a cost of 5 BRP and can replace 2 x 2-3 INF (ANZAC) with 2 x 3-4 INF if they are in Australia.
All Australian units army may not leave the Pacific in SWW Scenarios.
18.8 Isle of Man.
The Isle of Man did not seem large enough to include in our JP3R game, but we’ve had requests and we always strive the honor them.
Place the Isle of Man map over hex 0414. Man is British and worth 1 BRP if conquered; do not increase the British BRP total. Add the Manx landing craft to the British At-Start forces in all scenarios. It may not leave the Europe map but otherwise is treated exactly like a British LC factor.
19.0 France
If France surrenders, it is permanently out of the game.
19.1 French Armistice.
If any city inside mainland France’s printed borders is enemy-controlled during the End Segment, France must roll two dice. Add the modifiers below to the result (all are cumulative):
- Both Belgium and The Netherlands have been conquered or are at war with France: -1
- Any printed fortress hex in France is enemy-controlled: -3
- At least one enemy INF or ARM unit occupies any hex adjacent to Paris (total, not per hex or unit): -5
- Paris is enemy-controlled (this is in addition to the -5 above for enemy units adjacent to Paris): -4
- Sedan is enemy-controlled: -1
- Lyons is enemy-controlled: -1
- Marseille is enemy-controlled: -1
- Italy and Germany are both at war with France: -1
- French INF, ARM, CAV or GAR units totaling at least 12 combat strength points on their full-strength sides have been permanently removed from play (12.33): -1
- The USSR is at war with Germany: +2
- British ground units totaling at least 10 combat strength points are in France, the Netherlands and/or Belgium: +1
- At least 10 British TAC factors are based in France: +2
If the modified result is 0 or less, France requests surrender terms.
19.2 Surrender Terms.
Once France requests terms, the nation at war with France whose units occupy Paris or are closest to Paris (roll to break ties for either case) must offer France either Complete Surrender or Peace with Honor as a complete package; players may not select, modify or ignore terms from either rule.
19.21 Complete Surrender Terms.
Occupation: Units that are friendly and allied to the player who offered surrender terms have complete freedom of movement and basing in all French hexes.
Disarmament: All French INF, CAV, ARM, TAC and GAR units in France, Belgium and any countries bordering France and Belgium are permanently removed from play). All French units in other areas and in the force pool remain in play.
Naval Transfer: First, if Britain is in the war, any of its previously unactivated air and naval units may launch Naval Strikes on any French naval units in range (11.6). Next, each previously unactivated British SURF factor may fight one round of naval combat with surviving French naval units at ports within range, using the rules for pre-landing naval combat (10.23; this is the only exception to the rule saying moving naval units may not initiate attacks on inactive units, 6.82). After all British attacks, the nation offering surrender terms rolls one die for each port in France containing French naval units. On a roll of 1–4, the rolling nation takes control of all French naval units in the port, keeping them or dividing them between allies as desired. On a roll of 5 all French naval units there are scuttled (permanently removed from play). On a roll of 6 the French naval units escape and may move to any port controlled by a French ally (or to a British port if France has no allies). Escaping units are subject to attack in enemy-controlled sea zones through which they move (6.8), and may not move on the turn after they reach port.
Troop Movement: The nation offering surrender terms and/or allies may immediately SR up to 3 units (total) to any French-controlled hexes (7.0). These do not count against any nation’s SR limits (7.5). The units may SR even if activated previously that turn.
Free France: No French impulse chits may go in the cup the turn after France surrenders, but at the end of that turn replace all French units still on the board after disarmament by Free French units (19.7). No defection die rolls are required (19.71)–all surviving units defect. Free France becomes a Minor at war with the country that offered surrender terms (and all its allies). Free France is allied to and controlled by the US. Free France consists of all French-held colonies and other territories outside France which France controlled at the time of surrender. For example, if Italy had conquered Tunisia prior to France’s surrender, it would remain Italian conquered territory.
19.22 Peace with Honor Terms.
Occupation: Units that are friendly or allied to the player who offered surrender terms have complete freedom of movement and basing in all hexes of mainland France outside the borders of Vichy France.
Vichy Territory: Vichy consists of that portion of mainland France designated as Vichy on the map, plus all French-held colonies and other territory outside France which France controlled at the time of its surrender.
Disarmament: Permanently remove all French ground units (from the board and force pool) other than CAV or INF. All French CAV and INF in the force pool remain there. Then France rolls one die for each French CAV and INF on the board. Permanently remove the unit from play on each roll of 1–4 (1–3 if the unit is in a French colony). After all rolls are done, France places two-thirds of its surviving on-board units in Vichy France and the remainder in any French-held colonies or territories as desired (relocate them freely). Vichy becomes a neutral Minor consisting of the Vichy portion of mainland France and all territories and colonies outside France that were under French control at the time of its surrender (see 19.6).
French Navy: First, British air and naval units may attack French naval units in port as in 19.21. All surviving French naval units on the board remain there, and those in the force pool stay there. Up to one-third of all surviving on-board French naval factors of each type (SURF, CV and SUB) may move immediately to ports in French-controlled colonies, and the remainder must move to Marseilles. If the Armée Navale: Allies chit is drawn any time after France surrenders, the SURF factors to be transferred must come first from locations outside France, and the rest from Marseille. If the Armée Navale: Axis chit is drawn any time after French surrender, the SURF factors to be transferred must all come from Marseilles. If fewer than nine French SURF factors are available, only the number surviving are received through play of either Armée Navale chit. The one French SURF factor that begins in Indo-China remains on the Pacific map and may not move to the Europe map; any other French naval factors on the Pacific map are returned to Marseille.
French Air Force: Up to four French TAC factors on the board and/or in the force pool may remain in play (remove the rest permanently). Immediately place up to two of the remaining TAC factors in French colonies (except French Indo-China) and up to two in the Vichy portion of mainland France (there is no BRP cost to do this).
19.3 Acceptance.
Once the enemy player announces which surrender terms he’s offering, France rolls one die and modifies the result as follows (all modifiers are cumulative):
- Ten or more enemy INF, ARM or PARA combat strength points are on the island of Britain: -1
- Britain has surrendered: -3
- The USSR is at war with Germany: +2
- Italy is at war with France: -1
- Nine or fewer French SURF factors are on the board (not on the turn record track): -1
- Peace with Honor terms were offered: -3
If the modified result is 1 or less, France accepts whichever surrender terms were offered. It surrenders and the accepted terms are implemented immediately.
19.4 Refusal.
If France refuses surrender it stays in the war, but must roll to see if it requests surrender terms in future End Segments when enemy forces occupy at least one of its cities (19.1). If France requests and refuses surrender a second time, it will never request terms again (do not roll anymore) and will remain in the war until all French units are eliminated and all French cities and colonies are enemy-occupied. Once that happens it surrenders.
19.5 Economic Loss.
Each Spring Production Segment prior to French surrender, France loses 10 BRPs for Paris and three BRPs for every other city in mainland France under enemy control (14.2). The enemy nation that controls each such city receives half the BRP value France loses from that city (14.63).
19.6 Vichy France.
Vichy France is a Minor neutral with special rules. If a nation other than Germany conquers France and creates Vichy, the conqueror fulfils Germany's role in this section. Vichy has a BRP value of 10 plus that of any colonies and other territories outside Vichy it controls. Vichy receives no BRPs from French Indo-China until Japan, Britain or the US is at war with Vichy.
19.61 Vichy Attitude (VA).
Upon Vichy creation, it is treated as a Minor neutral with a different influence track from other nations (see Vichy’s national display card). There are no Major Power influence markers for Vichy; instead, there is a Vichy Attitude (VA) marker which goes in box 5 of Vichy’s influence track upon Vichy creation. Each player except the USSR and Japan may move this marker through bribery, with bribery by Britain and/or the US moving the marker to the left, and bribery by Germany and/or Italy moving the marker to the right (16.11).
Any time the VA marker is in an A# box while Vichy is not at war, British and US units (only) may enter Vichy territory as if Vichy was a Client of Britain and the US However, until the US is at war with any Major, no US units may enter any Vichy colony or territory outside Vichy France. When the VA marker is in a G# box while Vichy is not at war, German units (only) may enter Vichy territory as if Vichy were a Client of Germany (16.34). This client-like status also applies to the Narrow Seas rule (13.3), meaning British/US or German non-SUB naval units may only move into Narrow Seas hexes that are Vichy controlled or within two hexes of a Vichy-controlled coastal hex on turns during which their ground units may enter Vichy territory. If the marker moves out of the A or G range, players owning units that were previously allowed into Vichy must move them out by the end of the following turn or declare war on Vichy. Remove the VA marker immediately when any Major declares war on Vichy (19.66).
19.62 Attitude Adjustments.
Per 19.61, players may move the VA marker through bribery, with the US having a bribery limit of two BRPs per turn while it is still neutral. In addition, the VA marker moves whenever the following events occur (each event can occur one time unless otherwise noted):
- An enemy Major transfers French territory to another country: +3 if given by Britain or the USA, -3 if given by Germany or Italy
- Britain is conquered: +2
- One or more British or British-controlled units enter Syria, Tunisia, Morocco or Algeria: +1 per colony entered (one time only per colony)
- One or more German or Italian units enter Syria, Tunisia, Morocco or Algeria: -1 per colony entered (one time only per colony)
- British or American units attack Vichy naval or air forces: +1 for each Vichy-occupied hex attacked
- Moscow and Leningrad are both enemy-controlled: +1
- The United States enters the war: -1
- One or more American units enter Syria, Tunisie, Morocco or Algeria: -1 per colony entered (unless at least one German or Italian unit occupies the colony at the time–one time only per colony)
- One or more British or American ground units enter mainland Italy: -1
- One or more British or US ground units enter mainland France: -2 (cannot take effect until the second turn after the creation of Vichy). Example: If a marker is in the 8 box and an event occurs to reduce it by -2, move the marker to the 6 box.
19.63 Vichy and War.
During the Diplomacy Segment (after bribery, counter-bribery and territory transfers), if Vichy is currently neutral and the VA marker is in an A# or G# box, the nation whose box the Vichy marker is in may attempt to bring Vichy into the war as an ally. To do so, the nation declares the attempt and rolls one die. If the result is less than or equal to the A or G number in the box, Vichy declares war on all of that Major’s enemies and becomes a Minor ally of that Major (16.35). If the result is greater that the A or G number in the box, Vichy does not join the war and the marker moves one box toward the other player.
19.64 Colonial Conflict.
British and US units may attack Vichy units in Syria, Algeria, Morocco and Tunisie without declaring war on Vichy.
German and Italian units may not attack Vichy units anywhere without declaring war on Vichy first. However, if the VA marker is in any G# box, German and Italian units may attack British and US units inside Syria, Algeria, Morocco and/or Tunisia.
19.65 Control.
If Vichy is at war with Britain, the USA or the USSR, then Germany controls its (5.53). If Vichy is at war with Germany or Italy, the USA controls its. Nobody controls Vichy’s units if it is not at war.
19.66 Making War on Vichy.
Countries are free to declare war on Vichy during any Declaration of War segment. If a Major other than Germany does so, Vichy immediately allies with Germany and the declaring Major must also declare war on Germany if it has not done so already (5.47). If Germany declares war on Vichy, Vichy comes under American control but does not automatically ally with the US Germany pays five BRPs for declaring war on an unallied Minor unless Vichy is allied with the US already. Remove the VA marker as soon as any Major declares war on Vichy.
19.7 Free France.
If Vichy France has been established, the American player may attempt to create Free French forces.
19.71 Defections.
At the end of any impulse when one or more US units (except for SUB units) are adjacent to one or more Vichy ground or air units AND the VA marker is in any A# box, the US rolls one die for each such Vichy unit that is adjacent to a US unit.
Apply the following modifiers to each die rolled:
- Any German ground units within two hexes of the Vichy unit: +1
- American units totaling 20 or more combat strength points and factors are within three hexes of the Vichy unit (halve SURF and CV factors; SUB factors do not count): -1
- One or more Free French units are adjacent to the Vichy unit: -1
On a modified result less than or equal to the A number in the box with the VA marker, remove the Vichy unit from the map and put it the US Force pool.
Example : if the marker is in the A3 box, a modified result of 3 or less removes the Vichy unit.
During any subsequent Production Segment, the US may replace French units in its force pool with Free French ground units of equal or lesser total combat strength that are not currently on the board. Combat strength is all that matters–units need not be replaced with others of the same type.
Place units in the force pool on their reduced side if necessary to avoid exceeding the combat strength of units they are replacing. If the modified result is greater than the A number of the box with the VA marker, the Vichy unit is unaffected and remains in play.
19.72 Great Scuttle.
Once three or more Vichy units of any type have defected and been placed in the US force pool, permanently remove all Vichy naval units in France from play and move all Vichy naval units elsewhere to British- or US-controlled ports within their movement ranges. Permanently eliminate Vichy naval units that cannot reach British- or US-controlled ports within range. Vichy SURF and CV units moving to British- or US-controlled ports are subject to attack in enemy-controlled sea zones through which they move (6.8). Vichy naval units that move to such ports may not move for the rest of that or the subsequent turn. Thereafter they are Free French units controlled by the US
19.73 Retaliation.
If Germany declares war on Vichy, permanently remove from play all Vichy ground and air units that are within three hexes of a German unit. Place all other Vichy ground and air units in the US force pool (or Britain’s force pool if the US is not in the war). The US may replace them with Free French units per 19.71 (no defection rolls necessary). Deal with Vichy naval units per 19.72.
19.74 Limits.
The number of Free French units in the game is a strict limit, so no more than 15 combat strength points of Free French ground units may ever be built. Use French naval units to represent Free French naval units.
19.75 Cross of Lorraine.
If France has been conquered when this chit is drawn, put the Free French 2-4 INF in the British force pool with no defection die roll necessary.
Cross of Lorraine variant (Events).
19.8 They Shall Not Pass.
If France has not surrendered by the Spring 1941 Production Segment, place one American airfield marker in the French force pool (France may build it normally). It may also replace one of its 2-3 INF (on the board or in the force pool) with a 3-3 INF in that Production Segment and each Production Segment thereafter (this costs no BRPs). France may upgrade up to eight of its 2-3 INF in this manner. Permanently remove each replaced 2-3 INF from the game (do not put it in the force pool). If France has not surrendered by the Spring 1943 Production Segment, it may replace one 3-3 INF with the Free French 3-4 INF, and one 2-3 INF with the Free French 4-5 ARM (no BRP cost, one upgrade per turn).
19.81 The Shall not Pass Variant. (not with 19.82). Had France held off the Nazi blitzkrieg, the French General Staff would have seen the development of both airborne and amphibious warfare, expanding France’s ability in those fields. If France does not surrender by the Spring 1941 Production Segment, add 1 x 2-3 PARA, 2 LC and two Airfield/Beachhead markers to the French Force Pool. This is in addition to all the other units and upgrades it receives per this rule 19.8. The fact that the French would have been such late comers to vertical envelopment means the airborne unit does not rate elite status (meaning its values are 2-3 rather than 3-3).
19.82 Gloire. (not with 19.8/19.81). To change or drop the surrender rules would bend the game far out of sync; and it would also ignore the political realities of the time. Still, the military could have been better prepared, had far-sighted generals such as Charles De Gaulle and Pierre Hering gained the collective ears of the General Staff.
In using this variant, in all scenarios beginning in 1940 or earlier, place two Airfield markers in the French force pool, replace 4 x 2-3 INF from France’s At-Start Units with 4 x 3-3 INF, and replace 4 x 2-3 INF from France’s force pool with 4 x 3-3 INF (discard the replaced units). Also add 1 x 3-4 Free French INF and 1 x 4-5 Free French ARM to France’s 1943 Force Pool Additions. Disregard rule 19.8 when using this variant (NOTE: This variant cannot be used at the same time as They Shall Not Pass above).
Playing this way can be a lot of fun. Militarily, Germany should still be able to force France to surrender. The ability to redeploy units to the east for use against the Soviets, however, is destroyed. A German player must be a skilled diplomat indeed in this variant, both with neutrals and the Kremlin.
19.9 Liberation.
If Britain and/or the United States reconquers all three objective cities in France, France is liberated. This does not cause its armies to reappear–the Free French continue to operate as before. Whichever Major controls the majority of the three objective cities receives 33 BRPs for controlling France each Spring Production Segment. This is more than a hostile conqueror would get because France’s sea zone BRPs become available again after liberation.
19.10 Far Eastern fleet.
This variant does not require any new counters, as the lone SURF in GPW is a sure casualty in one way or another. To represent the mighty battleship Richelieu and other assets, add 1 French SURF to Britain’s Force Pool in 1944. The unit can never be replaced if eliminated and is treated as a British asset for all game purposes.
19.11 Maginot to the Sea.
(NEUTRAL) France extends the Maginot Line fortifications all along the border with Luxembourg and Belgium to the English Channel. Treat all the hexsides along the border as fortified. Such a building program comes with a huge cost. France loses 5 BRPs from its Base and the following from its 1939 Force Pool: 1 x 3-5 ARM, 4 x 1-0 GAR, 1 x 2 CV (they are removed from the game). The four removed 1-0 GAR are deployed in hexes 0917, 1017, 1118 and 1218 as Fortresses (their reverse sides). Also the 2-3 INF/3-3 INF conversions do not begin until 1942.
20.0 Italy
20.1 Economic Loss.
Italy loses three BRPs each Spring Production Segment when at war with Britain if Suez (hex 4227) is not under the control of Italy or an Italian ally.
20.2 Italian Surrender.
If one or more enemy ground units occupy any hex in mainland Italy (not including Sicily or Sardinia) during the End Segment, Italy rolls two dice and modifies it as follows (all are cumulative):
- Roma is enemy-controlled: -4
- Tripoli enemy-controlled: -1
- All Sicily enemy-controlled: -2
- All Sardinia enemy-controlled: -2
- Albania enemy-controlled: -1
- Greece enemy-controlled: -1
- Any enemy ground units in Sicily or mainland Italy: -2
- Enemy ground units totaling 12 or more combat strength points in mainland Italy: -2
- Italian INF, ARM, CAV, GAR and/or PARA units totaling five or more combat strength points on their full-strength sides have been permanently removed from play (12.33): -2
- Fewer than 9 Italian SURF factors on the board (not on the turn record track): -3
- Ground units totaling 15 combat strength points and belonging to any Major(s) allied to Italy in mainland Italy: +2
- Leningrad and Moscow controlled by Italy or a Major allied to Italy: +2
- Britain surrendered: +2
- Alexandria and Suez controlled by Italy or a Major allied to Italy: +1
- France surrendered: +1
If the modified result is 0 or less, Italy surrenders, is permanently out of the game, and all Italian ground and air units are immediately removed from the board (some may return later; 20.3, 20.4). If any Italian naval units are on the board at the time of surrender, Germany (if it has not surrendered) rolls one die, adding two to the result. The modified total equals the number of Italian naval unit factors on the board which Germany may select and immediately move to any German-controlled port (if a there are fewer factors than the number rolled, all are taken). Italian naval units moving this way are subject to attack if they move through enemy-controlled sea areas (6.8). Germany controls such units for the rest of the game, but may not rebuild them if destroyed. Permanently remove all other Italian naval unit factors from the game.
20.21 Arrivederci. Fleet seizure.
Even if Republic of Saló is not created (see rule 20.3) Germany rolls a die to see how much of the Italian fleet is seized. Roll one die and add two to get a number from two to eight. This is the max number of SURF factors that are relocated immediately to a German-controlled port in Italy. Every third factor can be a SUB if desired; choose immediately. For example, if the roll was the maximum of eight then Germany could choose six SURF and two SUB. These factors can never be replaced if lost.
20.3 Republic of Saló.
During the End Segment in which Italy surrenders, Germany may attempt to form a Fascist Italian state if Germany is currently at war with any Major that had ground units in mainland Italy when Italy surrendered. If at least five Italian cities are not controlled by enemies of Germany (including any in mainland Italy, Sardinia and Sicily), Germany rolls one die. On a result of 4–6, the Fascist Italian state is formed as a German Minor ally.
Fascist Italy has no BRPs; only German BRPs can build or repair Fascist Italian units. Place one 2-3 Italian INF, two 1-3 Italian INF and one Italian TAC factor in the German force pool. When built, the Fascist Italian units appear in any German-controlled city in Italy. They may not leave Italy and may not be rebuilt if eliminated, but are otherwise treated as German units.
20.4 Italian Co-Belligerency.
In the End Segment of the fourth turn after Italy surrenders, if Germany did not form the Republic of Saló (20.3) and at least five Italian cities (including any on mainland Italy, Sardinia and Sicily) are US or British-controlled, the American player may add one Italian 2-3 INF unit to the US force pool as an American Minor ally. When built, this unit appears in any US- or British-controlled city in Italy, and it may only enter hexes in Italy or Germany. Co-Belligerent Italy has no BRPs; only US BRPs can build or repair the Co-Belligerent Italian unit. It may not be rebuilt if eliminated.
20.5 Italian Preparedness - Esercito Reale . (PRO-AXIS).
If Italy does not declare war until 1942 replace all Italian 2-3 INF with 3-4 INF. Replace two Italian 1-3 INF with 3-4 INF and the remainder with 2-3 INF. If the AFV License chit has not yet been drawn, its effects are now received with or without German permission. This upgrade occurs in Spring 1942 and is also received if Italy is the victim of a declaration of war; though the conversion does not take place until Spring 1942. It is only lost if Italy initiates war against a Major before Spring 1942. Italy can attack Minors without losing this military cornucopia. To be upgraded, Italian units must be in supply.
21.0 Germany
21.1 Luxembourg.
Due to its historic ties to the Grand Duchy, Germany pays no BRPs to declare war on Luxembourg.
21.2 Iron Ore.
Germany loses 10 BRPs every Spring Production Segment when Sweden is Hostile to or at war with Germany, or when Norway or Narvik (hex 1301) is enemy-controlled and Sweden is not a German ally. In each year when Germany loses these BRPs, no nation may raid German BRPs in the Baltic Sea Zone (6.6). German raiding in the Norwegian Sea Zone is not available during Winter if Iron Ore is not available.
21.3 German Surrender.
If one or more enemy ground units occupy at least one city in Germany (including East Prussia) during the End Segment, Germany rolls two dice and modifies the result as follows (all modifiers are cumulative):
- Berlin enemy-controlled: -3
- For each enemy-controlled city inside Germany’s printed borders other than Berlin: -1
- Italian surrender to an enemy of Germany: -1
- Soviet units AND British or American units are inside Germany: -1
- The Hitler Killed political marker drawn: -2
- Japanese surrender: -1
On a modified roll of 0 or less, Germany surrenders and is out of the game Remove all German units from the game permanently (exception: Rule 28.1).
21.4 Dora: Heavy Artillery.
Add the heavy artillery to the German force pool in the 1939 campaign scenario. The gun costs 5 BRPs and when built is placed on the turn record track three turns ahead of the current turn. It may be placed on the board in that turn’s Production Segment, in any friendly-controlled city in Germany.
The gun may move by SR only. It may end its SR adjacent to an enemy unit. To use the gun, Germany spends one BRP during an operations segment in which it has been activated and rolls one die. On a 6, one adjacent enemy fortress is destroyed. The gun may be used during a Headquarters or General Offensive impulse (not during an Attrition impulse). The gun may make only one attack per turn, and the BRP is expended regardless of the result.
21.5 Nazi War Machine.
This new variant for JP3R (SWW) forces Germany to allocate resources between the Army, Air Force and Waffen SS. Germany receives more units, but the units are usually very weak and Germany loses the ability to build and repair them exactly as desired. When using this variant it must use Hitler Killer event Variants.
21.51 Required Builds.
Before 1943, Germany may build or repair units in any manner, within the usual confines of the game rules. Starting in 1943, Germany must build or repair ground units one at a time, in the following order: Waffen SS, German Air Force, German Army. German Navy units have their own special rule below.
Example: The German force pool contains two Army 4-6 ARM, eight Army 3-3 INF, five Air Force 1-3 INF, one Waffen SS 1-4 CAV and four Waffen SS 1-3 INF. Germany wishes to build the eight 3-3 INF and two 4-5 ARM, but must also build all of the Air Force and Waffen SS units in order to do so. If there are not enough BRPs to do so, or Germany does not wish to spend that many BRPs, the units would be built in order: one Waffen SS 1-3 INF, then one Air Force 1-3 INF, then one Army 4-6 ARM, then another Waffen SS unit, an Air Force unit, an Army unit and so on.
Repair takes place in the same sequence: If an SS unit is at cadre strength and eligible to be repaired, it must be repaired before an Army unit may be built or repaired.
21.52 Removals
Remove both 3-3 PARA units from play, along with one 5-6 ARM that is added to the force pool in 1943, and three of the 1-3 INF, one 3-3 INF and the 4-6 ARM that are added to the force pool in 1944. These are replaced as follows:
21.53 In the Navy
Two German Navy 1-3 INF are added to the German force pool in Spring 1943. Starting in Spring 1943, if Germany scraps (15.6) any SURF or CV units, in the same Production Phase it must build at least one Navy 1-3 INF if any are in the force pool. Otherwise, Germany is not required to build a Navy ground unit (though it may choose to do so; these count as Army units for build sequence purposes).
21.54 Off We Go
The German Air Force begins with one 3-3 PARA in the force pool.
In Spring 1941, add an additional 3-3 PARA to the force pool.
In Spring 1942, add six German Air Force 1-3 INF to the force pool.
In Spring 1943, add one German Air Force 4-6 ARM to the force pool.
21.54 Les Boys
The Waffen SS begins with one 3-4 INF on its 1-4 cadre side. It may not be rebuilt to its 3-4 side until the Spring 1940 turn.
- In Spring 1941, add one Waffen SS 3-4 INF to the force pool.
- In Spring 1942, add one Waffen SS 1-3 MTN to the force pool.
- In Spring 1943, the two Waffen SS 3-4 INF may each be replaced with a 5-6 ARM at a cost of 10 BRPs each.
- In Spring 1944, add one Waffen SS 5-6 ARM, four Waffen SS 1-3 INF and one Waffen SS 1-4 CAV to the force pool.
21.55 Brothers in Arms
Waffen SS ARM units may only be repaired in a hex in Germany not adjacent to any enemy unit.
21.56 Money for Nothing
Thanks to the corruption endemic to the Nazi system, Navy, Waffen SS and Air Force units cost an additional two BRPs to build from the force pool, instead of the usual one. For example, an Army 1-3 INF costs two BRPs to build, but a Waffen SS or Air Force 1-3 INF costs three BRPs.
21.57 Suicide is Painless
If the Hitler Killed chit is drawn, all SS units are immediately removed from play and may not be rebuilt. Any Army units stacked with them are flipped to their cadre side, or placed in the force pool if they have no cadre side or are already on it (as fighting breaks out between Hitler's adherents and his assassins). All Air Force ground units are permanently removed from play and replaced with corresponding Army units in the force pool (there are only three Army 1-3 INF available for this purpose). Germany may build and repair units in any order; the Air Force has lost its influence. Navy units are not affected, and the special building rules and extra BRP costs no longer apply.
21.6 Z-Plan. (PRO-AXIS) (not with 21.7)
Assuming Grand Admiral Erich Raeder got his way; Germany receives two additional 9 SURF, one 2 CV and 5 SUB in its At-Start forces, removing the SUBs from its force pool. Permanently remove one 4-6 ARM from the At-Start forces and shift one 5-4 TAC from the At-Start forces to the Force Pool.
21.7 No Scuttle. (PRO-AXIS) (not with 21.6)
If this marker is drawn, add three 9 SURF to the German At-Start forces and two 9 SURF to British At-Start forces. Remove one German 3-3 INF and one British 3-4 INF (they are not available to be built later and are removed from play) from the At-Start forces as well.
21.8 Jet Research. (PRO-AXIS)
Aeronautical expert Adolf Hitler ignores Luftwaffe engineers long enough to allow German efforts at jet-powered flight to pay off. The two German Winter 43 Jets! chits are placed in the container at the beginning of the Winter 42 turn instead of the Winter 43 turn. The other nations’ Jets chits are placed in the container as usual.
21.9 Rhineland Demilitarized.
(PRO-ALLIED) This variant assumes that Hitler passed on this gamble, one in some ways more insane than his aggressions against Austria and Czechoslovakia. Those actions, after all, did not threaten France directly. German forces may not set up in hexes 1519, 1518, 1417, 1416, 1317 and 1316. If Why Die for Danzig? is drawn, Germany may not enter these hexes unless at war with France. (German air units may fly over them). Germany’s At-Start BRPs are 145.
21.10 Early Start Paratroop Program.
In scenarios that start before 1942, Germany begins with 1 x 3-3 PARA (reduced) in its At-Start forces (take it from the Force Pool and put it in the at-start forces, starting it on its reduced side).If it does not move or participate in any combat (as attacker or defender) for the first four turns of the game, it is automatically flipped to its full strength side at no BRP cost during the Supply Segment of the fourth turn. It can also be repaired during the Supply Segment of any turn (before or after the four turns have elapsed) by spending BRPs normally (15.3).
22.0 The USSR
22.1 Economic Loss.
In each Spring production phase, the USSR loses 10 BRPs if Moscow is enemy-controlled, 10 BRPs if Leningrad is enemy-controlled, and three BRPs for each other city inside the USSR’s printed borders that is enemy controlled. The enemy Major that controls each city receives half the BRP value the USSR loses from that city (14.63). No nation may raid Soviet BRPs in the Baltic if Leningrad is not under Soviet control (6.6).
22.2 Red Army.
The USSR pays only one BRP per factor to build INF units (she does not pay the extra BRP per unit, 15.15).
22.3 Soviet Surrender.
In JP3R and SWW, the USSR surrenders in any End Segment when all Soviet objective hexes are enemy-controlled. Remove all Soviet units from the game permanently. The USSR never surrenders in GPW.
22.4 Weather.
Mother Nature did at least as much to save Mother Russia as did Uncle Joe. During each Winter Production Segment, the USSR rolls two dice and consults the Russian Winter Table, while in the Production Segment of Spring turns the USSR rolls for mud (22.45). Baltic Ice effects (22.41) apply for the entire turn in the listed sea and coastal hexes. All other results (22.42–22.45) apply for the entire turn in all hexes of Finland, Estonia, Latvia, Lithuania, Eastern Poland and the USSR (including Ukraine).
22.41 Baltic Ice.
Naval Movement (6.7), Amphibious Landings/Assaults (10.2), and SR by Sea (7.2) are not allowed in Baltic Sea Zone hexes north of hexes 1506, 1606, 1707, 1806, 1907 and 2007 (inclusive). Naval units at ports in these hexes must stay in port, but naval units in other Baltic ports and ports elsewhere within range may enter Baltic Sea Zone boxes (6.4).
22.42 Russian Winter.
Baltic Ice effects apply. Movement allowances (1.2) of ground units starting activation in affected hexes are reduced to 2 (ARM and CAV to 3), even if they move out of affected hexes.
22.43 Severe Russian Winter.
Baltic Ice and Russian Winter effects apply. No ZOC (8.5) nor exploitation movement and combat are possible in affected hexes (9.6).
22.44 Extreme Russian Winter.
All effects of Baltic Ice, Russian Winter and Severe Russian Winter apply, plus airborne drops (13.1) and all air missions except Defensive Air Support (11.4) are prohibited in affected hexes. Halve the number of dice rolled by TAC units performing defensive air support in affected hexes (drop fractions).
22.45 Mud.
On each Spring turn, the USSR rolls one die, subtracting one from the result if weather conditions on the previous turn were Baltic Ice, and adding one if the weather conditions were Extreme Russian Winter. On a modified result of 4 or more, spring rains and excessive snow melt cause muddy ground conditions slowing vehicle movement. ARM units that begin their activation in affected hexes have their movement allowance reduced by two and may not perform exploitation movement or exploitation combat that turn in all affected hexes (9.6). CAV and all other unit types are not affected.
22.46 More weather.
All Russian Winter rules apply to all hexes of Poland and Sweden.
22.5 Soviet Operational Limitations.
In scenarios beginning before Spring 1943, treat Soviet HQ Offensive impulse chits as Attrition chits per the Limits on Soviet Offensives table.
| Year | Status |
|---|---|
| 1939-1940 | Treat all as Attrition chits. |
| 1941 | Treat one HQ chit of USSR's choice as HQ Offensive chit, remainder as Attrition chits. |
| 1942 | Treat two HQ chits of USSR's choice as HQ Offensive chit, remainder as Attrition chits. |
| 1943-end | Treat all as HQ Offensive chits. |
In Spring 1941 (or on the first turn of any scenario that starts in 1941), the USSR writes down which HQ chits to treat as Attrition chits for the current game year.
This occurs during the Impulse Chit subsegment (3.15) of the Spring 1941 Production Segment (or the Production Segment of the first turn if the scenario starts in 1941). This is repeated in the Spring 1942 turn (or on the first turn of the game if the scenario starts in 1942), except two HQs chits are designated as HQ Offensive chits. In the Spring 1943, turn (or on the first turn of any scenario starting in 1943 or later) all Soviet HQs are treated as HQ Offensive chits on that turn and for the rest of the game.
Due to Red Army bureaucracy, once a chit has been designated as a HQ Offensive Chit it can never be changed back to an Attrition chit.
Example: The 1939 Campaign scenario of JP3R begins on the Fall 1939 turn. All three Soviet HQ Offensive chits are therefore treated as Attrition chits for all turns of 1939 and 1940, and may be bought for 2 BRPs apiece just like the normal Soviet attrition chit. When drawn during 1939 and 1940, Soviet HQ chits act as Attrition chits for all purposes (4.33). Then in the Impulse Chit subsegment of the Spring 1941 Production Segment, the USSR may designate one HQ chit as an actual HQ Offensive impulse chit, choosing the West Offensive chit, so that will be the only Soviet HQ Offensive impulse chit for all of 1941. The USSR may purchase the West Offensive chit normally during 1941 Production Segments for 5 BRPs, and may purchase the other HQ chits as Attrition chits for 2 BRPs each just like the normal Attrition chit. Then in the Spring 1942 turn, the USSR must again designate the West Offensive chit as a HQ Offensive chit, and decides to designate the South Offensive chit as a HQ Offensive chit for 1942, leaving the North Offensive chit as an Attrition chit for the rest of 1942. Then starting in Spring 1943, all Soviet HQs are treated as HQs for the rest of the game.
Note: This rule does not prevent or alter use of the Soviet General Offensive impulse chit, which may be purchased normally as desired per rule 4.35 (or as per scenario instructions).
22.6 Soviet Tank Corps.
War came to the USSR in the early morning hours of 22 June 1941 in a well-coordinated surprise attack. German planes struck targets deep in Soviet territory, German artillery pounded border positions, and German troops and tanks surged over the frontier.
On paper, the Red Army of Workers and Peasants should have been well-positioned to blunt the Nazi onslaught and throw the fascist invaders back. Serious mobilization efforts had begun a month before, and the Soviet inventory numbered over 23,000 tanks–more than the total of every other nation on the planet combined.
And the tanks had been concentrated into a staggering total of 29 mechanized corps, each of two tank divisions and one motorized division. In addition, two more tank divisions and four motorized divisions were present in the Far Eastern military districts without corps headquarters,
Yet the German attackers crashed through the Red Army and brushed off its attempted armored counterattacks. How did such huge armored forces manage to do so little to stem the invasion?
Even though Red Army commanders listed most of the vehicles (over 18,000 of them) as fit for service, this does not seem to have actually been true. When the divisions received their marching orders and set out to fight the fascists, thousands of tanks promptly broke down. Others ran out of gas; still others had no ammunition. Trained crews and officers also proved to be in short supply thanks to the rapid expansion–few Soviet citizens learned how to drive in civilian life, adding extra steps to the training process.
Given the widespread lack of familiarity with motor vehicles, it is of course possible that some of those breakdowns were caused by tank crews unwilling to enter battle. Many armies, from Finland to the United States, experienced similar behavior. That would still fall under the overarching problem with these units: the oldest were less than a year old, and the newest had been in existence only a few weeks. Only one tank division had managed to conduct full-scale exercises before the war broke out.
Within weeks, almost all of the pre-war mechanized corps had been put out of action, managing to field only small mixed battle groups. Only bravery could be found in mass quantity: tankers of 2nd Tank Division, not issued any 76mm ammunition before the outbreak of war, used their heavy KV tanks to ram smaller German vehicles. But bravery would not be enough.
With a few more months to train specialists, conduct large-unit training and bring reserves of fuel and ammunition to their concentration points, the Soviet mechanized corps could have become the powerful formations that their advocates wished.
The Variant: Our JP3R (SWW) game does not delve into the intricacies of corps organization: that is the sort of detail that gets sorted out well below the command level represented by the player. We constructed the Soviet order of battle to even out the Red Army's capabilities over the 1939-1945 period and overall the effect is reasonably accurate. The USSR starts with three 3-5 armor units and can build three more. Four 4-5 armor units are available to be built starting in 1942 and a 4-6 in 1944.
That last began as a typographical error and was intended to be a fifth 4-5 unit, but the developer, Brian Knipple, thought it better reflected growing Soviet capabilities toward the end of the war and changed the counter sheet to match it.
For the most part, JP3R models the ability to make war, not the effect of better equipment. The arrival of new tank models is not something that shows up in the game. But doctrine and organization definitely play a role in rating units, and we can reflect the Soviet approach with a much more complicated system.
When the Molotov-Ribbentrop chit is drawn, the USSR rolls one die. On a roll of 1–3, there is no effect. Ignore all remaining rules in this variant.
On a roll of 4–6, remove all Soviet 3-5 ARM from play. For each 3-5 ARM on the map, place two 1-5 ARM in its place and one 1-5 ARM in the Force Pool. If this would result in a violation of stacking limits, place the new unit in an adjacent hex (USSR's choice). Replace each 3-5 ARM in the Force Pool with three 1-5 ARM. If eliminated, a 1-5 ARM unit is removed from play. It may not be rebuilt.
Starting with the first turn after any Major has surrendered, each turn the USSR may replace one 1-5 ARM unit on the map with a 3-5 ARM unit at a cost of four BRPs. The unit may not be adjacent to any enemy unit and must be within the USSR (not merely Soviet-controlled territory or areas taken by the Molotov-Ribbentrop chit).
If another Major declares war on the USSR, each turn the USSR may replace up to two 1-5 ARM units (each) on the map or in the force pool with a 3-5 ARM unit at a cost of four BRPs (each).
Starting in Spring 1943, the USSR on every turn may upgrade two 3-5 ARM units on the map or in the force pool with a 4-5 ARM unit at a cost of two BRPs (each).
Starting in Spring 1944, the USSR on every turn may upgrade two 4-5 ARM on the map or in the force pool with a 4-6 ARM unit at a cost of two BRPs (each).
A unit may only be upgraded one level on the same turn; the USSR cannot spend eight BRPs to turn a 1-5 ARM into a 4-6 ARM at once. The unit must progress from 1-5 to 3-5 to 4-5 to 4-6.
Note: Under this variant, do not add armor units to the Soviet force pool at any point after the initial replacement of 3-5 units with 1-5 pieces. The USSR may upgrade its armor, and in the unlikely event that no 1-5 ARM units are lost, it could potentially have eighteen 4-6 ARM units in play if the game continues into 1946.
22.7 Soviet carriers. (not with 22.9)
We gave the Soviet Navy no aircraft carriers, but they clearly had the ability and the will to build them, with only a little outside help. We corrected this somewhat with a pre-war variant in the Player’s Guide that swaps an additional SURF unit and a CV for one 3-5 armor. But realistically, the Red Navy does not need a deus ex machina event to bring it a carrier, only a Willing Disciple of Lenin willing to allocate BRPs to carriers rather than tanks or aircraft.
Add both the 9-SURF and the CV from the Player’s Guide counter set to the Soviet Force Pool at the start of 1940.
22.8 Staff Purges. (PRO-ALLIED)
Stalin does not purge the military prior to the war. This is similar, but much lessened from the Trotsky variant suggested elsewhere in the Players’ Guide. The Red Army is more flexible in its strategy and tactics. If this option is chosen, the USSR has a second Attrition Marker available for purchase.
22.9 Red Navy. (NEUTRAL) (not with 22.7)
Due to massive industrialization and concentration on the army, the Red Navy went downhill badly after World War I. Assuming a better case scenario, add one 9 SURF and one 2 CV to the At-Start forces in Leningrad, but remove one 3-5 ARM from the At-Start forces (this is removed from the game and may not be constructed later).
23.0 The United States
23.1 Deployment Limits.
US units may not enter the Europe map while the US is at peace on the Europe map (other than in the US box in JP3R). Once the US is at war in Europe, it may use up to six SRs per turn (7.5) to move units from the US box to ports on the Europe map (or vice-versa) in JP3R, or from the US East Coast box to ports on the Europe map (or vice-versa) in SWW.
The maximum number of SRs that the US may use to move units from the US West Coast Box to the Pacific map (or vice versa) is either the SR limit at the current Pacific Entry Level, or five (whichever is less).
23.2 American Surrender.
The United States never surrenders.
23.3 Declaring War in JP3R .
In JP3R the US declares war through play of the Pearl Harbor chit or America Joins chit. When this happens, place all At-Start US units in the US box (Europe map). If the chit is drawn after the date of any Force Pool Additions, those units are placed in the force pool.
Option House Rule: In JP3R one could use these US Europe entry status-modifiers Europe Track monitors . All European modifiers can be used, besides these two modifiers events:
- (+3) Japan declares war on US Winter 1941 (no Pearl Harbor events).
- (+1) Each turn starting Summer 1942.
23.4 Declaring War in GPW and SWW.
The US player has two entry status tracks that monitor US relations with other nations and determine the US ability to enter the war. The ‘the US Entry’: Europe track monitors US relations with Germany, Italy, the USSR and (to a lesser extent) France and Britain. The US Entry: Pacific track monitors US relations with Japan. See scenario books and influence tracks for events that cause markers to move on status tracks.
23.41 Declaration Procedure.
The US may declare war automatically on any nation which declares war on its first. As for nations that do not declare war on the US, in GPW and SWW the American player must ask Congress to declare war on them. The US player may attempt to declare war by announcing the attempt and paying 10 BRPs (this cost is for the attempt only–it does not count toward the cost for declaring war, 23.42). The US then rolls three dice on the Europe Entry Track if it wants to go to war on the Europe map, and/or a separate three dice on the Pacific Entry Track if it wants to go to war on the Pacific map. If the result on the Europe entry track is less than or equal to the number in the box containing the Europe Entry marker, the US may declare war on any or all countries at war with Britain. If Britain is currently conquered or is not at war with a Major, the US may declare war on any Major except Britain.
If the result for the Pacific Entry Track is less than or equal to the number in the box containing the Pacific Entry marker, the US may declare war on Japan. If the result is greater than the number in the box containing the Entry marker, the US may not declare war this turn, and the US player must move the US Entry marker one box to the left on the track.
23.42 Price of War.
The 10-BRP cost for attempting to declare war allows the US to roll on either or both tracks–it does not have to pay 10 BRPs per track. However, it does have to pay 10 BRPs for each turn in which it attempts to declare war (23.41). When declaring war, the US also pays the normal BRP costs (5.42).
23.43 US Starting BRP Level.
Each JP3Rscenario contains the starting US BRP base for that scenario, as do GPW and SWW scenarios for scenarios that start after Winter 1941. In other scenarios, the US starting BRP level varies based on the box the US Entry marker occupies when it declares war (maximum of 421 BRPs). The SWW scenario book lists the starting US BRP levels on the Europe and Pacific maps at each entry level. The US may want to wait until it is at a higher starting BRP level before attempting to declare war. If another Major declares war on the US on a given map, the US entry status on that map rises to 11 immediately and permanently, and its BRP base rises to the amount listed at level 11 (subject to the 421 BRP limit). It can increase beyond that due to economic growth (14.3).
23.44 War and Peace.
If the US declares war on only one map, the entry value on the other can keep fluctuating.
23.45 British Propaganda.
In SWW only, Britain (only) may attempt to influence American public opinion toward the war in Europe once per Diplomacy Segment, immediately after it is done with bribes, counter-bribes and territorial transfers. Britain spends 10 BRPs and rolls one die, adding one to the result if France or the USSR has been conquered by Germany or Italy (add two if both have been conquered), and adding one more if enemy ground units occupy any hex(es) of Britain. If the modified result is 6 or more, move the US Entry marker one box to the right on the Europe track. All other results have no effect.
23.46 Armed Neutrality.
Before the US goes to war on a given map, it may not attack enemy ground units there. IT MAY place naval units in Sea Control boxes in off-map (not on-map) sea zones (in SWW this is limited by the US Europe entry level), but may not place more naval units of a given type in a given sea control box than Britain has there (exception: Eastern Seaboard Sea Zone). US naval units in sea control boxes may attack enemies of Britain in Sea Control combat (6.51), but not naval impulse combat (6.8). US ground and air units may not move beyond US off-map boxes and US-controlled territory (on the Pacific map) as long as the US is neutral.
23.47 Lend Lease.
While at peace on the Europe map, the US may transfer BRPs to Britain, France and/or the USSR IF the receiving Major is at war with Germany (14.94).
23.48 Aid to China.
While at peace on the Pacific map, the US may send BRPs to Nationalist China as limited by its current Pacific Entry level (see the SWW scenario book), or as limited by scenario special rules. If Japan declares unlimited war on Nationalist China, the limit increases to 10 BRPs per turn (this is an exception to the normal transfer limits, 14.91).
For every two BRPs sent to Nationalist China, only one arrives (the other is lost). For example, if the US sends 10 BRPs, Nationalist China only receives five. If Rangoon falls under Japanese control, the US may not BRPs to Nationalist China until it opens the Calcutta Trade Route. To do this, Calcutta cannot be under Japanese control, and the US player must spend 10 BRPs. It may start sending BRPs to Nationalist China again on the turn after it spends the 10 BRPs. Transferring up to 10 BRPs to Nationalist China costs one SR and requires the use of 9 SURF factors.
23.5 Construction Limits in SWW.
Until the US goes to war with any Major or the Two Ocean Navy:Pacific chit is drawn, the US may build no more than five SURF and two CV factors per turn, and may not build LCs. Until the US goes to war with any Major or the Con**scription chit is drawn, the US may build no more than one INF, ARM, PARA or HQ unit (total) per turn. There is no limit to how many MAR units the US may build each turn.
23.6 First Cavalry USA. (see 28.46)
As one of the US Army’s premier fighting divisions both in the SWW and in the present day, the First Team needs its own counter to properly reflect its important strategic role and to strike fear in the heart of Japan.
The American cavalry corps is part of US At-Start forces in the 1939 and 1941 scenarios. It can be broken down into the 2-4 1 Cav and 1-4 2 Cav cavalry divisions. During any Production Segment, the US may substitute the 2-4 1 Cav division for the 2-4 INF division, if it is in supply and not adjacent to any enemy unit. Once swapped, it may not be remounted as a CAV piece.
23.7 The USN's Lost Warships of 1937.
Add a 9-SURF and a 4-CV to the US force pool in the 1939 scenarios, and to the West Coast box’s At-Start forces in the 1941 scenarios.
Add 20 BRPs to the initial American pool as well in each scenario. To balance out those gains, give the Japanese the potential additions (24.4) from better signal security during the Washington Naval Treaty negotiations.
23.8 The Cactus Jack Variant.
Charles Ward proposed a JP3R variant putting Hugh Drum in charge of pre-war military planning, which would have shunted aside leaders like George C. Marshall, Dwight D. Eisenhower and George S. Patton.
There would be no aid to other countries while the United States remained at peace. The US may not transfer BRPs while at peace (14.94). Remove the America Joins chit from play, and remove two Pearl Harbor markers normally added to the container in Spring 1942.
In JP3R 1939 Campaign Scenario, change the US starting position to:
- Starting BRP Base: 120
- Growth Rate: 40%
- Controlled territory: None
- Allies: None.
- Diplomacy: US is at peace.
Units at Start United States box: 1 x 0-3 HQ 6 x 3-3 INF 2 x 2-4 CAV 2 x 3-5 ARM 1 x 5-4 TAC 1 x 5-8 SAC 1 x 2 CV 3 x 9 SURF 1 x 2 LC 1942 Force Pool Additions: 4 x 3-3 INF 2 x 3-5 ARM 1 x 5-4 TAC 1 x 5-8 SAC 1 x 9 SURF 1 x 2 LC
1943 Additions: 3 x 3-3 INF 1 x 5-8 SAC 1 x 2 CV
1944 Additions: 1 x 3-3 INF
With no US BRPs flowing to the Allies, and the US weakened and less likely to enter the war, the Allies will have a much tougher time containing the Axis.
23.9 The Confederate States of War Variant.
Use in JP3R's 1939 Campaign Scenario.
1. The United States: All US units are removed from JP3R along with the America Joins and Pearl Harbor chits. The US is not a participant in the game and cannot transfer BRPs to any other nation.
2. Alliances: The Confederacy begins the game at war with Germany and allied to Britain and France. All alliance rules covering the United States and its units apply to the Confederacy. The Confederate SR limit is three.
3. Political Influence: Ignore all World Opinion (16.22) modifiers for the United States declaring war on Germany or Italy. The European public is unimpressed with Confederate actions. The Confederate States have no influence with Spain (unlike the US).
4. Free France: The Confederate States perform the US role in all French surrender/Vichy France/Free France game functions.
5. Other Rules: The Confederate player uses the US status card. All other rules concerning the United States apply to the Confederate States. Note that the Confederate States do not have a General Offensive chit available.
Confederate starting position:
- Starting BRP Base: 75, including -Old Confederacy: 70 -Cuba: 4 -Hispaniola: 1
- Growth Rate: 40%
- Controlled territory: None
- Allies: The Confederacy is allied to France and Britain. Diplomacy: The Confederacy is at war with Germany unless Why Die for Danzig? event is drawn before start.
Units at Start United States box: 1 x 0-3 HQ 4 x 3-3 INF 1 x 3-5 ARM 2 x 2-4 CAV 1 x 5-4 TAC 1 x 9 SURF 2 x SUB 1 x LC
1942 Force Pool Additions: 4 x 3-3 INF 1 x 3-3 PARA 1 x 3-5 ARM 1 x 5-4 TAC 1 x 9 SURF 1 x 2 CV 2 x SUB
1944 Additions: 1 x 3-5 ARM 1 x 5-4 TAC
23.10 American Entry Automatic.
(NEUTRAL) The vagaries of luck can see the US delay entry until panzers have rolled through Moskva, Cairo, and Paris. If the US has not entered the war prior to Spring 1943, do not draw a Political Marker for that turn. The America Joins! marker is considered drawn instead. If on subsequent turns the American Joins! marker is drawn, discard it and draw again.
24.0 Japan
24.1 Japanese Surrender.
If one or more enemy ground units occupy any city in mainland Japan (which includes all four islands) during the End Segment, or if a nuclear weapon has been detonated in mainland Japan any time before the current End Segment, the Japanese player rolls two dice and modifies the result as follows (all modifiers are cumulative):
- Each enemy-controlled city in mainland Japan: -1
- A nuclear weapon has been used on any one mainland Japanese city: -4
- A nuclear weapon has been used on two or more mainland Japanese cities: -2
- Okinawa is enemy-controlled: -1
- Enemy controls > 1 province of Manchukuo: -1
- Japan < 20 SURF and CV factors (combined) on the board: -2
- Fewer than 15 BRPs in Japan’s stockpile: -2
If the modified result is 0 or less, Japan surrenders and is out of the game (remove all Japanese units from the game permanently).
24.2 Oil and Steel Embargoes.
The Japanese economy was highly dependent on imports of oil and steel, and the US used that to try to curtail Japanese aggression in China. Whenever one or more Japanese ground units attack a Chinese unit in China while Japan is at Limited War with China (5.45)
and is not at war with the US, the Japan rolls one die. On each 4 or less, randomly draws one oil or steel embargo marker and put it in the Pacific political chit cup. Each time an embargo chit is drawn from that cup in a future Production Segment (3.14), Japan immediately loses 10 BRPs. It also loses 10 BRPs in each Spring Production Segment after one embargo chit has been drawn, 25 BRPs in each Spring Production Segment after two embargo chits have been drawn, and 45 BRPs in each Spring Production Segment after three or more embargo chits have been drawn (exception: 24.22).
24.21 Total Embargo.
Once Japan declares Unlimited War on China, all embargo chits go in the Pacific cup.
24.22 Wartime Production.
All embargo BRP penalties cease once the US and Japan go to war. If Japan is at war with the US or controls Balikpapan and Tarakan in the Netherlands East Indies when an embargo marker is drawn ignore it, remove it from play, and draw another.
24.3 Declaring War.
Japan may declare war on Majors under limited circumstances. Japan may declare war on Minors and China without restriction (but declaring Unlimited War on China has consequences, 24.21).
24.31 Entry Status
The Japanese player represents the government of Japan, but can be forced to declare war by actions of the Imperial Japanese Navy and Army. The Japanese player has two entry tracks that monitor Japanese relations with other Majors: One for the US/Britain/France, and the other for the USSR. Each track is divided into three areas: 1–4, 5–9, and 10. If a track’s marker is in the 1–4 area, Japan may not declare war on the country or countries associated with that track or on any of their Minor allies. If a track’s marker is in the 5–9 area, Japan may declare war on the country or countries associated with the track and their allies if desired. The first time a track’s marker is in the 10 box during any Declaration of War segment, Japan must declare war on the country or countries associated with that track plus their allies immediately or in the next turn’s Declaration of War segment. If Japan does not declare war on them by the next turn’s Declaration of War segment, it loses 25 BRPs at that time and 25 more in every Spring turn Declaration of War segment thereafter, until it declares war on any Major. This applies even if the marker moves out of the 10 box later. See scenario books and the status tracks for events that cause markers to move on the tracks.
24.32 Unrestricted Warfare.
Once Japan goes to war with any Major, it removes all markers from both its entry tracks. It no longer is restricted from declaring war and it loses no BRPs for not declaring war.
24.4 Negotiated Away: Japan's Lost Battleships
In GPW and SWW, Japan is not bound by that decades-old concept and can deploy the battle fleet forward if willing to pay the necessary resources.
Add two 9-factor SURF to the Japanese initial forces in the 1939 and 1941 scenarios and increase the US Entry Level by one (the Americans are even more suspicious of Japan's naval strength). Use this rule with 23.7.
24.5 Japanese Armor. (PRO-AXIS)
Japanese leaders could have given armored warfare greater emphasis at a severe cost. Therefore, Japan may choose to add one 3-5 ARM unit and one 4-5 ARM to its At-Start forces. If the 3-5 ARM is added, one 9-SURF must be removed from the At-Start forces (it is permanently removed). If the 4-5 ARM is added, one 9-SURF and one 4-CV must be removed from the At-Start forces (they are permanently removed).
Though the price is steep, this will probably assure a Japanese conquest of China and perhaps even India. Japanese strategy will be highly altered with regard to the United States.
24.6 Tosei-ha. (NEUTRAL)
In the 1930s, the Japanese military faced a violent split over future strategy. In this option, the Control Faction manages to push through its program to prevent the disastrous war with China. Japan begins the 1939 Campaign and 1941 Opening Moves scenarios in control of all territories except those in China (including Hainan) and does not begin the scenario at war with China. The BRP value of Japan begins at 65 and that of Manchukuo at 20. Remove the Oil and Steel embargo chits from play.
All forces that begin in China may be placed in any Japanese-controlled territory. Note that the Manchukuo garrison requirements are greater under this option. In addition, the 3-5 ARM in the force pool moves to the At-Start forces with an extra 3-5 ARM. Ignore the Japanese LC special rule.
In the 1939 Campaign scenario, Japanese war status is 2 with United States and 3 with the USSR.
Remove all Communist Chinese pieces: Mao’s movement gained its military strength in large part from the remnants of Nationalist armies shattered by the Japanese in 1937. Nationalist China begins both scenarios as a German Minor ally with control of all Chinese provinces. Add all INF from the force pool plus 1 SURF to At-Start forces. In GPW, China is a Japanese Minor ally. Chinese units may enter any hex in China, Manchukuo, Chosen, Indo-China, Malaya, Siam, Burma or India. They may not enter the USSR unless Japan is at war with the USSR (even if a German Minor ally).
25.0 China
China is not a Major or a Minor, but something in between. China starts the game at war with Japan in all scenarios (Limited War in the 1939 scenario).
25.1 Factions.
There are two Chinese factions: the Nationalists and the Communists. The US controls the Nationalists and the USSR controls the Communists (5.53). When the US or the USSR goes to war with Japan, its Chinese faction becomes its Minor ally. Even when not at war with Japan, the US and the USSR may transfer BRPs to their Chinese faction (14.9).
25.2 Chinese BRPs.
25.21 Provincial BRPs.
Each Chinese faction receives BRPs equal to the value of the provinces it controls, plus one BRP for each provincial capital it controls. In Spring Production Segments, any Major controlling a Chinese province receives the BRP value of the province IF it controls the provincial capital and there are fewer enemy than friendly ground unit factors in the province at that time (it also receives the extra BRP for the capital).
25.22 Off-Map Capitals.
Three Chinese provinces (Chinghai, Suiyuen, Anwhei) have no capital on the map; each province is controlled by the Major with the most ground unit factors in it during Spring Production Segment. Alternatively, if there are no ground units in the province in a Spring Production Segment, whoever controlled it the last time control was determined maintains control. No one receives the extra BRP for the off-map capital, and no one may build units in the off-map capital.
25.3 Declaring War.
25.31 Defensive War.
China may never declare war, and may only fight units of countries at war with its (usually Japan). If Britain is at war with Japan, Nationalist Chinese units may enter Burma, Siam and French Indo-China (if conquered by an enemy nation at the time). Otherwise, Chinese units of both factions may only enter hexes of China, Manchukuo and Chosen.
25.32 Declaring War on China.
If a Major wishes to declare war on either Chinese faction, it must declare war on both of them (10 BRPs total). This includes Japan declaring unlimited war on either Chinese faction. If either or both Chinese factions are allied to the US or the USSR, the declaring nation must also declare war on all Majors allied to them for 15 BRPs per allied Major (5.42).
25.4 Chinese Surrender.
China never surrenders.
25.5 Provincial Control.
Each Chinese province remains under the control of the Chinese faction that controlled it at the scenario start until one or more enemy units occupy the capital. Each faction loses BRPs for losing provinces it owns (14.6). Any provinces that aren’t listed as being controlled by anyone at scenario start begin the game controlled by no one.
25.6 Nationalist Chinese Armies
The Nationalist Chinese 6th and 7th Armies may only flip to their 3-2 sides when the Nationalist Training and Equipment chit is drawn (see Political Marker Explanations).
25.7 Chiang Tigers.
The mighty Chinese armored can be easily adopted into GPW and SWW. Rather than fritter them away as happened historically, the tanks can be concentrated into an armored division, represented by a 1-4 ARM xx counter.
Add the 1-4 Chinese ARM division included in Rumors of War book to the Nationalist Chinese Force Pool in all GPW/SWW scenarios. Rules for divisions (13.7) apply to this unit, which is an independent unit and cannot be used to break down any other unit.
In the Player's Guide 1937 scenario add the ARM division to the KMT Force Pool.
If destroyed it is permanently removed from play. If playing a standard scenario, it becomes a KMT Force Pool addition in 1945.
26.0 Minor Countries
26.1 Movement Restrictions.
Minor units have restrictions on where they may move outside their own country. All Minor air and naval units may enter sea zone boxes and sea hexes normally, but all units of the countries listed below are limited as to which foreign land and coastal areas they may enter. Flying over a hex is the same as entering it. Air units based in a Minor do not count against the number of units that may be outside it, even if they fly missions outside the Minor’s borders. Reduce the number of units that may be present outside a given Minor by one for each of that Minor’s units that is removed from the game permanently (12.33). All Minor units forced to retreat into hexes they are not allowed to enter are eliminated (9.4).
BULGARIA : Bulgarian units may only enter hexes in Bulgaria, Greece, Romania, Turkey and Yugoslavia. Only one Bulgarian unit may be outside of Bulgaria at any time.
CROATIA : The Croatian unit may only enter hexes in Germany, Hungary and all provinces of Yugoslavia.
FINLAND : Finnish units may only enter hexes in Finland, Sweden, Estonia and the USSR. Finnish units must always remain within 3 hexes of any hex in Finland.
GREECE : Greek units may only enter hexes in Greece, Hungary, Romania, the USSR, Germany, Yugoslavia, Rhodes and Cyprus Greek units may only enter Turkey if Greece is at war with Turkey. No more than two Greek ground and/or air units may be outside Greece at the same time, unless Greece is at war with Turkey. In that case, all Greek units may be in Turkey at the same time. The island that contains Suda Bay and all other unlabeled islands in the Aegean Sea Zone belong to Greece.
HUNGARY : Hungarian units may only enter hexes in Hungary, Romania, Poland, Slovakia, the USSR and Yugoslavia. No more than three Hungarian units may be outside Hungary at the same time, unless Hungary is at war with Romania. In that case, any or all Hungarian units may be in Romania. Hungarian units may never stack with Romanian or Slovak units.
NETHERLANDS : Before going to war, Netherlands units may only enter hexes of the Netherlands, Borneo, Java, Sumatra, Celebes and adjoining sea zones.
PHILIPPINES : Filipino units may only enter hexes of the Philippines and Mindanao, plus all adjoining sea zones.
POLAND : Polish units may enter hexes only in Poland, Germany, Latvia, Lithuania, Estonia, the USSR, Hungary, Slovakia and Romania. No more than five Polish units may be outside Poland at the same time. There are no such restrictions on Polish Exile units (see Great Polish Rally ).
ROMANIA : Romanian units may enter hexes only in Romania, Bulgaria, the USSR, Yugoslavia and Turkey. Through 1942, no more than seven Romanian units may be outside Romania at the same time. Each year thereafter the number decreases by one If Romania goes to war with Hungary, any or all Romanian units may be in Hungary at the same time. Romanian and Hungarian units may never stack together.
SIAM : Siamese units may enter only Siam, Burma, Malaya, French Indo-China and adjoining sea zones. The Siamese GAR unit must stay in Siam.
SLOVAKIA : Slovak units may enter only Slovakia, Germany, Poland, Yugoslavia, the USSR and Hungary. Slovak and Hungarian units cannot stack together.
SPAIN : Spanish units may only enter hexes in Spain, France, Germany, Poland, Portugal, the USSR, Morocco, Algeria and Tunisia. No more than two Spanish ground and/or air units may be outside Spain at the same time.
SWEDEN : Swedish units may only enter hexes in Sweden, Finland, Norway, Germany, Denmark and the USSR. No more than three Swedish ground and/or air units may be outside Sweden at the same time.
SWITZERLAND : Swiss units may only enter hexes in Switzerland, France, Germany and Italy. No more than two Swiss units may be outside Switzerland at once.
TURKEY : Turkish units may only enter hexes in Turkey, Hungary, Romania, Syria, the USSR, Trans-Jordan, Palestine, Bulgaria, Egypt, Libya, Rhodes and Cyprus Turkish units may enter Greece only if Turkey is at war with Greece. No more than seven Turkish ground and/or air units may be outside Turkey at the same time.
YUGOSLAVIA : Yugoslav units may only enter hexes in Yugoslavia, Hungary, Romania, Poland, the USSR, Germany, Greece and Turkey. No more than two Yugoslav units may be outside Yugoslavia at once.
OTHER MINOR COUNTRIES : Units of all other Minors may not leave their own country except to enter hexes controlled by Majors with which they are at war.
26.2 Surrender
A Minor or colony surrenders to the Major controlling its capital during the End Segment (3.91; exceptions, 24.22). Other Majors controlling hexes inside a Minor do not lose control of those hexes when the Minor surrenders.
26.21 Procedure.
When a Minor surrenders, immediately remove all ground and air units from the game unless special rules say otherwise. Then the conqueror rolls one die for each naval factor the Minor has in play at the time of surrender. On a roll of 1, the factor falls under the control of the conqueror, unless the unit is in a port controlled by a third party nation at the time of the roll (it falls under the control of the third party). On a result of 2–5, the naval factor is scuttled and permanently removed from play. On a roll of 6, the naval factor moves to the closest port belonging to an ally of the Minor, and the ally takes control of the naval factor (roll to break distance ties). SURF and CV units moving to allied ports are subject to attack in enemy-controlled sea zones they move through (6.8).
If no nation is allied to the surrendering Minor, the naval factor is scuttled and permanently removed from play. All units of surrendered Minors which are removed from play or are eliminated after falling under another nation’s control may not be rebuilt until the Minor is liberated (24.3, exception: The Netherlands, 24.9).
26.21. Territory Abandonment: A controlling Major that removes all units from a territory may declare that territory no longer under its control at the conclusion of any of its impulses or during the check for surrender sequence (3.91). The abandoned territory becomes neutral, as if the Major that formerly controlled it had surrendered (26.36).
Design Notes : After expending the time and resources to capture territory there are few circumstances in which you’ll want to relinquish it without requiring some effort on the part of your opponent. However, this variant provides an opportunity to do so should you conclude that the territory’s benefits no longer justify the costs of holding it, such as when a territory is suffering continuous strategic bombing and units there may provide a better return elsewhere.
26.22 Exceptions.
Turkey (24.7) and Switzerland (24.8) have more than one city that must be enemy-controlled before they surrender. If different Majors control different cities required for surrender, no nation gets the Minor’s BRPs until the conquering Majors agree how to divide them (14.61).
26.23 Colonies.
Units surrender only when their home nation surrenders, not when a colony they are in surrenders (unless the nation’s special rules say otherwise). Colonies must be conquered separately (including Netherlands territory on the Pacific map) unless the special rules for their owning Major say otherwise (18.0– 24.0).
26.24 Australia and India.
India and Australia are conquered when all their cities are occupied by enemy units. All IN and AZ units are permanently removed from play if their homeland is conquered. If different Majors control different cities required to make one of these colonies surrender, then no one gets the colony’s BRPs until the conquering Majors agree how to divide them (14.61).
26.3 Liberation.
When a Minor surrenders for the first time, it is treated as conquered territory and the conquering Major reaps its BRPs in each Spring Production Segment as long as it keeps control of the Minor (14.2). If at a later time a second Major conquers the Minor, then the second Major may be able to liberate the Minor rather than taking control of it, per the rules below.
26.31 Western Liberators.
If Britain, France, or any British or French ally except the USSR conquers a Minor that had been conquered by Germany or Italy, then the Minor is considered liberated rather than conquered. The liberating Major gains no BRPs from the Minor. If the Minor is still liberated after four consecutive turns, it becomes the liberating Major’s Minor ally in the fourth turn’s End Segment. All its starting on-board and force pool units go back into its force pool at that time (minus any units that were permanently eliminated previously). The Minor may earn BRPs normally in future Spring Production Segments, using its original BRP base.
Example: Germany conquers Belgium, but Britain captures Brussels in Summer 1943, and holds it for four turns thereafter. In Summer 1944, Belgium becomes Britain’s Minor ally, and all its starting units go into its force pool box (minus any units that were permanently eliminated previously). In the Spring 1945 Production Segment Belgium receives 15 BRPs (her original BRP base), which it may use to build units normally.
26.32 German Occupation.
If a Minor is first conquered by an enemy of Germany and then Germany reconquers the Minor, Germany may elect to treat it as conquered territory, or it can turn the Minor into a German Minor ally if desired using the same procedure in rule 24.31. However, it may only turn it into a Minor ally if the Hitler Killed chit has been drawn. If not, it may transfer the conquered Minor to one of its own Major Power allies (17.1), and then the receiving Major may declare it a Minor ally of its own after holding it for at least four consecutive turns.
Example: France conquers Switzerland, and then Germany conquers Switzerland in Summer 1940. Germany transfers Switzerland to Italy in Spring 1941, and then Italy declares Switzerland its Minor ally in Summer 1942. Switzerland receives its 1939 force pool immediately (minus any permanently eliminated units), and receives 9 BRPs in Spring 1943.
26.33 Austrian Liberation.
Austria may be declared the Minor ally of any Major (except Germany) that holds Wien for four turns. Austria’s BRP base is 8 and its force pool is one 3-3 INF, which may enter any neighboring country.
26.34 Czech Liberation.
Any Major (except Germany) holding Praha and Bratislava for four consecutive turns may declare Czechoslovakia its Minor ally. Czechoslovakia’s BRP base is 20, and its force pool is 1 x 4-5 ARM, 3 x 2-3 INF, and 2 TAC. Its capital is Praha, and its territory consists of Bohemia and Slovakia. Czech units may enter any neighboring country, the USSR, France, the Netherlands and Belgium.
26.35 Exporting Revolution.
The USSR does not liberate Minors. It reconquers them and brings them into the brotherhood of socialist nations (treating them as conquered territory).
26.36 Freed Minor Countries.
Upon a Major's surrender, all Minors conquered and controlled by the surrendering Major at the time of surrender become neutrals (5.1). Place the influence markers of all Majors which are in the game and not currently allied to the surrendering Major in the 5 box on the Minor's influence track (except for Majors without influence markers for that Minor). Nations allied to the surrendering Major at the time of the Major’s surrender never have their influence markers placed back on the Minor's influence track. The Minor's forces return to its force pool (except for any permanently eliminated units), and it may begin earning BRPs again per rule 24.31. But, it will not be allied to any Major unless and until a Major’s influence marker enters the 10 box on the Minor's influence track (16.35).
26.4 Switching Sides.
If a Major at war with a Minor occupies the Minor’s capital in the End Segment, it can try to convince the Minor to switch sides instead of surrendering.
26.41 Procedure.
The invading Major rolls one die for each of the Minor’s units on the board. Each result of 1–3 has no effect on the unit, but each roll of 4–6 eliminates it (put the unit in the Minor’s force pool). If the Minor has any surviving units after all die rolls, it switches sides and becomes the ally of the invading Major. It breaks all its former alliances and declares war on all enemies of its new Major Power ally (they must then declare war on it, at no BRP cost). If it does not switch sides, it surrenders normally.
26.42 Restrictions.
A Minor will not switch sides if at least one of its units is stacked with any unit of the Major controlling it (it surrenders normally). Belgium, Finland, Poland, Spain, Sweden, the Netherlands and Turkey never switch sides under any circumstances.
26.5 Finland.
Finland may never be at war with Sweden, or allied to any Major that is. If one of Finland’s allies goes to war with Sweden, Finland breaks the alliance immediately and the former ally’s influence marker moves to Finland’s 4 box. Finland can lose Karelia through play of the Molotov-Ribbentrop chit (see Political Marker Explanations). Finnish 3-3 INF which are reduced or eliminated cannot be repaired to their full-strength sides and can only be rebuilt at reduced strength.
26.51 Finnish Sub. (not with 26.52) In JP3R Finland has one surface factor representing its two armored ships, which might not actually justify a rating but we really did want to include such a marvelously weird fleet (and will cover it in an upcoming DC segment). We did not include a separate submarine factor since the surface fleet was so marginal, but we are giving you a Finnish SUB today as a free download.
The Finnish 1-SUB begins play at start. If destroyed, it may not be rebuilt. Although subs were built in Finland, this was done with German workers and engineers, and during the war Germany showed no willingness to part with skilled labor or completed submarines.
26.52 Finnish Submarines. (not with 26.51) Finland deployed five submarines during WWII, mostly as minelayers and on antisubmarine missions. Another 15 were planned but never built, as their German allies were unwilling and unable to provide the materials and skilled labor to build them.
In scenarios that start in 1944 or earlier, add 2 SUB to Finland’s force pool.
26.6 Sweden.
Sweden may never be at war with Finland or Norway, or be allied to a Major that is. If a Swedish ally goes to war with Finland or Norway, Sweden immediately breaks the alliance and the Major’s influence marker moves to Sweden’s 4 box.
26.61 Swedish Rails . (not with 26.62) If Sweden is Neutral or Friendly to Germany (16.3), and if Germany has conquered Denmark and Norway, then Germany may SR one ground unit per turn through Sweden (7.1). Germany may use any Swedish ports to SR into or out of Sweden by sea (7.2). German units may NOT end their SR movement in Sweden per this variant; they may do so if Sweden becomes a Client or Ally of Germany (16.3), but in that case they are not using this rule.
Each time Germany SRs a ground unit through Sweden while Sweden is Neutral or Friendly to Germany, Germany immediately rolls one die. Add the combat strength of the unit to the result. On a natural or modified 6 or more, reduce German diplomatic influence on Sweden by one. Any other result has no effect.
Example : Germany SRs a 3-3 INF from Germany through occupied Danzig across the German-controlled Baltic Sea Zone to Stockholm, and then through Sweden to Bergen in Norway. Germany rolls one die and adds three to the result. The result is 5 + 3 = 8, so Germany’s influence marker moves left one box on Sweden’s influence track. If it moves into the Hostile box, Germany may not SR any more units through Sweden until it moves out of the Hostile box.
26.62 Scania Magna. (not with 26.61) In scenarios starting before 1941, treat Norway as a colony of Sweden (14.7). Add Norway’s 5 BRPs to Sweden’s BRP base. Norway’s INF (and 1 SURF if using the Player’s Guide variant) is under Swedish control. Iif destroyed it goes into Sweden’s force pool and can be rebuilt normally. Units cannot attack Norway without declaring war on Sweden, and Norway does not become an ally of Britain if attacked (5.56). It is a colony of Sweden and shares Sweden’s diplomatic status relative to other countries per Sweden’s influence track (16.0).
26.7 Turkey.
Turkey only pays one BRP per factor to build INF–it does not pay the extra BRP per unit (15.15). Turkey surrenders in the first End Segment when all Turkish cities are enemy-controlled. In each Spring Production Segment, Turkey loses two BRPs per Turkish city that is enemy-controlled at that time, and each enemy Major gains one BRP for each Turkish city it controls.
26.71 Sons of Ataturk.
When Mustafa Kemal founded the modern Turkish Republic in 1922, one of his lessons was that Turkey must have strong, modern armed forces. While he and his successors tried to implement this, it proved very tough to manage. As a dependent economy, Turkey had to buy all its weaponry and other equipment abroad. Efforts to establish a local industrial base had mixed success; Turkey lagged in production of armored vehicles, but by 1938 was producing licensed aircraft.
We can improve the Turkish armed forces as the Ghazi wished. Note: Turkey would have to be an active Minor to undergo these changes, unless using variants from the Guide.
Ground Units: There are eight 3-3 INF. Two can be added to the force pool for 2 BRPs each (just to get them into the force pool, building them is extra). Each turn, one 1-3 INF can be upgraded to 3-3 for 3 BRP. The Turkish special lower cost for INF does not apply to these units. If eliminated they may only be rebuilt at the cadre level (return the 1-3 unit to play in its place).
The set also has two 4-5 ARM. Remove the 2-5 ARM from play. Each turn, one of the 1-4 CAV can be upgraded to a 2-5 ARM cadre at a cost of 6 BRP. It may be brought to full strength later.
Flying Turks: Turkey now has two 5-4 TAC and some breakdown counters for them. One TAC can be added to the force pool each turn, at a cost of 2 BRP (plus the cost to build).
Alternatively, the controlling Major can return one TAC factor to its force pool and add one Turkish TAC factor to the Turkish force pool.
There is a single Turkish jet factor. If the controlling Major has Jets, it can return one of its JET factors to its force pool and add the Turkish JET factor to the Turkish force pool. There’s no logical reason a player would do so, but the Turkish jet looked very, very cool.
Sword of the Sea: With eight submarines, Turkey deserved a SUB factor in the original game. Add one to the Turkish At-Start forces, and one to the force pool.
Kurdish Revolt: We’re also adding a new political event to help hamper Turkey. Note that this also dilutes the pool of available markers, changing the dynamics of game play. If Turkey is an active Minor, one Turkish ground unit must be placed in Diyarbakir (4318). Turkey loses 5 BRP each turn the Kurds are in revolt and Diyarbakir is unoccupied. At the end of each turn, the player controlling Turkey rolls one die. On a 6, the revolt is crushed. Add one to the result for each Turkish ground unit within Turkey, east of hexes numbered 43xx. If Turkey is not active when this marker is drawn, return it and draw another.
26.8 Switzerland.
Switzerland surrenders in the End Segment when both its capitals are enemy-controlled. Switzerland declares war only on countries that declare war on its first. If Switzerland surrenders, permanently reduce the BRP base of every other nation except the USSR by 10% in the following Spring Production Segment (round fractions up).
26.9 The Netherlands.
Netherlands INF on a given map are permanently removed when all Dutch territory surrenders or falls under enemy control. The nation controlling the Netherlands rolls one die for each Netherlands TAC, SURF and SUB factor on that map (not in the force pool), adding two to the result if war was NOT declared on the Netherlands this turn. On a modified result of 1–4, eliminate the factor and put it in the controlling Major’s force pool. They may be rebuilt normally thereafter. On a modified result of 5 or more, the factor remains in play and stays under control of the Major controlling the Netherlands. The Major may move it to any port or base within range that the Major controls. SURF factors moving this way are subject to attack in enemy-controlled sea zones (6.8). Eliminate units that cannot reach a port or airbase in range and put them in the Major’s force pool.
26.91 Dutch Cruisers. (not with 26.93 or 26.94) In SWW, if the Netherlands is still neutral in Spring 1942, (European portion is unconquered), add one 9-SURF to the Dutch At-Start Forces in the East Indies. This should change Japanese planning.
26.92 Indonesian Nationalist and Atjeh
Rebels. If the capitals of Sumatra, Java and Borneo (Palembang at hex 2730, Batavia at hex 2633 and Balikpapan at hex 3735, respectively) are all under enemy control in any End Segment, then the Netherlands surrenders on the Pacific Map. Note: This is an update to rule 26.9**.**
If the same conquering nation (usually Japan) controls all three capitals at the time of the Dutch surrender or in any End Segment thereafter, it immediately and permanently adds the four Indonesian nationalist 1-3 INF to its force pool. These units may be built thereafter using the conquering nation’s BRPs. The 1 Java and 2 Java units can only be built in cities on Java, the Sum unit can be only be built in cities on Sumatra, and the Cel unit can only be built in cities on Celebes. These units can never leave their home island. If Japan surrenders but the scenario continues, the USSR immediately assumes control of these units and can rebuild them with Soviet BRPs if destroyed. If the USSR has already been conquered or surrenders later, the Indonesian units are removed from play permanently.
When using this variant, the nation that conquers Sumatra can only receive Sumatra’s 1 BRP in Spring Production Segments when at least one friendly INF or GAR unit occupies the city of Padang (hex 2425; Indonesian units in Padang cannot fulfill this requirement).
26.93 Troelstra. (not with 26.91 or 26.94) This option assumes that any Dutch socialist government comes under the domination of the Stalinists and eventually aligns itself with Soviet Russia. In scenarios that start before 1941, The Netherlands (including its Pacific colonies) begins the game as a Soviet Minor ally.
26.94 Krupp, Kaiser and the Communist.
(not with 26.91 or 26.93) This variant assumes that France and Britain take a harder line against Holland over the Kaiser and Krupp, for example a crippling blockade of Dutch-German trade (as in 1917–1918). This, along with the fear of the communists, strengthens the right-wing extremists, and they are able to drive the Dutch into alignment with Germany. Suddenly the Kaiser’s dream of a Place in the Sun becomes reality in the South Pacific!
In scenarios that start before 1941, The Netherlands (including its Pacific colonies) begins the game as a German Minor ally.
26.95 The New Holland Waterline. (only use with 21.10) The combination of natural and man-made obstacles made conventional military attacks through the Dutch Ijsselmeer region difficult at best. The Ijssel lake (the former Zuider Sea) itself was a considerable obstacle, created when the Afsluitdijk (enclosing dike) was complete in 1933.
Treat hex 1015 (The Hague) as having a printed fortress in it (9.8, 9.9, 12.5 Supply fortress).
26.96 The Queen’s Coup.
The first time any German PARA unit performs an airborne drop in The Hague (hex 1015), the PARA unit can attempt to capture the Dutch Queen Wilhelmina. If the PARA unit survives any airdrop combat in the hex (13.13) and all enemy units there are eliminated, Germany rolls one die after combat there is resolved. On a 6 the queen is captured, and all German influence markers which are not in 10 Ally boxes immediately move one box to the right (except for its Swedish influence marker, which moves one box to the left unless already in the 1 Hostile box). Also, if Germany has not surrendered at the end of play it gets a +1 bonus to the number of objectives it controls for victory determination purposes (see Victory Tables). A result of 1-5 means Wilhelmina has escaped to form a government of exile in a friendly nation, and Germany does not gain any diplomatic or victory bonus.
26.10 Greece.
26.101 Greek Army (Ellinikos Stratos)
(not with 26.102). In all scenarios, in the Production Segment of the second turn after Greece first goes to war with any Major, replace any Greek 2-3 INF with a Greek 3-3 INF (controlling player’s choice, from the board or force pool). So if Greece first goes to war with any Major in Fall 1940, the replacement occurs in the Spring 1941 Production Segment. Remove the replaced INF from play permanently. Of course, none of this happens if Greece has surrendered by then.
In all scenarios that begin in 1939 or later, add 1 SUB to Greece’s At-Start Units and 2 x 1-3 INF to Greece’s force pool. In the 1938 scenario, add 1 SUB and 2 x 1-3 INF to Greece’s force pool in the Spring 1939 Production Segment.
26.102 Greater Greece. (not with 26.101) For the initial Greek forces are: 1 x 3-3 INF 3 x 2-3 INF 6 x 1-3 INF 2 x TAC 1 x 9 SURF 4 x SUB
The Force Pool contains: 1 x 2-5 ARM 1 x TAC
26.11 Siam.
26.111 Siamese Navy and Air Force.
This adds to GPW a Siamese SUB, a second SURF point and a TAC to represent the 290 combat aircraft of the Royal Thai Air Force. The air unit is probably justified, especially with the delivery of 93 Japanese planes in late 1940. The SUB is at the edge of our calculations in this game system, but delivery of the second division of four boats would clearly have justified the piece’s inclusion in the game.
Place the TAC in Siam’s At-Start forces in all scenarios, and the SUB and second SURF point in the Force Pool.
26.112 Sonkgkhram’s Plans.
And because we know that many Thai nationalists play our games, we have two 3-3 INF representing Songkhram’s plans for the army’s eventual expansion. Siam had purchased modern weapons for its existing divisions, but forging an army of that quality would not have been easy. We’ll let the players decide what to do with them.
26.12 Poland.
26.121 Polish Cavalry (not with 26.122).
In JP3R we gave Poland two 2-4 cavalry units, which are as good as cavalry gets in the game (no one has elite cavalry). That understates Polish cavalry power, but since the Poles did not concentrate their brigades into larger formations, giving them more or more powerful pieces would give France (who controls Polish forces in most game scenarios) a greater capability than Poland displayed in the actual campaign.
But in several cases, we let players make such strategic decisions. 75,000 well-trained cavalrymen in 11 division-sized brigades seem to merit more than two 2-4 pieces. As a pre-war option (like in the Player’s Guide), replace the two 2-4 pieces in the initial Polish forces with three 3-4 pieces provided. This will give Poland more options and provide a serious striking force against a careless German player.
26.122 Polish Armor. (not with 26.121 Great Polish Rally event). This is an unlikely variant given Polish love for horsed cavalry, but DC was never meant to be reasonable.
As a pre-war variant for Polonophiles everywhere, remove the two 2-4 cavalry units from Polish At-Start forces and replace them with one 4-5 armor unit in the At-Start forces, and another in the Force Pool.
26.123 Polish Fleet. (not with 26.124) In scenarios starting before 1940, add 1 SURF and 1 SUB to Poland’s At-Start Forces. When Poland enters the war, the player controlling Poland places both naval units at Danzig (1810) unless Danzig is under enemy control at the time. If under enemy control, place the Polish naval units at any neutral port on the Baltic Sea. If the Polish naval units are placed in a neutral port or if Danzig falls under enemy control, they must move to any port belonging to any Polish ally by the end of that turn. Any Polish naval units that cannot end the turn at such an allied port are eliminated in that turn’s End Segment per rule 6.9. If Poland surrenders, the Polish naval units fall under the permanent control of whichever nation controls Poland at the time its surrender. Any Polish naval units that are eliminated (before or after Poland’s surrender) go into the controlling nation’s force pool and can be rebuilt with that nation’s BRPs.
26.124 Polish Navy. (not with 26.123) Polish port.** We designed JP3R without a Polish port. Add Gydnia as a minor port in hex 1811.
Polish Destroyer Squadron . Had the Poles completed all eight of their planned destroyers, they would have rated a 1-factor SURF. Add a 1- SURF to the Polish Force Pool in 1941 if Poland still survives. This is completely reasonable. Poland may construct the unit at Gydnia, even though it is not a shipyard, IF either the Netherlands or Sweden remains neutral for the entire year it is under construction.
Polish Battle Cruisers. Add one 9-factor SURF to the Polish Force Pool in 1943, if Poland still survives AND the Netherlands is still neutral. The Netherlands must remain neutral for the entire year the SURF is under construction. Given the near-impossibility of these conditions holding true, this is also a reasonable variant.
Old Polish Battleships . As part of the Poland Shall Not Perish pre-war variant from the Player’s Guide, add one 9-SURF to Poland’s At-Start forces. These represent older German, Russian or French warships seized or purchased after the First World War.
Operation Pekin. If Poland is conquered while allied to France and/or Britain, Polish SURF units are treated as French or British units and may be repaired at French or British shipyards.
26.125 Poland Shall Not Perish!
(NEUTRAL) Fired by one of the world’s greatest traditions of patriotism, Poland has long produced outstanding soldiers. Like its ally, France, Poland entered the war with its rearmament program only just getting under way.
If Poland remains unconquered until 1941, each turn one Polish 2-3 INF (on the Europe map or in the Force Pool) may be replaced by a 3-3 INF (without the expenditure of any BRPs), up to a maximum of three units. Or, one Polish 1-3 INF may be replaced by a 2-3 INF, up to a maximum of three units (up to six units total may be upgraded).
26.13 Romania.
26.131 Romanian Rapprochement.
(PRO-AXIS) Ignore the Vienna Award chit (do not put it in the container) and add the Romanian 2-5 ARM in the Romanian Force Pool on the Spring 1941 turn. Increase German influence in Romania from 5 to 7 in the 1939 scenario. The Molotov-Ribbentrop chit can still be played and its effects apply.
26.132 Tanks in Bucharest.
If Romania remains unconquered until 1941, add the Buc 2-5 ARM to the Romanian Force Pool. The Buc ARM must be placed in Bucarest or adjacent hex if the stacking limit in capital is full. This is in addition to the Cor 2-5 ARM in JP3R and SWW.
26.14 Belgium.
26.141 Belgian Waffling. (PRO-ALLIED) Belgium begins the game as a French Minor ally. French units may set up in Belgium. Belgian units may enter any neighboring country. All Belgian INF and the TAC factor are in At-Start forces. If France is not at war when the game begins, Belgium is still an ally of France and French units may set up in Belgium.
Keeping with the stout Belgian performance in the Great War, Belgium does not surrender until every hex of the country is enemy-controlled.
26.15 Spain.
26.151 Republican Spain. (PRO-ALLIED) (not with 26.152 or 26.156) The Spanish Civil War ground on for three years, and during this time the Republic had several chances to win–not very good chances, but chances nonetheless-. Had the Republic prevailed, it would have had to come earlier in the war, and thus lessened the damage to Spain’s economy. It also implies greater aid from Europe’s democracies, and Spain would have owed a serious debt to them.
If this option is chosen, Spain’s BRP value becomes 40. Spain’s At-Start forces are as follows: 1 x 3-3 INF, 3 x 2-3 INF, 5 x 1-3 INF, 2 x TAC and 6 x SURF. The 2-5 ARM unit is in the Force Pool.
Spain begins the game with the following political influences: Germany : 2 USSR : 6 Britain : 4 France : 5 Italy : 2
Special modifiers (replace those in the game): Power declares war on Germany or Italy: +2 Power assigns Morocco to Spain: +2 Power assigns Portugal to Spain: +2 Power assigns Gibraltar to Spain: +3 Power declares war to Portugal: +1 America declares war on Germany or Italy: +1 for all Majors also at war with Germany or Italy.
26.152 No Spanish Civil War. (NEUTRAL) (not with 26.151 or 26.156) Nothing is pre-determined, but the Republic’s shaky political structure combined with right-wing radicalism within the army’s officer corps to make upheaval pretty close to inevitable.
However, the Alzamiento Nazionale (the 1936 coup attempt against the Republic) only turned into civil war because it failed. It could easily have been crushed by the People’s Front.
In this option, Spain’s BRP value becomes 45. Remove the Spanish ARM from the game, but add three 1-3 INF to the At-Start forces. Italy’s starting BRP value becomes 100, and the 2-5 ARM that begins in the force pool instead begins with the At-Start forces.
Spain begins the game with the following political influences: Germany : 4 USSR : 4 Britain : 4 France : 4 Italy : 4
Special modifiers (replace those in the game): Power assigns Morocco to Spain: +2 Power assigns Portugal to Spain: +2 Power assigns Gibraltar to Spain: +3 Power declares war to Portugal: +1
26.153 Free Spain. (not with 26.156) If Spain becomes an ally of Germany or Italy, add one Republican Spanish 1-3 INF to the French (if still in the game) or British (if France has been conquered) force pool. This unit may enter hexes in Britain, Ireland, Spain, Portugal, France, Morocco, Algeria, Tunisia, Italy and Germany. The Free Spanish will never give up the Anti-Fascist cause; if under French control when France is conquered, it immediately becomes a British-controlled unit. If Britain is conquered, it immediately becomes an American-controlled unit.
26.154 Spain Extra Units.
We presented Spain’s army in JPTR as mostly 2-3 INF. But Spanish volunteers fighting alongside the Germans on the Eastern Front showed themselves just as skilled as any Wehrmacht soldiers, and Spain had some good divisions despite its economic devastation. Therefore, add the 3-3 INF to Spain’s At-Start forces and remove a 2-3 INF from the Spanish force pool.
26.155 The Unholy Crusade.
Place a Spanish 2-3 INF in the German Fore Pool once Germany is at war with USSR as long as the following diplomatic conditions are met. Both Germany and Italy must be at least friendly with Spain, and all Allied Powers must be neutral or worse. This unit must be built at Germany’s expense and can only operate in Germany, Poland or the USSR. If Spain should become an ally of an Axis Power, normal rules apply. If any of the above diplomatic conditions change so that Germany is not friendly with Spain, remove the unit from the board or the force pool permanently.
26.156 Franco Rise Army (not with 26.151, 26.152, 26.153) This option affects scenarios that begin in 1939 or later with force changes
At-Start forces: Add one 3-3 INF (LEG). Remove two 2-3 INF and place in Force Pool.
At-Start Force Pool additions: one 2-4 TAC one 3-3 MTN
1941 Force Pool additions: one 2-4 TAC
1942 Force Pool additions: one 3-5 ARM one 3 SURF
1943 Force Pool additions: one 3-5 ARM one 2-4 TAC
1944 Force Pool additions: one 3-5 ARM If Spain becomes a German Client or Ally and Germany is at war with France, place the EBR 3-3 INF of Republican Spain in Paris or hexes closest to Paris. This unit may enter hexes in Britain, Ireland, Spain, Portugal, France, Morocco, Algeria, Tunisia, Italy and Germany. The Free Spanish will never give up the Anti-Fascist cause; if under French control when France is conquered, it immediately becomes British-controlled. If Britain is conquered, it immediately becomes US-controlled.
If Spain allies with Germany and Germany is at war with the USSR, put the Blue Division 3-3 INF and the Blue Squad 1-2 TAC (can upgrade to 2-2 TAC if Germany pays) in hexes of Poland, USSR or Baltic Nations. Those Units can be repaired if a supply line can be traced from Madrid to the Blue Division's hex. If the units are destroyed cannot be deployed again. In 1944 if the Blue Division were destroyed can be send again to fight against the USSR.
26.16 Norway.
Add the Norwegian 1 SURF to Norway’s At-Start forces. It may only enter sea areas adjacent to Norway.
26.17 Hungary.
26.171 Extra Army in Budapest.
If Hungary remains unconquered until 1941, add the Bud 2-5 ARM and 1-4 TAC to the Hungarian Force Pool. The ARM must be placed in Budapest or adjacent hex if the stacking limit in capital is full and TAC must be placed in Budapest.
The Bud 2-5 ARM and 1-4 TAC are available with the PAN 2-5 ARM and 1-4 TAC included in JP3R and SWW.
26.18 Denmark.
26.181 The Danish Fleet.
The Danish Fleet consists of 1 SURF and 1 SUB.
In scenarios that start before 1941, the Danish Fleet appears on the board at Copenhagen as soon as any nation declares war on Denmark (5.51). As a Minor with no influence track, Denmark immediately becomes an ally of Britain per rule 5.56, and Britain may use the Danish Fleet normally until Denmark surrenders. Any surviving units of the Danish Fleet return to Copenhagen in the End Segment when Denmark surrenders (if they are not there already), and must remain there until the conquering nation tries to seize them. In all scenarios that begin 1941–1943, the Danish Fleet begins the game at Copenhagen and cannot perform any action until Germany tries to seize it. The Danish Fleet does not appear in scenarios beginning in 1944 or later.
If the Danish Fleet is in Copenhagen and Denmark is currently conquered, the conquering nation may not attack the Danish Fleet and neither may any other nation. During the End Segment of the turn when Denmark surrender or of any turn thereafter (or the End Segment of any turn at all if the scenario begins in 1941-1943), the conquering nation may attempt to seize the Danish Fleet. To do this, the conquering player declares the attempt and rolls one die for each Danish SURF and SUB factor in Copenhagen at the time (roll for each one separately). On a result of 1 or 2, the factor flees to Sweden (unless Sweden is at war at the time) where it is added to the Swedish on-board forces and it is treated as a Swedish unit thereafter for all purposes. If destroyed later, it goes into the Swedish fore pool and can be rebuilt normally. If Sweden is at war at the time, the factor is scuttled (remove it from the game permanently). On a result of 3 or 4, the factor rolled-for is scuttled (remove it from the game permanently). On a result of 5 or 6, the factor rolled-for comes under the control of the conquering nation and becomes one of that nation’s units for all purposes (it goes into the conquering nation’s force pool if destroyed and can be rebuilt normally).
26.19 Estonia.
In scenarios that start in 1940 or earlier, Estonia receives 1 x 1-3 INF in its At-Start forces (the Est unit from the Rumors of War counter sheet).
26.20 Latvia.
In scenarios that start in 1940 or earlier, Latvia receives 1 x 1-3 INF in its At-Start forces (the Lett unit from the Rumors of War counter sheet).
27.0 Victory
Players check victory conditions on the last turn of the game (as specified in scenario rules) to see who has won. Most scenarios or victory tables list different levels of victory, from a Decisive Victory all the way down to a Stalemate. Majors or alliances scoring higher levels of victory beat Majors or alliances scoring lower victory levels.
27.1 Victory Conditions.
The JP3R 1938, 1940 and 1941 scenarios and all GPW scenarios have their own special victory conditions (see scenario special rules). In all other scenarios, players find out who wins in the End Segment of the last turn of the scenario by consulting that scenario’s Victory Tables. Allied players may decide to calculate their level of victory as an alliance (27.3) or as individual nations (27.4). Note that it will often happen that one side uses the Alliance Victory Table while the other uses the Individual Victory table (for example, Britain, the US and the USSR vs. Germany).
27.2 Objectives.
The 42 red cities and red capital cities and the 28 red cities and capital cities on the Pacific map are all objectives. There are also four limited objectives (27.5) on the Europe map and one objective on the Pacific map that becomes available through the Invade America chit. Controlling a certain number of objectives at the end of the game is a major key to victory in most scenarios. Players scoring higher levels of victory beat players scoring lower victory levels.
Objectives controlled by neutral Minors at the end of the game do not count as being controlled by any Major.
The Central Asia map includes three new objective cities: Mosul (4718) in Iraq, Abadan (5523) in Iran, and Samarkand (6001) in the USSR. When using the Central Asia map, add two to the number of objectives the Allies must control to achieve each level of Alliance Victory, and add one to the number of objectives Britain and the USSR must control to achieve each level of Individual Victory.
27.3 Alliance Victory.
An alliance of Majors may choose to use the Alliance Victory Table if the results on that table are more advantageous to the alliance members. If not, the individual members may choose to calculate victory on the Individual Victory Table (27.4). The two possible alliances are the Allies (France, the USSR, Britain and the US) and the Axis (Germany and Italy in JP3R; Germany, Italy and Japan in GPW). Any alliance of Majors that exists at the end of the game (meaning two or more of the eligible Majors are allied and have not surrendered) may use the Alliance Victory table to see what level of victory their alliance has won. Note that Britain and the US are treated as one country for alliance purposes, so they would have to be allied with the USSR or France at the end of the game to use the Alliance Victory Table. Objectives controlled by Minors that are allied to one of the Majors in an alliance count toward that alliance’s total. If both the Axis and Allies win the same level of victory or win no level of victory, the game is a draw.
JP3R Alliance Victory
| Victory Level | Allies | Axis |
|---|---|---|
| Stalemate | 33 | 7 |
| Marginal | 35 | 9 |
| Tactical | 37 | 11 |
| Decisive | 39 | 13 |
If play continues after Summer 1945, the Axis total required for victory decreases by one per turn. The Allied total required for victory increases by one per turn.
SWW Alliance Victory
| Victory Level | Allies | Axis |
|---|---|---|
| Stalemate | 45 | 17 |
| Marginal | 48 | 20 |
| Tactical | 51 | 24 |
| Decisive | 53 | 27 |
If play beyond the 20th turn of US entry in the war, the Axis total victory level decreases by one per turn.The Allied victory level increases by one per turn.
27.4 Individual Victory.
Any Major that never joins the Axis or the Allies, or which breaks from an alliance and attacks one or more of its former allies, or whose Major Power allies have all surrendered, or which simply chooses to use the Individual Victory Table may use it to see what level of victory it attains at the end of the game. Objectives controlled by Minors allied to a Major count as objectives controlled by that Major. The US and Britain are considered one for individual victory purposes. If two or more Majors win the same level of victory or nobody wins by the last turn of the scenario, the game is a draw.
JP3R 1939 Campaign Game
| Victory Level | UK/US | France | Germany | Italy | USSR |
|---|---|---|---|---|---|
| Stalemate | 18 | 5 | 2 | 15 | |
| Marginal | 19 | 1 | 6 | 3 | 16 |
| Tactical | 20 | 2 | 7 | 4 | 17 |
| Decisive | 21 | 3 | 8 | 5 | 18 |
JP3R 1942, 1943 & 1944 Scenarios
| Victory Level | UK/US | Germany | Italy | USSR |
|---|---|---|---|---|
| Stalemate | 18 | 1 | 15 | |
| Marginal | 19 | Fall 45 | 2 | 17 |
| Tactical | 20 | Winter 45 | 3 | 18 |
| Decisive | 21 | Spring 46 | 4 | 20 |
SWW 1939 Campaign Game
| Victory Level | UK/US | France | Germany | Italy | USSR | Japan |
|---|---|---|---|---|---|---|
| Stalemate | 18 | 5 | 2 | 15 | 15 | |
| Marginal | 19 | 1 | 6 | 3 | 16 | 16 |
| Tactical | 20 | 2 | 7 | 4 | 17 | 17 |
| Decisive | 21 | 3 |
SWW 1942, 1943 & 1944 Scenarios
| Victory Level | UK/US | Germany | Italy | USSR |
|---|---|---|---|---|
| Stalemate | 18 | 1 | 15 | |
| Marginal | 19 | Fall 45 | 2 | 17 |
| Tactical | 20 | Winter 45 | 3 | 18 |
| Decisive | 21 | Spring 46 | 4 | 20 |
27.5 Nationalist Goals.
27.51 Germany.
Slovenia and the one hex of Südtirol count as separate German objectives. Germany must control both hexes of Slovenia at the end of play.
27.52 Italy.
Corsica counts as an objective for Italy (Italy must control all hexes of Corsica at the end of play for it to count).
27.53 USSR.
The USSR rejects primitive ideologies like nationalism as inconsistent with the dialectic. Control of hexes 3120, 3219, 3220 and 3319 in Turkey (the hexes on both sides of the Dardanelles/Bosporus) counts as one Soviet objective anyway. The USSR must control all four hexes at the end of the game for it to count.
27.54 Neutral and Non-Aligned
Objectives. Objectives inside nations which are neutral or not allied to any Major at the end of the game are not considered controlled by any Major or alliance. If the US, Britain or France declares war on any Minor that was neutral before the declaration, any objectives the US, Britain or France takes control of inside that Minor do not count for US/British, French or Allied victory. These restrictions do not apply to the other Majors.
28.0 Optional Rules
If players agree before play begins, they may use any of the following optional rules.
28.1 East-West War.
If Britain, the US and France are allied and declare war on the USSR in 1944 or later, the following events occur:
28.11 French Events.
The American player rolls a die. On a 1 or 2, French and Free French units may not leave France, Germany or Italy, or attack Soviet units. On a 3 or 4, half of French and Free French units may leave France, Germany and Italy (round fractions up) and all French and Free French units attack Soviet units. On a 5 or 6, all French and Free French units may operate normally.
28.12 German Events.
If Germany is still in the game it continues to fight normally. When it surrenders, all German HQs are permanently removed from play (not put in the force pool), and Germany is out of the game. Then, the American player rolls one die for each German unit on the board. Add one to the result if the unit is adjacent to a Soviet unit and one if the unit is unsupplied (cumulative, 12.3). Each result of 1–3 does not affect the unit, but each 4–6 eliminates it (put it in the German force pool). Thereafter, Germany is treated as a US Minor ally, with a BRP value of 2 for each city inside Germany’s printed borders that is under German control. The US may transfer BRPs to Germany normally (14.9). German units may only be activated by US impulse chits and supplied by US supply sources (12.22). German units may stack with US units, but not with British or French units.
28.13 Peacetime Economies.
Following the surrender of Germany, there can be no more economic growth for the Western Allies (14.3).
28.14 War Weariness.
If Britain or the US declared war on the USSR first, the British, US and French (if France never surrendered) players each roll one die during each Spring Production Segment, before they receive BRPs. On each result of 1 or 2, permanently reduce the rolling player’s BRP base by 10% (round fractions up). This can happen every Spring.
28.2 Turn-End Play.
At the end of each impulse, each Major may spend five BRPs if desired to try and influence the operational halt die roll (3.72). Every five BRPs spent increases or decreases the result by one (spending player’s choice). Spend the BRPs before the roll, add all the modifiers together, and modify the result by the cumulative result. No player may spend more than five BRPs to modify the roll. Once operational halt occurs, any one Major may spend 20 BRPs to cancel the result and extend the turn. This can happen multiple times per turn as long as someone pays 20 BRPs to cancel each operational halt.
28.3 Oil.
Limited oil supplies put more constraints on the Axis than other countries, and could have put more constraints on the USSR had the Germans penetrated farther into the Caucasus.
28.31 Germany.
Reduce German SRs by two if Ploesti (2817) is enemy-controlled (not neutral), or if Romania is Hostile to or at war with Germany. Increase German SRs by two for each of the following hexes that is German-controlled: 4510, 4320, 3712. Also, permanently reduce German SRs by one for each of the first two hits on Ploesti by enemy strategic bombing (11.7).
When using the Central Asia map, increase the German SR limit (7.5) by two for each of the following hexes that is German-controlled:
- Baku (4712)
- Mosul (4718)
- Maikop (3712) Do not increase the German SR limit for control of hexes 4510 and 4320 per the original rule above.
28.32 Italy.
When the Oil Strike chit is drawn, increases Italy’s SRs by one if it gets the additional 20 BRPs. Negate the SR gain if Tripoli is enemy-controlled (either at the time the chit is drawn or later).
28.33 USSR.
If both cities of Malkop (3712) and Grozny (4110) are enemy-controlled, reduce the Soviet SR limit by one (7.5)
28.4 Extra Cavalry
28.41 Germany. Germany started the war with one cavalry division*, but ended it with half a* dozen: two regular army, two Waffen SS, and two Cossack. Richard's initial suggestion had these first on the list and for some reason I left them out. Not sure why, but there's always a point in game design where something's got to give. I do recall taking them out of the Player's Guide counter manifest to make way for the extra French ARM.
Germany adds two 1-4 CAV to its force pool, one in 1944 and one in 1945. In the French Fantasy scenario from the Player's Guide, add one At-Start forces.
28.42 Hungary.
I gave Hungary a 2-4 CAV to represent its MobileCorps. As such, it is not strictly a cavalry piece, as this formation included motorized units during most of its existence. Hungary fielded an excellent cavalry division in 1944 and 1945, though I doubt it truly rates two combat factors.
GPW introduced the concept of divisions , and if we had put them in JP3R I would have been tempted to make the Hungarian CAV a 1-4 division.
28.43 Romania.
Romania had six very good cavalry divisions, initially called brigades. I gave them a 2-4 CAV, same as Hungary, and have had second thoughts about that.
Add 1 x 2-4 CAV to Romania's At-Start forces in all scenarios. That should help redress the balance against an aggressive USSR.
28.44 China.
In GPW, neither Chinese faction has any cavalry. The Nationalists did not mobilize horsemen on a huge scale, but the Communists had at least 11 cavalry divisions. Mao Zedong himself spoke highly in favor of cavalry, and we cannot go against the Chairman.
Add the 2 x 1-3 CAV units from the sheet to Communist At-Start forces in all scenarios.
28.45 Bulgaria.
The Royal Bulgarian Army included two "fast" divisions combining cavalry with motorized and tank units. They saw no service outside Bulgaria until the kingdom threw off the Nazi yoke and joined the anti-fascist crusade. Bulgaria might be slightly undervalued in military terms.
Add the 1-4 CAV to Bulgaria's At-Start forces in all scenarios.
28.46 USA. (See Rule 23.6.)
28.5 INA (Indian National Army)
When the INA chit is drawn the first time, its effects are as listed in the game rules. Return it to the container. If the marker is drawn again, the Japan receives one INA 2-3 INF at Singapore at no additional BRP cost. The Japan may add one additional INA 2-3 INF to its force pool for each Indian city that is Japanese-controlled, up to a total of eight (seven for India’s cities, plus the original one). Cities on Ceylon or the Adnaman Islands do not count. BRP cost must be paid for these to enter play.
If the number of Japanese-controlled cities in India falls below the number of INA units in play or in the force pool, INA units must be removed (Japan’s choice) to bring their total to that of the number of Indian cities under Japanese control.
INA units appear at Singapore or any city in India. They may only enter hexes in Malaya, Burma, Thailand, India (including the Andaman Islands), Ceylon, Attu Atoll and Sumatra.
28.6 Leaders.
28.61 Ground leaders.
We're presenting a free download with 37 leader pieces. The left number under a leader's flag is his attack strength, the right his defense. A leader will either be an infantry or armor general; armor leaders have their attack strength highlighted.
A leader must be placed on a HQ of the same nationality (with one exception). The exception is Rommel. He can be assigned to an Italian HQ and modify battles as long as at least one German unit is involved. When the HQ is activated, the leader can be placed with any attacking unit activated by that HQ and modify the number of dice rolled. A leader can be committed to defense within three hexes of his HQ. Once committed, flip the leader piece to its reverse. A leader can only affect one combat per turn. A leader adds the number of dice equal to his combat value. The die (or dice) added by an armored leader hit as an armored unit does, but only if at least one ARM unit is involved in the battle.
A leader can be lost if his side suffers an adverse effect (step loss or retreat) in the affected combat. Roll one die: On a result of 1 or 2 remove him from the game (sacked or a casualty); on a result of 3 or 4 place him in the force pool. On a result of 5 or 6 there is no effect. Germany subtracts one from this die roll, as der Führer is not very forgiving.
To bring a leader into the game the player pays 1 BRP x the leader's total rating, doubling the cost for an armor leader (so Bradley costs two BRPs, Rommel four). If you purchase a leader and already have a full complement on board you may retire one of your choice to the Force Pool. Leaders are placed in the nation's capital after purchase and can move by SR (not counting against the nation's limit) during that phase (between capital and HQ, or between HQ's).
Three national leaders are included in the variant. Hitler (Gröfaz, Grösser Feldherr Aller Zeiten, Greatest General of All Time , the ironic nickname bestowed by cynical Berliners in 1945) and Stalin are set up in Berlin and Moscow, respectively, at the start. They may never move from there (ignore Hitler's tours of different headquarters and hideaways for simplicity). Hitler dies if Berlin falls (or the political marker is drawn), with all the effects of the political marker. Roll one die for Stalin if Moscow is captured. He dies fighting on 1–3, otherwise the USSR may redeploy him to any other objective city in the USSR. Repeat this roll if the new capital is captured. If the Republic of Saló is created, place Mussolini in Milano. He flees to Switzerland (remove him from the game) after an Allied attack on Milano, regardless of its capture.
Order of Appearance: BRITAIN At-Start: O'Connor 1940: Wavell 1941: Auchinleck 1942: Montgomery
FRANCE At-Start: Georges 1940: De Gaulle
UNITED STATES At-Start: Patton 1943: Clark 1944: Bradley, Devers
USSR At-Start: Stalin, Budenny, Voroshilov 1940: Timoshenko 1941: Zhukov 1942: Konev, Vasilevsky 1943: Rokossovsky 1944: Malinovsky
GERMANY At-Start: Gröfaz, Guderian, Kleist, Rundstedt 1940: Bock 1941: Rommel, Kluge 1942: Manstein 1943: Hoth, Model 1944: Kesselring
ITALY At-Start: Graziani 1941: Garoboldi, Messe 1943: Guzzoni
JAPAN At-Start: Hata 1941: Terrauchi
28.62 Naval leaders.
All Majors have naval leaders, with some available at start. Others may be purchased from the force pool and deployed during Production Phases (3.13). There are limits on how many each nation can have on the board at one time (any number can be in the force pool). Each leader has two Skill Ratings that increase the number of dice rolled in combat by the unit he is assigned to.
Order of Appearance: Each leader enters his nation's force pool at the beginning of the Production Segment of the turn listed for him below (3.11). If a scenario begins on or after the listed turn, the leader begins the game as part of the owning player’s At-Start forces (not in the force pool) and can be assigned to any naval unit:
BRITAIN Cunningham: Summer 39 Somerville: Summer 40 Vian: Summer 41 Phillips: Winter 41 Crutchley: Summer 42
UNITED STATES Halsey: Summer 40 Fletcher: Fall 41 Spruance: Summer 42 Kinkaid: Fall 42 Lee: Fall 42 Barbey: Spring 43
JAPAN Nagumo: Fall 39 Yamamoto: Fall 39 Ozawa: Fall 40 Takagi: Fall 41 Mikawa: Summer 42 Kurita: Summer 42 Koga: Spring 43
ITALY Campioni: Winter 40 Iachino: Spring 41
GERMANY Raeder: Spring 40
USSR Kuznetsov: Fall 39
Each leader must be assigned to a specific SURF or CV of his own nationality, and is considered part of that unit for movement and combat purposes. When a leader is purchased during play or deployed at the start of the game, the owner must immediately assign him to an individual naval unit by stacking him with it. Keep that naval unit and its assigned leader separate from other naval units for tracking purposes.
Each leader can be reassigned to a different naval unit during the Operations Segment if desired (3.7), in any impulse when the unit the Navy Leader is currently assigned to and the new unit the leader wishes to be reassigned to both activate (4.3). Both units must occupy the same hex at some point during the same impulse for the transfer to take place. No more than one leader can be assigned to the same naval unit at the same time. Navy Leaders may not be assigned to SUB, LC or Fleet Train units.
Skill Ratings and Combat: Each leader has two numerical values.
The left number is his Surface Combat Skill, and the right number is his Carrier Combat Skill.
Each time a SURF unit to which a leader is assigned rolls dice in any kind of combat, it rolls an additional number of dice equal to the Surface Combat Skill rating of the assigned leader. Each time a CV unit to which a Navy Leader is assigned rolls dice in any kind of combat, it rolls an additional number of dice equal to the Carrier Combat Skill of the assigned leader.
Example: Admiral Halsey has a Carrier Combat Skill rating of 2. If he is assigned to a United States 4 CV unit, then when that unit participates in Sea Control Combat it rolls 4 + 2 = 6 dice in the Naval Air Battle Phase. It also rolls 4 + 2 = 6 dice in the Naval Combat Phase, minus one die per hit it took in the Naval Air battle phase (see 6.31).
If a leader’s Surface Combat Skill is zero and he is assigned to a SURF unit, he adds no dice in combat. If a Navy Leader’s Carrier Combat Skill is zero and he is assigned to a CV unit, he adds no dice in combat. If a leader’s Surface Combat Skill number exceeds the number of SURF factors in the naval unit he is assigned to, he can only add a number of dice equal to the SURF factors of the unit. The same applies to Carrier Combat Skill and CV units. So for example, if Admiral Halsey is assigned to a 1 CV unit, the unit rolls 1 + 1 = 2 dice in combat. If Admiral Ozawa is assigned to a 9 SURF unit, it just rolls nine dice since Ozawa has a Surface Combat Skill of zero.
Purchasing Navy Leaders: Navy Leaders are purchased with BRPs, just like units (15.0). During each Production Segment (3.13), each player may purchase leaders who are in force pool and/or may remove leaders from the board and put them back in the force pool as desired. The BRP cost to purchase a leader is equal to his Surface Combat Skill plus double his Carrier Combat Skill. So for example, the cost to purchase Admiral Yamamoto (Surface Combat Skill of 1 and Carrier Combat Skill of 2) is 1 + (2 x 2) = 5 BRPs. If no friendly SURF or CV units are on the board, the owning player must purchase a SURF or CV unit for each leader purchased (Navy Leaders cannot be purchased if there are no naval units to which they may be assigned). If all friendly SURF and CV units on the board are eliminated, all on-board leaders who are not killed or captured (see below) must be placed in the Force Pool (they can be purchased again later).
Navy Leader Limits: The maximum number of leaders which each eligible nation may have on the board at the same time is as follows: Italy: 1 Britain: 2 United States: 3 Japan: 3 Russia: 1 Germany: 1
Any number of leaders may be in the force pool at the same time.
Navy Leaders Restrictions: Navy Leaders cannot be assigned to SUB, LC or Fleet Train units. No more than one leader can be assigned to the same naval unit at the same time. No more than one friendly leader may occupy the same sea zone during each Sea Control and Raiding Segment (3.5).
Navy Leader Losses: If a Navy Leader’s assigned naval unit is eliminated in combat or withdraws from Sea Control combat at the end of a round (6.31), the owning player must immediately roll two dice for that Navy Leader. He then consults the applicable Navy Leader Loss Table below to see if the Navy Leader rolled for is killed, captured or relieved of command.
British and US Navy Leader Loss Table:
| Roll | Result |
|---|---|
| 2 | Navy Leader Killed or Captured |
| 3-4 | Navy Leader Relieved of Command |
| 5-12 | No Effect |
Japanese, German, Russian and Italian Navy Leader Loss Table:
| Roll | Result |
|---|---|
| 2 | Navy Leader Killed or Captured |
| 3-6 | Navy Leader Relieved of Command |
| 7-12 | No Effect |
Subtract one from the die roll if the leader’s assigned unit was eliminated in combat.
Permanently remove from play killed or captured leaders. Place leaders relieved of command in the force pool. They can be purchased again later. If the result is No Effect but the leader’s assigned unit was destroyed, place him with any friendly SURF or CV unit currently in the same Sea Zone (it can be at sea or in port per rule 6.1). He is automatically reassigned to that unit. If there is no such unit, place him in the Force Pool (he can be purchased again later).
28.7 Project F-Go Variant.
Japanese nuclear weapons are available only in SWW. Japan must expend 10 BRPs in the Spring 1943 turn and 10 BRPs every Spring turn until the Project F-Go marker is drawn. Do not place it in the container until Summer 1945.
Also, Germany must have spent at least 30 BRPs on the Heisenberg Principle marker. Thus, 20 Japanese and 30 German BRPs must be spent before the marker can be placed in the container.
If the marker is drawn, Japan player rolls one die. On a result of 6, enough uranium has been obtained to make a bomb. During each Japanese Naval impulse, the Japanese player may designate one SUB factor to make a nuclear suicide attack. The submarine may attack any hex or port adjacent to the sea area it occupies.
If the US West Coast box is attacked, reduce the US BRP base by 15. If Vladivostok is attacked, reduce the USSR BRP base by 15. If any other objective hex in the Pacific is attacked, reduce the owner's BRP base by 5.
If a hex containing enemy ground units is attacked, all are reduced or eliminated. If a hex containing air or naval factors (of any type) is attacked, the owning player rolls one die for each factor. On a roll of 1–4, it is destroyed.
The Japanese SUB factor is destroyed by the nuclear attack as well. Add five to the Japanese surrender die roll if Japan has conducted a nuclear attack.
Place a mushroom cloud marker in any hex attacked by nuclear weapons. No units other than air units may enter the hex for the rest of the game; air units may not be based there.
28.8 Cannibalism. (Japan and USSR)
If two unsupplied, full-strength, two-step ground units of the same nationality and type occupy the same hex during the Supply Segment, the owner may reduce both units normally per rule 12.32 or may eliminate one of them and not reduce the other. In the latter case, one unit cannibalizes supplies from the other to avoid being reduced, while the other goes from full-strength to nothing due to having all its supplies taken. Only Japan and USSR may use this option (other nations do not have the stomach for such tactics). One-step units and already reduced units cannot use this rule.
Example: Two full-strength Soviet 3-5 ARM units are in hex 2409 just outside Minsk and have been cut off from their supply line by a German breakthrough. In the Supply Segment, the USSR can choose to reduce both units per rule 12.32, or he may eliminate one of the units and keep the other at full strength.
29.0 New Minor Countries.
29.1 Iran.
When using the Central Asia map, treat Iran as a Minor neutral in all scenarios starting in 1941 or earlier. Place its National Display Card with those of the other Minors. Iranian units are purple.
Use the German, Soviet and British influence markers in Rumors of War to track Iran’s Diplomatic status, but use spare markers to track Iran’s stockpile on its BRP tracks. Iran’s vital statistics are in scenarios or Rumors of War rulebook.
29.11 Iranian Surrender and BRPs.
Iran surrenders normally per rule 26.2, but its BRPs are apportioned by who occupies its cities rather than just going to whoever controls its capital. In each Spring Turn Production Segment, whoever occupies each of the cities listed below with at least one ground unit receives the BRPs listed for the city:
- Abadan: 6 BRPs
- Mashad: 2 BRPs.
- Tabriz: 2 BRPs
- Tehran: 2 BRPs
If there is no ground unit in an Iranian city listed above in any Spring Productions Segment after Iran has surrendered, nobody gets the BRPs for that city. Example: The USSR controls Tabriz, Mashad and Tehran, but only occupies the latter two, The Soviets would only earn the 2 BRP from Mashad and 2 BRP from Tehran that year.
29.12 Iran Post-1941.
For all scenarios that begin in 1942 or later, treat Iran as a conquered Minor. At the start of the scenario, place a British 1-0 GAR unit at Abadan (5523) and one Soviet 1-3 INF unit each at Tehran (5116), Mashad (5612) and Tabriz (4716). Take these forces from the respective British or Soviet force pools, or if not available from any At-Start forces.
29.2 Saudi Arabia.
Saudi Arabia is a Minor neutral with no forces. Units may only enter Saudi territory if their owning nation declares war on Saudi Arabia and pays the BRPs cost. However, there would be little point unless you’re planning to relive Lawrence of Arabia and send your armies across The Sun’s Anvil. The huge petroleum reserves located there would only be discovered after the war. The major oil producer at this time was Iran, followed somewhat distantly by Iraq.
29.3 Mexico.
Mexico was willing and able to make a much larger contribution to the Allied cause. To reflect greater use of Mexican manpower in GPW or SWW, add a 1-4 INF unit to the American force pool at the start of all scenarios. The Mexican unit is a division-sized unit; it can deploy anywhere and is treated exactly like a North American unit for all game purposes, however, it costs twice the usual number of BRPs to construct (reflecting the lack of Mexican infrastructure to support an expeditionary force of ground troops without substantial North American assistance).
In Spring 1943 for all scenarios, add a one-factor Mexican TAC unit to the North American force pool. Like the INF unit, it can deploy anywhere and is treated exactly like a North American unit for all game purposes but costs twice the usual number of BRPs to construct.
29.4 Eire.
Ireland begins the game as a neutral state; it can only enter the war if invaded. For all his anti-English rhetoric, De Valera never brought the Irish state anywhere close to the pro-Nazi position advocated by some within the Irish Republican Army. But Ireland has no armed forces in the game, and though the Army of two divisions and two brigades is a little weak to rate its own playing piece, we’ll add a weak unit as a variant piece. The 1-3 Irish INF is available only if Ireland is attacked on or after the Summer 1940 turn.
29.5 Czech.
29.51 Czech Power.
In the 1938 scenario, Czechoslovakia has 3 x 2-3 INF, 1 x 4-5 ARM and 1 x 2-4 TAC in its At-Start Forces, with no units in its force pool. This significantly understates the republic’s military force, as it fielded two dozen well-equipped divisions before capitulating to Nazi pressure without a fight.
In the 1938 scenario, add 2 x 3-3 INF to Czechoslovakia’s at-start units, and move 1 x 2-3 INF from its at-start units to its force pool. Then add 1 x 4-5 ARM and 1 x 2-4 TAC to its force pool.
29.52 Peace in Our Time. (PRO-ALLIED) Could Czech President Eduard Benes have put enough backbone into his allies to save his country in 1938? A show of force could well have prevented the German takeover. It this option is chosen, the British and French called Hitler’s bluff in 1938 and Czechoslovakia remained an independent country. Czechoslovakia begins the game as a Minor neutral, with the following forces deployed anywhere in Czechoslovakia: 3 x 2-3 INF 1 x 4-5 ARM 1 x 2-4 TAC
Czechoslovakia consists of Bohemia, Slovakia and Ruthenia and is worth 27 BRPs. If Germany conquers Czechoslovakia, Germany may declare Slovakia and independent Minor ally. Ruthenia then becomes a conquered Minor worth 2 BRPs; it is conquered if both its hexes are controlled by the conquering Major. Four turns after Czechoslovakia has been conquered, Germany may declare Bohemia to be part of Germany and increase the German BRP base by 20. Remove the following units from the German At-Start forces. Add them to the German force pool four turns after Germany conquers Czechoslovakia: 2 x 3-3 INF 2 x 4-6 ARM Czech units may enter any neighboring country. Czechoslovakia begins with the following political influences: Germany : 2 USSR : 6 Britain : 4 France : 4 Italy : 3
Special modifiers: Power allies with Germany: -2 Power allies with Yugoslavia: +2 Power declares war on Yugoslavia: -1 Power declares war on Poland: +1 Power allies with Hungary: -1 Power declares war to Hungary: +1
Reduce Germany’s starting BRPs to 125.
29.6 Austria.
29.61 Austria Defiant. (PRO-ALLIED) Austria is assumed to have completed its armaments program and found the means to acquire the Czech-made tanks and artillery it sought. Austria begins as a Minor neutral, with the following forces deployed anywhere in Austria: 3 x 3-3 INF 1 x 2-5 ARM
Austrian units may enter any neighboring country. Austria begins the game with the following political influences: Germany : 3 USSR : 2 Britain : 4 France : 4 Italy : 5
Special modifiers: Power allies with Germany: -2 Power allies with Yugoslavia: -1 Power declares war on Yugoslavia: +1 Power assigns Slovenia to Austria: +2 Power assigns Südtirol to Austria: +2 Power allies with Hungary: +1 Power declares war to Hungary: -1
Reduce Germany’s starting BRPs to 142, and remove two 3-3 INF from Germany’s At-Start forces (and are not available to be built).
29.62 Austria Extra units.
In the 1938 scenario in JP3R, add a 3-3 INF at reduced strength to the initial Austrian forces; it can be brought to full strength through the usual procedure. The other Austrian pieces are used in the prewar variant options.
29.7 Israel.
29.71 The Jewish Brigade.
See Event Beneath Contempt .
29.8 Manchukuo.
Add the Manchukuoan 1-4 CAV to Japan’s At-Start forces. It must set up in Manchukuo and may only enter China, Mongolia, the USSR. Korea, and its homeland. It can be rebuilt using Japanese BRPs. The unit is permanently eliminated if Manchukuo is conquered..
29.9 Mongolia.
Mongolia is a Soviet Minor ally. In game terms, it can never be conquered. It is worth zero BRPs. Add the Mongolian 1-4 CAV to the Soviet At-Start forces in all scenarios in GPW and on the Pacific map in SWW combined scenarios. It can be rebuilt using Soviet BRPs. It may enter hexes in the USSR, any adjoining country, and Germany.
29.10 Trans-Jordan.
The Arab Legion, a well-trained force organized by the British, almost got into action in the Italian campaign and did fight the French in Syria. The 2-3 INF in Players Guide book’s counter set represents a much larger force than the World War 2-era Arab Legion (the counter is intended for the post-war scenario found in that book) but Britain certainly could have recruited and trained more Arab manpower.
If the Arab Unrest chit has never been drawn and Trans-Jordan has never been conquered, add this unit to the British force pool in 1944. When built it appears at Amman. It may enter any hex in Trans-Jordan, Palestine, Syria, Egypt, Turkey, Libya, Cyprus, Greece and Italy (when using central Asia Map this unit can enter in Saudi Arabia, Kuwait, Iran e Iraq). If the Arab Unrest political marker is drawn after this unit enters play, it immediately is removed from play and may not be rebuilt.
29.11 Baltic Entente. (only use this with 26.19 and 26.20)
. In scenarios that start in 1940 or earlier, Poland, Lithuania, Latvia and Estonia have signed a defensive treaty. All four countries are considered allied to each other for declaration of war purposes (5.3). Once the Entente goes to war, treat all four of its member nations as one country for all purposes. Do not treat them as allies from that point on; they are all one country and all units and territory of all four of them are considered friendly to each other for all purposes.
Entente Econom y: The Entente has a BRPs base of 35 and a growth rate of 25% (use Poland’s national display card as the Entente national display card). All BRPs of the Entente countries go into the same stockpile, and any Entente units that are destroyed go into the Entente force pool and can be rebuilt from that force pool no matter where the BRPs came from. However, units can only be built in unconquered cities of their home nations. So for example, if Tallinn is conquered then the Est unit cannot be rebuilt if destroyed (unless and until Tallinn is reconquered by the Entente or liberated per rule 26.3). If the capital of any Entente country is conquered, then during each Spring Turn Production Segment thereafter the conquering country receives the BRP value of that country and the Entente loses the BRP value of that country (14.2). If the capital is reconquered by the Entente, then the Entente receives the country’s BRPs normally in future Spring Turn Production Segments.
Entente Politics: If the Molotov-Ribbentrop chit is drawn while using this variant, discard it and draw another. If the Why Die for Danzig? chit is drawn at the beginning of any 1939 scenario per rule 13.6 the Entente is dissolved and players may not use this variant for the rest of the game (Molotov-Ribbentrop takes effect normally if drawn).
Entente Surrender: The Entente does not surrender (26.2) until all four of its capitals (Warsaw, Kaunas, Tallinn and Riga) are conquered. If that happens, the Entente cannot be liberated until all four of its capitals are reconquered by another Major (26.3).
Political Marker Explanations
Not all markers are placed in the container at the start of the game. Some are added on the turn noted or when triggered by the event noted. Unless the description states otherwise, remove the marker from play once it has been drawn.
Note that there are two containers from which political markers are drawn in the SWW scenarios, one for the Europe map and one for the Pacific map. Unless otherwise noted all markers go in the Europe container.
Oil Embargo Pacific (3) and Steel Embargo Pacific (2).
(GPW/SWW) See 24.2. The embargo marker effects do not apply if Japan is at war with America or controls Balikpapan and Tarakan in the Netherlands East Indies.
Two-Ocean Navy Pacific
(GPW/SWW) Place in the Pacific container if the combined US Entry values for both, Pacific and Europe, are 4 or higher. Until drawn the US player may build no more than 5 SURF and 2 CV factors each turn and may not build Landing Craft. Once drawn there is no limit on US builds.
Conscription Pacific
(GPW/SWW) Place in the Pacific container if the combined US Entry value for both Pacific and Europe is 6 or higher. Until drawn the US player may build no more than one ground unit (INF, ARM, PARA or HQ) each turn. MAR units may be built without restriction. Once drawn there is no limit on US builds.
RAZZIA
(JP3R) Add this marker to the pool once Germany is at war with the USSR. Once played, put this marker back into the pool as long as Germany controls Warsaw and/or Paris.
Sauckel demands more labor! Mass raids are made in major cities to capture able-bodied workers. Play this in the Production Segment of the next Spring turn if Germany is at war with the USSR, has conquered Poland and/or France, and still controls Warsaw and/or Paris.
Total conquered BRPs as usual, but Germany adds only 60% of this total to its stockpile this year (round fractions up). 10% of the conquered BRP total is added directly to the German BRP base. (Round fractions up. The maximum BRP base is also increased by this amount if already at maximum–the remainder is lost due to shirking, sabotage and increased resistance movements.)
During the next Production Segment, if either Warsaw or Paris is controlled, place one free 3-3 or 1-3 INF from the Force Pool (if available) onto the board (the usual restrictions to newly built units apply).
If both Paris and Warsaw are controlled, place two 3-3 or 1-3 (or any combination), or one 4-6 ARM.
Example: Germany has earned 105 BRPs from conquered territories. Germany would add 63 BRPs to its stockpile, and would add 11 BRPs (10.5 rounded up) directly to its Base. Both Paris and Warsaw are controlled, so Germany chooses two 3-3 INF from the Force Pool, placing them as newly built units in the upcoming Production Segment.
INCREASED VICHY ARMY
Place in container on the following the establishment of Vichy France; remove once drawn. Treat as No Event and remove if drawn after Vichy is no longer a political entity.
Effects: Add one 3-5 ARM (reduced) to the Vichy forces in Metropolitan Vichy France. The ARM can be built up once Vichy becomes an Ally of a Major.
LABOR STRIKE
Place in container the turn after US entry. Return to container after it is drawn.
Effects: A massive strike in a key industry (historically, coal) hurts the United States war effort. US must immediately subtract 15 BRPs.
ITALIAN EAST AFRICA
Place in container on the turn Italy enters the war; remove once drawn. Treat as No Event if drawn after Italy has surrendered.
Effects: Italy in East Africa proves difficult for the Allies to conquer. Britain must immediately reduce one INF unit anywhere on the map (to represent troops sent to Ethiopia) and must pay for an Attrition marker to be used off-board to represent the effort to finally defeat the Italians.
TITO
Place in container the turn after Yugoslavia is conquered by Germany or Italy. Return to the container and draw another if neither Yugoslav Partisans chit has yet been drawn, or the USSR and Germany are not at war.
Effects: If both Yugoslav Partisans have been drawn and the USSR is at war with country that conquered Yugoslavia, Communist Yugoslavia becomes a Soviet Minor ally. Place the 2-3 Communist Yugoslav units in the Soviet force pool. Yugoslavia cannot be conquered. The German or Italian player receives BRPs for Yugoslavia only if a German or Italian unit occupies Belgrade, Nish and Cattaro. Note that the effects of the Yugoslav Partisans chits remain in effect.
Communist Yugoslavia is worth 5 BRPs. The USSR may transfer 2 BRPs to Communist Yugoslavia per year; Britain and the US may transfer 8 BRPs (each) per year (even though Communist Yugoslavia is a Soviet Minor ally).
The two 2-3 Communist Yugoslav INF may be built in any hex of Yugoslavia not occupied by an enemy unit (not just in a city hex). They may enter any hex of prewar Yugoslavia, Italy, Hungary and Germany.
Design Note: This way one we seriously considered for the game, but dropped due to its complexity (there are many special game rules involving Yugoslavia already) and counter mix constraints. But Tito’s troops had a serious impact on the war, adding needed manpower to the final offensives against the Hitlerites.
No Effect Pacific
(GPW/SWW) Nothing of import takes place in the Pacific. Return marker to the Pacific container.
Imperial Edict Pacific
(GPW/SWW) The Japanese player must conduct one combat. This may be a ground attack, amphibious assault or airborne drop. If Japan is at war with any nation other than China or at Unlimited War with China and, for any reason, does not attack at least one enemy ground unit the turn the event is drawn, reduce Japan’s BRP stockpile by 10 BRP at the conclusion of the impulse segment. This can drive its BRP stockpile to zero and below. If Japan is not at war with a Minor or Major or at limited war with China treat as No Effect. Return marker to the Pacific container.
IJA Politics Pacific
(GPW/SWW) The Imperial Japanese Army takes independent action in China and launches an offensive. At no cost to the Japanese player, place a HQ impulse chit (Japanese player’s choice) in the impulse cup and remove the Japanese chit if there is one already in the cup. Ignore this chit and draw another if Japan is at war with a Major or declares war on a Major this turn. Following use, return to the Pacific cup.
Russo-Japanese Dispute Pacific
(GPW/SWW) The Imperial Japanese Army in Manchukuo and the Soviet forces disagree over a disputed border region. In addition to whatever impulse chit is in the cup, the Japanese and USSRs place an ATTRITION chit in the cup this turn or the next. The ATTRITION chit may only be used on the Pacific map and may not be used to conduct an attack against any units other than each other’s. Units may only enter one hex of the other’s territory. Increase Japanese Entry status vs. the USSR by 1 if Japanese units occupy a Soviet hex at the end of the turn. If at the end of the turn the enemy hex is friendly-controlled, it becomes friendly territory. Decrease Japanese Entry status vs the USSR by 1 if Japan suffers greater losses this turn (losses being defined as factors eliminated). Ignore this chit and draw another if Japan is at war with a Major or declares war on a Major this turn. Following use, return to the Pacific container.
IJA Influence Pacific
(GPW/SWW) The Imperial Japanese Army succeeds in influencing national military policy against the USSR. The Japanese Entry status vs. the USSR increases by one. Return to the container after drawn.
IJN Influence Pacific
(GPW/SWW) The Imperial Japanese Navy succeeds in influencing national military policy against the US. The Japanese Entry status vs. America increases by one. Return to the container after drawn.
Government Sanctions Military Pacific
(GPW/SWW) The Imperial Japanese government sanctions the more militant members of the military. One of the Japanese Entry status tracks is decreased by one (Japanese player’s choice). The Japanese player rolls one die. On a 1–4 the marker is returned to the container. On a 5 or 6 the marker is not returned (government officials have been assassinated– no more sanctions will occur).
Molotov-Ribbentrop (3)
The USSR may not declare war on Germany (or Germany’s clients or allies) for one year (four turns, beginning with this one). Germany may not declare war on the USSR (or the USSR’s clients or allies) for one year (four turns). The USSR must give Germany 10 BRPs each Spring turn while not at war with Germany.
After Germany conquers Poland, the USSR immediately (no declarations of war are necessary) receives Estonia, Latvia, Karelia, Eastern Poland and Bessarabia and either Lithuania or Masovia (not both). If the USSR chooses Masovia, Lithuania becomes a German Minor ally and German influence in Hungary is decreased by one space. Any German units present in these areas at the conclusion of the turn following the surrender of Poland are eliminated.
Decrease German influence in Romania by two spaces and in Finland by one space. Decrease Soviet influence in Romania, Turkey and Finland to one.
If Romania is a French or British client or ally, the French or British player may choose to intervene and declare war on the USSR. If the French or British player declines to intervene, Romania will not resist (and transfers Bessarabia). Change British and French influence in Romania by -3s each, but not below 2.
If drawn on any turn after Summer 1940, discard and draw another chit. If drawn after the first turn it takes effect immediately unless Germany and the USSR are already at war.
Why Die for Danzig?
Poland caves in to German territorial demands. Danzig becomes German territory and German units may pass through any hex adjacent to both East Prussia and Germany itself. France, Britain, Poland and Germany begin the game at peace.
If drawn on any turn after Fall 1939, discard and draw another chit.
No Event
Nothing of import takes place in the world at large. Return marker to the Europe container.
Kurdish Revolt
Kurds rise against the Ankara government. If Turkey is an active Minor, one Turkish ground unit must be placed in Diyarbakir (4318). Turkey loses 5 BRP each turn the Kurds are in revolt and Diyarbakir is unoccupied. At the end of each turn, the player controlling Turkey rolls one die. On a result of 6, the revolt is crushed. Add one to the result for each Turkish ground unit within Turkey, east of hexes numbered 43xx.
If Turkey is not active when this marker is drawn, return it to the container and draw another.
The Pope's Army (With Burning Sorrow)
Next to the supreme questions fumbled by Pius XII and handled so well by Kolbe, Delp, Niccacci and Wojtyla, a game about World War II is mere trivia. Yet we’ll provide a new variant anyway, as Pius XII’s lack of character had a direct impact on the course of the war.
Add the new political marker With Burning Sorrow to John Prados’ JP3R, in each scenario. When drawn, the Vatican has released the encyclical On the Unity of the Human Race . German influence is reduced by one in Spain, Poland and Hungary. Germany and Italy immediately lose 10 BRP each from its base value. If Croatia has not been created, it can never be created. If Italy is not at war with a Major, the cost to declare war on a Major is now 20 BRP for Italy.
Mussolini Is Always Right!
Il Duce directs an immediate attack on a neighbor. Britain chooses the target: Greece or Yugoslavia. Italy must declare war on the country this turn. The target must currently be neutral; if neither is neutral, treat this marker as no event and do not return it to the container. No BRPs are paid for this declaration of war.
Mass Strike
French communists disrupt war production. If Germany is at war with France, but not the USSR, France loses 15 BRPs. If Paris has been conquered by Germany and Germany is at war with the USSR, Germany loses 10 BRPs. If neither situation exists, discard and draw another chit.
No Effect Pacific
(GPW/SWW) Nothing of import takes place in the Pacific. Return marker to the Pacific container.
Hitler Killed (Variants)
See Hitler Killed Spring 1942
FIVE YEAR PLAN IN FOUR!
Place in container in Winter 1939 Discard once drawn and becomes a No event if Germany has declared war on the USSR.
Effects: Fired by the zeal of Socialism, Soviet shock workers mine coal and pour steel at an even more frenzied pace. Add 10 BRPs to the Soviet Base.
AFV License
German political leaders prevail on industry to make tank designs available to Italian manufacturers. Italian military leaders put aside their stock options to allow manufacture of these designs. If Germany agrees, Italy may upgrade 2-5 armor units to 4-5 strength.
Churchill Directs (one Europe, one Pacific)
Another mad scheme from the desk of Winston Churchill has arrived. If drawn from the Europe container, Germany designates a port controlled by Britain or a player allied to Britain, or a German-controlled beach hex. If a German-controlled beach hex is chosen, the Allied player must amphibiously assault the hex with at least one ground unit during this or the subsequent turn. If a port is chosen, Britain must transport at least two ground units to that port within the next four turns.
Instead of an invasion or troop movement, Churchill may direct that the Allies attack a neutral nation (German player’s choice). The Allied player must immediately declare war on and invade one of the following if neutral: Norway, Netherlands, any one Vichy colony OR attack Vichy naval units. Once played, return the chit to the container if drawn from the Europe container (Winston has many more ideas). If drawn from the Pacific container, discard the chit once it is used (Winston is less interested in the Far East). A declaration of war by Britain on a Minor as a result of this chit does not affect US entry (Churchill convinces Roosevelt it is a good idea).
If drawn from the Pacific container the Japanese player designates a port controlled by Britain or a player allied to Britain. Britain must transport at least one ground unit to that port within the next four turns. If Britain is not at war with a Major on the applicable map, ignore the chit, return it to the container and draw another. If at war Britain is required to carry out the mandated action if possible. If another player determines a manner in which the action be accomplished and Britain does not complete the mandated action by the end of the turn Britain immediately forfeits 30 BRPs if from the European container and 10 BRPs if from the Pacific container (if unavailable, they are forfeited the next turn they are available).
Only one marker is in play. In JP3R and SWW scenarios the marker is in the Europe container. In GPW scenarios the marker is in the Pacific container.
Führer Directive
Germany chooses how many impulse chits to place in the container this turn, but the USSR designates which chits may be chosen. Germany player pays a maximum of its remaining BRPs for the chits (but may not go negative).
Once played, return the chit to the Europe container.
Yugoslav Coup
Serbian generals overthrow the royal government. Increase British influence by three spaces, decrease German and Italian influence by two spaces each. If Yugoslavia has been conquered, discard and draw another chit.
No Event (2)
Same as above, add two markers to the Europe container.
ANZAC Total War
(JP3R) Australia and New Zealand commit all possible forces to the war in Europe. Add 5 BRPs to the British base. 1 x 3-4 INF (2 AZ) is placed at Suez.
Great Polish Rally
Polish troops volunteer in huge numbers to liberate their homeland. If Germany conquered Poland, and Poland has been conquered for at least three turns, Place the Polish Exile INF (3-4) unit the British force pool. If Poland has been conquered for at least three turns and the USSR is at war with Germany, place the 1 INF (3-3) in the Soviet force pool.
If either condition is unmet, the units are available as soon as the condition is met. If the USSR conquered Poland, Polish troops will not fight for Germany or the USSR. If Britain is conquered while the Polish Exile unit is in play, the unit immediately is transferred to French or American control (French control if both players are in the game).
Polish armor variant: If the Great Polish Rally chit is drawn and Poland has not yet surrendered, add 1 x 4-5 ARM to the Polish force pool. Then remove the chit from play (not available if 26.122 is applied).
Iron Guard
Romanian fascists attempt a coup. Germany rolls one die. On a 5 or 6, the coup succeeds. Increase German influence by four spaces. Decrease all others by two spaces.
On a 3 or 4, the coup quietly fizzles. Decrease German influence by one space. On a 1 or 2, the coup fails spectacularly. Decrease German influence by three. Increase British and French influence by one each. If Romania has been conquered, discard and draw another chit.
Cross of Lorraine
Free French forces rally to the Allied war effort. Add one 2-4 Free French infantry to the British force pool. If France is not conquered, return to the Europe cup and draw another chit.
Cross of Lorraine variant: During the war many French ships found themselves in British ports and never gave up the struggle. If this chit is drawn, in addition to the 2-4 INF, add a Free French 1-SURF. The SURF may be built normally by Britain but cannot be rebuilt if eliminated.
Oil Strike
Oil is discovered in Libya. The player controlling Libya may invest 10 BRPs in exploiting this resource. Two turns later, Libya’s BRP value becomes 20.
Armée Navale: Axis
A political settlement with the Vichy government makes French warships available to the Axis. If Vichy France has been declared, one 9-factor French SURF is placed at Toulon, under control of Germany. Germany may use French naval breakdown counters if this fleet suffers losses, but may not restore any lost factors. The SURF factors must always base in Toulon, but are available for Germany’s use. If France is not conquered return to the Europe container and draw another. If Vichy does not have a 9-SURF in play or Vichy is at war with Germany, discard and draw another.
Armée Navale: Allies
Scattered French warships rally to the Allied war effort. If Vichy France has been declared, place a French 9-SURF at Gibraltar or Suez, under control of Britain. Britain may use French naval breakdown counters if this fleet suffers losses, but may not restore any lost factors. If France is not conquered OR Vichy does not have a 9-SURF in play OR Vichy is at war with any Major which is at war with Germany, discard and draw another.
Martial India
(JP3R) The British Raj mobilizes more of India’s vast human and material resources for the war effort, risking post-war British rule in exchange for immediate assistance. Increase British BRP base by 10. 1 x 3-4 INF (4 India) is placed at Suez.
Vienna Award
Germany rules for Hungary in the Hungarian-Romanian dispute over Transylvania, which becomes part of Hungary. Increase German influence in Hungary by 2. Decrease German influence in Romania by 3. Remove one 1-3 INF from Romania's force pool. Discard and draw another if Hungary and Romania are both German allies.
Südtirol
Germany may annex the South Tirol if Italy has been defeated or if Italy agrees. This counts as a captured objective for Germany. If Italy yields South Tirol, increase the number of objectives Italy requires for each level of victory by one.
South Styria
Germany may annex Slovenia if Germany has conquered Yugoslavia and declared Croatia independent. This counts as a captured objective for Germany. Both hexes of Slovenia are treated as German home nation territory, and the German BRP base is increased by Slovenia’s 3 BRPs. If this has not occurred, discard and draw another chit.
Tripartite Pact Pacific
(GPW/SWW) Japan, Italy and Germany announce a defensive alliance. US entry values go up one on both tracks.
No Event (2)
Same as above, add two markers to the Europe container.
IRA
Irish nationalists rise against British rule in Northern Ireland. Belfast must be occupied by a British INF, ARM or PARA unit for one year (four turns) or Britain loses 15 BRPs.
Coup in Iraq
The Iraqi military rises against their country’s client status Britain must SR one ground unit to hex 4616, where it must remain for all of this turn and the next.
When using the Central Asia map, this event changes to Iraq becoming a Minor ally of Germany. Germany immediately places the Iraqi 1-3 INF unit anywhere in Iraq. Increase Germany’s diplomatic influence on Iran by 1, and decrease Britain’s diplomatic influence on Iran by 1. Ignore the chit, discard it and draw another if Iran is currently conquered (and has not been liberated) at the time the chit is drawn.
Arab Unrest
Oppression of Islamic peoples leads to increased political agitation. The British and French players receive no BRPs for Egypt, Palestine, Trans-Jordan, Syria or Iraq in the subsequent Spring turn unless the colony’s capital is occupied by a British or French ground unit. Immediately subtract the colony’s BRP value from the Major’s BRP stockpile.
If the Arab Unrest marker is drawn after Trans-Jordan unit (see rules 29.10) enters play, it immediately is removed from play and may not be rebuilt.
Indian National Army (1 Europe, 1 Pacific)
Indian militarists rise against oppressive British rule.
JP3R: Remove two 3-4 INF from the British force pool. Decrease the British BRP base by 10. If the Martial India marker has been drawn, its effects are canceled. If US has not entered the war treat as No Event (no Japanese victories to strengthen the resolve of the nationalists).
GPW/SWW: Each objective in India (not Ceylon) must be garrisoned by a British 3-4 INF at each Spring turn or no BRPs are collected from India. If US has not entered the war treat as No Event (no Japanese victories to strengthen the resolve of the nationalists).
Only one marker is in play. In JP3R and SWW scenarios the marker is in the Europe container. In GPW scenarios the marker is in the Pacific container.
Partisans: Yugoslavia (2)
If the USSR and the nation that conquered Yugoslavia are at war, the player who conquered Yugoslavia receives no BRPs for Yugoslavia unless every Yugoslav city is occupied by a ground unit of the conquering nation or an ally.
When the second marker is drawn, the player who conquered Yugoslavia loses 10 BRPs even if all occupation requirements have been met.
If Yugoslavia has not been conquered or if the USSR is not at war with its conqueror, place the marker to the side. As soon as those conditions are met, the chit takes effect.
No Event (1) Same as above, add one
marker to Europe container.
Pearl Harbor (1)
(JP3R) The Japanese attack British, Dutch and American forces in the Pacific. Britain must remove three 3-4 INF, one 2-factor CV, one 5-4 TAC and one 9-factor SURF from play. Indian INF may not be replaced if destroyed. Decrease the British SR Value by 2. All At-Start US forces are available. The USSR receives 2 x 3-3 INF from the Soviet Force Pool at no BRP cost.
COMMONWEALTH UNITED
Place in container in Summer 1941. Remove once drawn.
Effect: If South Africa has declared neutrality under 18.3, the South Africa INF unit immediately becomes available under those same provisions. If South Africa's unit has its movement restrictions lifted and it can be rebuilt and replaced if eliminated.
Pearl Harbor (1)
(JP3R) Same as above, add another marker to the Europe container.
Pearl Harbor (4)
(JP3R) Same as above, add four markers to container.
Hitler Killed
Good Germans finally do the right thing. Germany may not place any offensive (including General Offensive), air effort or naval chits in the container this turn. Germany may not construct any new units this turn, but may restore any reduced ground units to full strength. If Hitler is killed, the Führer Directive chit is discarded when next drawn and another chit drawn.
Hitler Killed Variants
1. The Plot to Assassinate Hitler Several attempts were made to kill Hitler during WWII, starting with a bomb planted by a civilian in November 1939. Later a number of generals made their own attempts, and this grew over time into a widespread conspiracy. Himmler also became a target of these attempts as his power grew after 1941. All these attempts either failed or were aborted, the latter in part because the plotters (all staff officers) realized that they had no troops at their command to support them if they took power. To deal with this problem, some of the plotters recruited the Replacement Army chief into the conspiracy. He siphoned off large numbers of troops, with their numbers reaching 600,000 by 1944. The German summer collapse on the Eastern and Western Fronts in 1944 occurred in part because front line units were starved of these replacements.
They were the source of the manpower the Nazis mustered for the three winter ‘44-‘45 offensives. Amazingly, the source of this manpower was only uncovered recently.
In order to inject this long-term conspiracy against Hitler and Himmler into JP3R, use the variant rules below:
Assassination Attempts Put the Hitler Killed chit in the political cup in the Production Segment of the Winter 1939 turn. Each time it is drawn, the player drawing it rolls one die. On a result of 6, Hitler is killed; on way other result there is no effect and the chit goes back in the cup. If Hitler is killed follow the normal instructions for the Hitler Killed chit in the Political Chit Explanations. Also, if Hitler is killed in 1939 or 1940, then discard the Führer Directive and/or Beneath Contempt chits if drawn on later turns and draw another. If Hitler is killed in 1941 or later, then discard the Führer Directive chit if drawn on a later turn and draw another.
If the first attempt to assassinate Hitler fails (due to a 6 not being rolled), then if the chit is drawn a second time the Germany instantly loses 20 BRPs from its stockpile if the assassination attempt fails again. This can cause the German stockpile to drop to zero or below (14.14). The same thing happens if the chit is drawn a third time and the assassination fails. If the chit is drawn a fourth time, Hitler is killed on a roll of 5 or 6, and the chit is removed from play permanently whether or not he is killed (the conspiracy ends). If Hitler is killed on the third or fourth attempt, immediately restore to the German stockpile any BRPs which were lost in previous failed attempts (keep track of these for this purpose).
If using the Nazi War Machine variant rules, use these additional rules as well:
Assassination Aftermath If Hitler is killed in 1939 or 1940, no SS or Air Force units are added to force pool in 1941 or later. Do not implement the Required Builds, Removals or Suicide is Painless rules from the Nazi War Machine variant. The In the Navy rule is implemented normally.
Assassination Aftermath Die Result Roll 1 Himmler becomes Fuhrer, and German BOP growth drops to 30%. All rules from the Nazi War Machine variant are implemented normally. 2-5 Himmler survives but does not become Fuhrer. Implement the Suicide is Painless rule from the Nazi War Machine variant. 6 Himmler dies. Do not implement the Suicide is Painless rule but remove all 1-3 Air Force units from the game and add one BRP to the German stockpile for each such unit removed. Also remove all SS units in the Force Pool from play and any two on-bard SS units from play as well if they exist. Do not return them to the force pool. Germany gets no BRPs for them. Return all German Army units that were removed from play via the Removals rule to the force pool. Any remaining on-board SS units can remain in play but cannot be repaired and are removed from play if destroyed. They are not returned to the force pool.
If Hitler is killed in 1941 or later, the player rolling for Hitler’s assassination must roll another die to determine the fate of Himmler. Consult the table.
2. Russian Fascists If the Hitler Killed chit is drawn or in the Production Segment of the Spring 1945 turn (whichever comes first), add five dark green Russian Fascist units to the German force pool (4 x 1-3 INF and 1 x 1-4 CAV, with the red badge). Germany only receives these units if it has been at war with USSR for at least four full turns (if the has not, remove them from the game permanently).
Whenever a Russian Fascist unit activates, Germany immediately rolls one die for it if it begins its activation in a hex adjacent to any American or British unit. Roll at the beginning of the impulse, before any activated unit performs any action, and roll separately for each such unit. Do the same if any American or British unit activates while adjacent to any Russian Fascist units. On a 1-2, the unit immediately defects and is permanently removed from play. On any other result there is no effect.
Nationalist Training and Equipment
American aid to Nationalist China is substantially increased. The US player may spend 3 BRPs (each) to flip Nationalist 1-2 INF on the map to their 3-2 side. Any unit so converted may not conduct any operations this turn. The BRPs spent do not count against transfer limits. If the US is not at war in the Pacific, ignore this chit, return it to the container and draw another. Return this marker to the container after use (it may be drawn any number of times).
SUPER SUBS
Place in container in Spring 1942 Discard once drawn.
Effects: Submarines with Schnorkel breathing devices and streamlined, high-speed hulls become available. This reduces losses and increases effectiveness. Resolve Strategic Warfare as normal, but in any one sea are Germany can take one less SUB loss caused by Allied escorts (for example, if Allies inflicted 3 SUB loss in the Eastern Atlantic, Germany can reduce this to 2).
America Joins (1 Europe, 1 Pacific)
(JP3R/GPW) Japan has not attacked the US, but the US joins in a limited capacity.
JP3R: US BRP base is 200. Remove from At-Start forces 3 x 3-4 INF and 1 x 9 SURF and from the Force Pool 2 x 3-4 INF, 2 x 5-6 ARM, 1 x 9 SURF, 1 x 5-4 TAC, 2 x 5-8 SAC, 1 x 2 LC and 1 x 0-3 HQ. If the Pearl Harbor chit is drawn its effects replace this one (the US BRP base is normal, all units removed from the At-Start forces are placed in the US box and those removed from the Force Pool are returned there, Britain suffers several adverse effects, and the USSR receives additional units). If the Pearl Harbor chit has already been drawn, discard this one and draw another.
GPW: The US base is reduced by 50 BRPs and the US Entry Status Pacific is reduced by 1.
Invade America Pacific
The Emperor demands an invasion of American soil. Dutch Harbor and any one city (Japanese player’s choice) in Hawaii count as Japanese objectives. If Dutch Harbor or the chosen Hawaiian city is not Japanese-controlled at some point during the next three turns, the Japanese BRP total is reduced by 10. Treat as No Effect and return to the cup if Japan and the US are not at war.
AIF Pacific
The Australian government demands the return of all Australian units due to the crisis in the Pacific.
SWW: All but one ANZAC unit in Europe must return to the Pacific and occupy a hex adjoining a sea zone or a sea zone within two sea zones of Australia within 3 turns. At the end of the 3dr turn eliminate all but one ANZAC unit outside this area; they may be rebuilt. Beginning with the 4th following turn, all Pacific ANZAC units and up to 3 British TAC factors stacked with ANZAC or US units are now under US control, but must be built and rebuilt by Britain with British BRPs. Treat as No Effect if Japan and Britain are not at war.
GPW: Two turns after this marker is drawn, one 3-4 ANZAC INF in the British force pool is immediately placed in any city in Australia at no BRP cost. After it appears, it is controlled by the US, but must be built and rebuilt by Britain using British BRPs. If there is no ANZAC 3-4 INF in the force pool, treat this marker as No Effect.
No Event (1)
Same as above, add one marker to the Europe container.
Beneath Contempt
Evidence of German atrocities against Jews, Slavs and others becomes widely known. Decrease German influence with all neutral nations by three.
In addition to its other effects add one Israeli 1-3 INF to the American force pool. This unit has no deployment limits and hits German units on a result of 5 or 6. When built, it may be placed in any city under American or British control.
Independent Ukraine
Germany allows the establishment of a Ukrainian state. If all cities in Ukraine are German-controlled, Germany may create Ukraine as a Minor ally. Add the three Ukrainian 1-3 INF to the German Force Pool. Ukraine is worth 10 BRPs; its capital is Kiev. Ukrainian units may enter Ukraine, the USSR, Poland and Romania. Any Minor units allowed to enter the USSR may enter Ukraine.
If Hitler Killed has not been drawn, or Germany and the USSR are not at war, or if the USSR has been defeated, discard this chit and draw another.
Japan First (1 Europe, 1 Pacific)
(JP3R/GPW) Infuriated by the Japanese surprise attack, the American people demand that the US devote its primary effort to defeating Japan.
JP3R: If the Pearl Harbor chit has been drawn, reduce the US BRP base by 90 at the next year start sequence and remove 4 x 3-4 INF, 1 x 5-6 ARM, 1 x 5-4 TAC, 2 x 2 CV, 2 x 9 SURF, 1 x 5-8 SAC from the US Force Pool or units in play (US player’s choice). USSR receives 1 x 3-3 INF from the Soviet Force Pool at no BRP cost. If the Pearl Harbor chit has not been drawn, draw another chit and return this one to the cup.
GPW: Immediately increase the US BRP base by 90 and add 4 x 3-4 INF, 1 x 5-6 ARM, 1 x 5-4 TAC, 2 x 2 CV, 2 x 9 SURF, 1 x 5-8 SAC to the US Force Pool. The USSR must remove 1 x 3-3 INF from the Soviet Force Pool or from the map. If Japan and the US are not at war, draw another chit and return this one to the cup.
SPRING 1943 Maquis
Historically partisans were a harassing force but did attempt to control territory at times, most often meeting disaster, such at Vassieux in 1944.
Add this chit to the Europe cup in the Spring 1943 Production Segment, IF France has surrendered and has not been liberated (otherwise, discard the chit). When this marker is drawn, the American player places the Free French FFI and FTP 1-3 INF units in any hex in France that is not occupied by or adjacent to any Axis nits. Both units can go in the same hex or different hexes as desired. If Vichy France has been established (19.6) and is still in game, the Maquis units can be placed in non-Vichy territory (19.22).
The FFI and FTP units are always considered supplied (12.0), but can only enter hexes of mainland France (including but not limited to Vichy territory). They are treated as normal Free French units (19.7) except that they can only be activated by British and American Attrition chits (4.33). When the Maquis units appear, the limit on the number of Free French combat strength points permanently increases to 17 (19.74).
Russo-Japanese War
(JP3R) If the USSR is not at war with another Major, Soviet forces are required to repel Japanese imperialist aggression and liberate the peoples of East Asia. Reduce the Soviet BRP base by 35 and remove 10 x 3-3 INF, 5 x 2-3 INF, 4 x 35 ARM, 1 x 5-4 TAC, 1 x 2-3 PARA from the Soviet Force Pool or units in play (USSR’s choice).
Reduce the USSR’s victory conditions by 3 objectives. If the USSR is at war with another Major, discard and draw another.
Gloster Jets (2)
British scientists perfect jet-powered aircraft in time to enter mass production. British TAC units hit in air battle on a result of 5 or 6 for the remainder of the game against countries without jets. If already drawn, discard and draw another.
Messerschmitt Jets (2)
German scientists perfect jet-powered aircraft in time to enter mass production. German TAC units hit in air-to-air combat on a result of 5 or 6 for the remainder of the game against countries without jets. If already drawn, discard and draw another.
Caproni Jets
Italian scientists perfect jet-powered aircraft in time to enter mass production. Italian TAC hit in air-to-air combat on 5 or 6 against countries without jets.
Bell Jets
US scientists perfect jets in time to enter mass production. US TAC hit in air-to-air combat on a 5 or 6 against countries without jets for the remainder of the game.
Yakovlev Jets
Soviet scientists perfect jet-powered aircraft in time to enter mass production. Soviet TAC units hit in air-to-air combat on a result of 5 or 6 for the remainder of the game against countries without jets.
I AIM FOR THE STARS! (But often hit London)
Place in container in Winter 1943. Return to container once drawn.
Effects: The first time the chit is drawn, Germany may add the two V1 units to the German Force Pool. The V1 factors may only be used for strategic bombing (11.7) attacks of any target within range, but may attack in any German impulse other than Attrition or Naval. The first number is their combat factor, the second is their range.
V1 units cost 10 BRPs and are available on the turn they are built. When first built, V1 units may be placed in any German-controlled hex not adjacent to an enemy unit. Once placed, V1 units may not move. They may be attacked by strategic bombing or by enemy ground units; they are eliminated by three hits from the air (in a single attack) or one from the ground.
The second time the chit is drawn, Germany may upgrade one the V1 units to a V2 at cost of 10 BRPs. The V2 is subject to all rules above for the V1.
Divine Wind Pacific
Desperate Japanese military leaders initiate the use of human guided bombs. This and each subsequent turn the Japanese player may use 2 TAC factors as Kamikazes. These are designated before conducting naval or land combat. Each Kamikaze factor hits on a result of 3 or more, but is eliminated following the attack. Treat as No Effect if enemy land, air or naval units (Soviet and Chinese units do not count) are not present in a hex adjoining a sea zone within two sea zones of Japan.
Magyar Honor
German slaughter of Hungarian Jews sparks opposition from
Hungary’s government and army. If Hungary is a German ally, Germany rolls one die. On a result of 5 or 6, a coup removes the Hungarian leadership and Hungary remains a German ally. On any other result, Hungary immediately becomes neutral and all Hungarian units outside of Hungary are removed from play. Reduce German influence by 5. German units in Hungary must exit the country this turn or Germany must declare war against Hungary. If enemy units are in Hungary they must exit by the end of the subsequent turn or declare war on a neutral Hungary. If Hungary is not a German ally, discard this and draw another chit.
Poland Guaranteed
The Western Allies guarantee the restoration of Poland as a democracy. No Polish objectives count toward USSR totals for victory purposes. If Poland has not been conquered, discard and draw another chit.
German Secret Weapons
German scientists develop radio-guided bombs, glider bombs, primitive cruise missiles and similar devices. All German SAC hits in Offensive Air Support, Naval Strikes and Strategic Bombing on a result of 4, 5 or 6. In one attack involving German land units each turn, Germany may add one to the result for every die roll for German units (this must be declared before the die is thrown).
Fundamental Differences
The Western Allies and the USSR reach an impasse concerning the postwar future of central and Eastern Europe. Increase the number of objectives required for victory by 3 for the Allies.
Mitsubishi Jets Pacific
Japanese scientists perfect jet-powered aircraft in time to enter mass production. Japanese TAC units hit in air-to-air combat on a result of 5 or 6 for the remainder of the game against countries without jets.
In SWW this chit goes in the Pacific container. It is not used in GPW.
Manhattan Project (1 Europe, 2 Pacific)
American scientists split the atom with extreme prejudice. During each US Air Effort impulse, the US player may designate one LSAC or SAC unit to make a nuclear attack on either map (a maximum of one attack in each impulse and no more than the total number of Manhattan Project chits currently drawn in a single turn). If a hex containing enemy units is attacked, all ground units in the hex are reduced. Place a blank marker in the hex (discarded political chits work well for this purpose). No units may enter the hex for the remainder of the game. If an objective city is attacked, reduce the owning country’s BRP base by 15 immediately. Once drawn from either container the marker is placed aside (since the number drawn affects the number of nuclear attacks allowed in a turn).
In JP3R the marker goes in the Europe container. In GPW the markers goes in the Pacific container. In SWW all chits are used; one goes in the Europe and two in the Pacific container.
HEISENBERG PRINCIPLE
Place in container in Summer 1945.
Effects: German scientists overcome National Socialist efficiency to deliver a workable atomic bomb. During each German Air Effort impulse, Germany player may designate one SAC unit or the V2 rocket unit to make a nuclear attack. An Italian SAC unit may be designated. If a hex containing enemy ground units is attacked, all ground units in the hex are reduced. Place a blank marker in the hex. No units may enter the hex (including flying over it) for the remainder of the game. If an industrial center (objective hex or shipyard) is attacked, reduce the owning country’s BRP base by 15. If London is attacked, Britain may not place any offensive, air effort or naval chits in the container on the following turn and the British BRP base is reduced by 30 rather than 15.
To place this chit in the container, Germany must expend 20 BRPs in the Spring 1944 turn and 10 in every Spring turn thereafter until it is drawn (therefore, it must spend 30 BRPs before it can even be placed in the container). These BRPs are expended even if the chit is never drawn (lots of expensive research goes nowhere).
If played, for surrender purposes any city destroyed by a nuclear attack counts as a captured city if at least one city is already enemy-controlled (Germany may not nuke its own cities to stave off defeat).