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SS Amerika

SS Amerika Rulebook

Table of Contents

Table of Contents

  • 1.0 Introduction
  • 2.0 General Course of Play
  • 3.0 Game Equipment
    • 1. The Game Map
    • 2. Game Charts and Tables
    • 3. The Playing Pieces
    • 4. Game Scale
  • 4.0 Sequence of Play
  • 5.0 Land Movement
  • 6.0 Air Movement
  • 7.0 Naval Movement
  • 8.0 Zone of Control
  • 9.0 Stacking
  • 10.0 Supply
  • 11.0 Land Combat
  • 12.0 Air Combat
  • 13.0 Naval Combat
  • 14.0 Extraction of Casualties
  • 15.0 Off Map Areas
  • 16.0 Mobilization
  • 17.0 Control
  • 18.0 Minor Countries
  • 19.0 Intelligence Operations
  • 20.0 Victory Conditions
  • Optional Rules
  • 21.0 National Morale
  • 22.0 Special Units
  • 23.0 Technological Developments
  • 24.0 Leaders
  • 25.0 War Events
  • 26.0 Weather
  • 27.0 Subversion of Latin America
  • 28.0 Chemical Warfare
  • 29.0 Scorched Earth
  • 30.0 Surprise Attack
  • Scenarios
    • Introductory Scenario: The Valor of Ignorance
    • Scenario 1: 1941
    • Scenario 2: D-Day North America 1944
    • Scenario 3: Resistance
    • Scenario 4: Alternative Future 1946
    • Scenario 5: World War III, 1949
  • Designer's Notes & Players' Guidelines
  • Terrain Effects Chart
  • Combat Result Table

1.0 Introduction

S.S. Amerika is an operational level simulation of hypothetical Axis invasions of the North American continent in the World War II era. Several different scenarios are postulated, based on alternative developments in the course of World War II: an Axis invasion of an unprepared United States in 1941; a fullscale conflict between Axis and Allies in 1944; and "future" scenarios showing what might have happened had the war continued until the late 1940's.

S.S. Amerika is designed to show how wars were fought in the 1940's. It includes many critical factors, such as the mobilization of forces, technological developments, specialized units, and national morale. All these give players a wide range of strategies for fighting.

S.S. Amerika's rules are divided into two sections: the Basic rules, and Optional rules. A full game can be played using the Basic rules. Players desiring additional complexity can utilize one or more of the optional rules.

Each copy of S.S. Amerika should contain: 4 maps, 1 rules booklet, 800 units, 1 tray, 4 sheets of charts and tables and 2 dice.

2.0 General Course of Play

S.S. Amerika is a two player game. The Axis player controls German, Japanese, Italian, Axis volunteers and Axis allied Latin American forces. The Allied player controls United States, British Commonwealth, European Exile and various allied Latin American forces.

In each turn, players mobilize new forces, move their units, and engage in various types of combat operations in order to fulfill their victory conditions. There are three general types of units: land, air and naval, each with unique capabilities.

3.0 Game Equipment

1. The Game Map

There are four map sections, portraying the North American continent and surrounding waters. A hexagonal grid is superimposed to regularize movement and combat of units. Various types of natural and man made features are depicted on the map.

a). How to assemble the map: the map sections are delineated as "NW", "NE", "SE" and "SW". They are assembled, obviously, so as to depict a complete map of North America. Note that there is an overlap of hexes.

b). Terrain: the following types of terrain are depicted on the map.

  • CLEAR: represents open terrain.
  • FORESTATION: forest, jungles, swamps, and other heavy organic covered areas.
  • ROUGH: low mountains, or a combination of hills and forests.
  • MOUNTAINS: Major mountain ranges.
  • DESERT: open terrain devoid of precipitation.
  • TUNDRA: arctic plains.
  • ICECAP: areas permanently covered by glaciers.
  • COASTAL HEXES: any hex containing both land and sea/lake.
  • SEA/OCEAN: major bodies of water.
  • LAKES: minor bodies of water.
  • RIVERS: major river systems.
  • INDUSTRIAL CITIES: urban areas containing war industries or critical resources (such as petroleum).
  • NON-INDUSTRIAL CITIES: other major population centers.
  • TRANSPORTATION LINES: railroads and major highways.
  • PORTS: coastal hex containing an industrial or non-industrial city.
  • INTERNATIONAL BORDERS: boundaries between countries.
  • WEATHER ZONE BOUNDARIES: divisions between major ecological systems.

c). Holding Areas: There are four holding areas, representing off board areas. These include:

  • EUROPE: Europe and Axis occupied West Africa.
  • LATIN AMERICA: Latin American regions to the south of the map.
  • PACIFIC: Central Pacific Islands.
  • FAR EAST: Japan and occupied Asia.

2. Game Charts and Tables

Various visual aids are provided to support various game functions. These include:

  • TERRAIN EFFECTS CHART: provides information on movement costs and combat effects of various terrain types.
  • COMBAT RESULTS TABLE: used to resolve land, air and naval combat (the results vary depending upon the type of combat).
  • MOBILIZATION COSTS TABLE: summarizes the number and type of mobilization points to build units and provide replacements.
  • GAME TURN RECORD: used to determine current game turn.
  • POINT TABLE: used to determine current mobilization points and national morale on a scale of 1 to 100.
  • HOLDING AREA CHART: used for disposition of units in off map areas.
  • WAR EVENTS TABLE: used to determine random events for the turn (optional rule).
  • WEATHER TABLE: used to determine weather for the turn (optional rule).
  • SUBVERSION TABLE: used to resolve subversion operations (optional rule).

3. The Playing Pieces

The counters represent the units of the various armed forces which could have participated in the campaigns represented in the scenarios. Many of the units are backprinted, with additional information on the reverse. There are two basic sorts of counters: units, which represent military forces; and markers, which represent various game functions.

Partisan units are backprinted with their underground status, not reduced strength.

Certain units have their combat strengths bracketed [ ]. This indicates that the unit may only be attacked by enemy security combat.

Certain units have their combat strengths parenthesized ( ). This indicates that the unit can only defend and may never attack.

Unit sizes:

  • XXX: Corps
  • XX: Division
  • X: Brigade or Battlegroup
  • III: Regiment

Nationality: The nationality of a unit is designated by its color and, in some cases, a letter designation.

AXIS:

  • German: gray, black, & blue
  • Japanese: yellow
  • Italian: blue-green
  • Axis American volunteers: blue & red on pale olive

ALLIED:

  • United States: olive green
  • British Commonwealth: red
  • Allied Partisans: olive green
  • European Exile Forces: blue on white

LATIN AMERICAN: various

Unit designation abbreviations:

AXIS:

  • AK: Amerika Korps
  • AV: American Volunteer
  • B: Brandenburg Commandos
  • EV: European Volunteer
  • F: Flying
  • FJ: Friedenthaller Jagdverbande (German special forces)
  • Fol: Folgore division
  • GD: Grosser Deutschland
  • HG: Herman Goring
  • HSSPF: Higher SS and Police Leaders
  • IT: Italian
  • IG: Imperial Guard
  • JK: Jagdkommando (German Commandoes)
  • L: Airlanding
  • Nembo: Nembo division
  • PL: Panzer Lehr
  • RSHA: Main Reich Security Office
  • SJ: Ski Jaeger
  • SL: Special Landing (Japanese Airborne)
  • SNLF: Special Naval Landing Force
  • SS: Schutzstaffel
  • SS-A: SS Volunteer Division Amerika

ALLIED:

  • A: Australian
  • AS: Alaskan Scouts
  • C: Canadian
  • Con: Constabulary
  • FE: Free European Forces
  • G: Guards
  • I: Indian
  • MP: Military Police
  • NZ: New Zealand
  • OSS: Office of Strategic Services
  • Ph: Philippine division
  • RCMP: Royal Canadian Mounted Police
  • RM: Royal Marine
  • SA: South African
  • SAS: Special Air Service
  • SOE: Special Operations Executive
  • SSF: Special Service Force

LATIN AMERICAN:

  • AR: Argentina
  • BR: Brazil
  • CH: Chile
  • CO: Colombia
  • CU: Cuba
  • DR: Dominican Republic
  • ES: El Salvador
  • GU: Guatemala
  • HA: Haiti
  • HO: Honduras
  • ME: Mexico
  • NI GN: Nicaraguan National Guard
  • PA: Panama
  • VE: Venezuela

a). Land Units: There are two basic types of land units: mechanized, and non-mechanized. (Mechanized units contain organic motor transport and are trained in mobile operations; non-mechanized units lack the training and transport for mobile operations).

Certain land units have additional information printed on their reverse side. This represents the unit when it is reduced in strength as a result of combat.

The front of a land unit counter shows, in order: designation, combat factor, movement factor, unit type and unit size. The reverse (reduced strength) side shows the same elements with the reduced values.

Unit Types:

MECHANIZED:

  • Armor/Panzer
  • Armored Infantry/Panzergrenadier
  • Heavy Armor
  • Armored Cavalry
  • Airborne Panzer
  • Airborne Panzergrenadier
  • Motorized Infantry
  • Motorized Logistic
  • Leader

NON-MECHANIZED:

  • Infantry
  • Mountain Infantry
  • Airborne Infantry
  • Marine Infantry
  • Ranger/Commando
  • Cavalry
  • Non-mechanized Logisitics
  • Coast Defense
  • Military Police/Security
  • Militia
  • Military Government
  • Special Operations
  • Partisan Group
  • Partisan Underground
  • Railroad Gun

b). Air Units: There are three basic types of air units: fighters, bombers, and cargo aircraft. Air units are backprinted with a different type of unit on the reverse. When taking a loss, do not flip them to their reverse side... eliminate the entire counter.

Air unit counter layout: air to air strength, bombardment strength, range, unit type. A parenthesized air to air strength means that the unit may not intercept.

Air Unit Types:

FIGHTERS:

  • Standard Fighter
  • Advanced Fighter
  • Bomber Destroyer
  • Jet Fighter

BOMBERS:

  • Tactical Bomber
  • Strategic Bomber
  • Jet Bomber
  • Air Cargo
  • Helicopters

c). Naval Units: There are four types of naval units. All are backprinted with their reduced strength on the reverse.

Naval counter layout: combat strength, anti-aircraft strength, unit type.

Naval Unit Types:

  • Battle Fleet
  • Aircraft Carrier Fleet
  • Submarine Fleet
  • Transport Convoy

d). Other Unit Types:

  • Strategic Missiles
  • Atomic Weapons

e). Game Markers:

  • Game Turn: year and month markers.
  • Mobilization Points (reverse is number of points plus 100).
  • Atrocity.
  • Strategically bombed city.
  • National Morale (optional rule): AXIS morale marker.

4. Game Scale

Each game turn represents one month. Each hexagon represents approximately 75 kilometers (50 miles) across. Divisions represent 10-20,000 men; brigades/battlegroups/regiments represent 1,000-3,000 men; fleets represent four capital ships plus auxiliaries; air units represent 300-500 aircraft.

4.0 Sequence of Play

The game is played in Game Turns, each consisting of a Mobilization Stage, an Axis Player Turn, and an Allied Player Turn. Each player turn is composed of a series of Phases. The player whose turn it is is the Phasing Player; the other player is the Non-Phasing Player.

SEQUENCE OUTLINE

  1. Mobilization Stage: Both players accrue and expend mobilization points to create new units and replace losses. This is done simultaneously.

  2. Axis Player Turn: a). Special Action Phase (Optional Rule): The Axis player resolves any special actions. b). Initial Movement Phase: The Axis player moves his eligible land, air and naval units. c). Interception Phase: The Allied (non-phasing) player moves his intercepting fighters and conducts interception attacks. d). Combat Phase: The Axis player conducts combat in the following order: (1) Aerial Combat; (2) Naval Combat; and (3) Land Combat. e). Mechanized Movement Phase: The Axis player moves eligible mechanized units a second time. Additionally, the Axis player must return all of his air units to base.

  3. Allied Player Turn: a). Special Action Phase b). Initial Movement Phase c). Interception Phase d). Combat Phase e). Mechanized Movement Phase

  4. Game Turn Indication: Advance the game turn marker one month.

5.0 Land Movement

GENERAL RULE: Land units are moved in the appropriate movement phases. A player may move all, some or none of his eligible units. Units are moved one at a time, tracing a path of continuous hexes through the grid. As a unit enters a hex, it expends a certain number of movement factors.

  1. A land unit may never enter a hex containing an enemy unit.

  2. A unit may expend all, some or none of its movement factors; movement factors may never be accumulated from turn to turn.

  3. Each type of terrain has a cost in movement points to enter. See the terrain effects chart for a summary. Note that mechanized and nonmechanized units pay different amounts for certain hexes.

  4. A unit may always move one hex per turn, minimum, unless moving into prohibited terrain or through enemy zones of control.

  5. Zones of control and movement: a) It costs one additional movement factor to move into an enemy zone of control; it costs one additional movement factor to exit an enemy zone of control. b) It cost two additional movement factors to move directly from one enemy zone of control to another.

  6. Under certain circumstances, units may leave the map (see holding area rules).

  7. Rail movement: Both players may use rail movement along transportation lines. This is done as follows: a) The unit must begin and end its movement phase on a transportation line hex. It may only move on transportation line hexes in that movement phase. b) The unit may not begin adjacent to an enemy land unit. It must end its movement in the first enemy controlled hex. (Exception: the Allied railway gun unit may begin adjacent to an enemy unit). c) Units may move an unlimited distance along transportation lines if using rail movement. d) Railway movement may only be performed in the initial movement phase. e) Players may only use transportation lines they control. Control is defined as having had friendly land units as the last to pass through them (or, the rail hex was behind friendly lines at the beginning of a scenario). f) A maximum of ten Allied divisions may use rail movement per turn. g) A maximum of two Axis divisions may use rail movement per turn.

  8. Road Movement: units may move along transportation lines at the road movement rate (1/2 movement factors per hex, regardless of terrain). This must be through hexsides containing transportation lines. This is not considered rail movement...there is no limit to the number of units which can use road movement.

6.0 Air Movement

GENERAL RULE: Air units may move a number of hexes up to their range factor. They may move through enemy units of any type.

  1. Air units always expend only one movement factor to enter a hex, regardless of terrain.

  2. The range factor on air units is range to target hex maximum: an air unit can move up to that distance in its initial movement phase, and then return to base.

  3. Airbasing: air units must be based on either friendly supplied hexes, or aircraft carriers. a) The following hexes can be used as airbases--industrial cities, non-industrial cities, and certain supplied hexes. An industrial city can base four air units, a nonindustrial city two units, and a supplied clear, desert, forest, rough or transportation line hex one. (A supplied hex is defined as one that can trace a line of hexes no more than four mechanized movement points back to a transportation line leading to a friendly supply source; it also includes hexes supplied by air supply). b) Should a hex be placed out of supply, then air units based there can only conduct air transfers. Cities can always be used as airbases, assuming friendly units control them. c) If enemy land units move into or through hexes containing air units "on the ground" those air units are eliminated. Air units that are on the ground may be attacked by enemy aerial interdiction. In this case, use the antiaircraft value of the hex for defense. A result of DZ eliminates all air units on the ground, a result of DE or EX eliminates one air unit. d) Aircraft carriers: a full strength aircraft carrier can base two qualified air units; a reduced strength aircraft carrier can base one. Aircraft carriers can base only standard fighters, advanced fighters, tactical bombers, jet fighters, or jet bombers.

  4. Phasing air units fly out of their base hex during the initial movement phase; they must return to a friendly airbase hex during the mechanized movement phase, or they are eliminated. An air unit does not have to land on the same hex it took off from.

  5. Nonphasing air units may take off in the interception phase to attack enemy aircraft flying air missions. They return to base at the end of the mechanized movement phase.

  6. Air Transfer: Air units which do not conduct combat missions in the friendly turn may transfer. This is done by moving them from any legitimate base to any other legitimate base any number of times, as long as the units never exceed twice their printed range on any single leg of the trip.

7.0 Naval Movement

GENERAL RULE: Naval units have an unlimited movement capability while moving through ocean hexes. Additionally, naval units may sail into holding areas.

  1. Naval units may move an unlimited number of ocean hexes in a single turn.

  2. Naval units may sail into holding areas adjacent to Oceans they are in. They must cease movement the moment they enter a holding area. They may then move into an adjacent holding area, or back onto the map, in the next turn.

  3. Naval units may not sail into hexes containing enemy naval units. They may enter coastal hexes containing enemy land or air units. (Exception: see 13.6)

  4. Naval units may only move on ocean or coastal hexes. They may never enter all land hexes, or sail up rivers.

  5. Panama Canal: Naval units may sail through the Panama Canal hexside provided: a) The Canal is controlled by their side. Control is defined here as having friendly land units either on both Canal hexes, OR, having friendly land units as the last to pass through both hexes. b) There are no enemy naval units in the coastal hex on the other side of the Canal. c) Naval units which sail through the Panama Canal may continue moving in ocean hexes.

  6. Holding Areas: A naval unit in a holding area may stay in that holding area, move into an adjacent holding area, or sail back onto the map. It cost no movement points to exit or to enter a holding area. However, a unit must cease its movement upon entering a holding area. A naval unit beginning its turn in a holding area may move into an adjacent holding area. The Latin American holding area is considered adjacent to the Atlantic and Pacific oceans and the European holding area. The European holding area is considered adjacent to the Atlantic Ocean and the Latin American holding area. The Pacific holding area is adjacent to the Pacific Ocean and the Far East holding area. The Far East holding area is adjacent to the Pacific holding area.

  7. Naval Transport: Transport convoys may transport friendly land and air units. The land or air unit must begin its initial movement phase in a coastal or port hex. The convoy moves to the coastal or port hex, picks the unit up, and moves them to any other port or coastal hex and debarks them. a) A full strength convoy can transport four transport points; a reduced strength convoy can transport two transport points. If a full strength convoy is reduced due to combat, then the player must eliminate two transport points worth of units. b) Transport Points: A mechanized division is equal to two transport points; a nonmechanized division and air units are equal to one transport point. Zero movement factor units may be transported. c) Units are debarked at the end of the initial movement phase. d) Units being transported do not affect naval combat. e) Units may remain at sea at the end of their movement phase, if desired. f) Air units must be debarked on hexes containing friendly airbases. g) Units may not be disembarked on hexes containing enemy land or naval units (exception: Amphibious Assault).

8.0 Zone of Control

GENERAL RULE: All land and naval units have a zone of control. This is the six hexes surrounding the unit. Air units do not have zones of control.

  1. Land units are not affected by naval zones of control; naval units are not affected by land zones of contol. Air units are never affected by land or naval zones of control.

  2. It costs one additional movement point to enter or leave an enemy land zone of control. It cost two additional movement factors to move directly from one enemey zone of control to another.

  3. Naval units must stop upon entering enemy naval zones of control, and may move no further. The next turn they may move out of but not through enemy naval zones of control.

  4. Supply may not be traced through an enemy zone of control, unless there is a friendly unit occupying the hex..

  5. Units may not retreat through enemy zones of control unless their is a friendly unit occupying the hex.

  6. Zones of control do not extend into a hex, or through a hexside, that a unit could not normally enter.

9.0 Stacking

GENERAL RULE: A player may have more than one unit per hex. The number depends upon stacking restrictions for land, air and naval units. Stacking restrictions apply at the end of a phase, not during it.

  1. Land Unit Stacking: a) Up to three division sized units may stack per hex. b) Brigades, battlegroups, and regiments are considered one third of a division for all game purposes. c) Corps sized units are considered equivalent to a division for game purposes (they actually represent logistic and support forces approximately equal to a division in size). d) Reduced strength divisions count as full strength for stacking.

  2. Air Unit Stacking: a) The number of air units which may stack on a base depends upon the terrain (see rule [6.0]. b) A player may have six air units in the air over a specific hex.

  3. Naval Unit Stacking: A player may have up to six naval units in a single hex.

  4. The stacking limits for land, air and naval units are exclusive of each other.

  5. If enemy and friendly units are in the same hex, they do not count against each other for stacking.

  6. Units being air or naval transported do not count for stacking.

  7. Leaders and game markers do not count for stacking.

  8. In addition to the above land unit stacking limits, a player may have up to three partisan underground units in the same hex.

10.0 Supply

GENERAL RULE: For units to function at full effectiveness, they must be in supply. Supply for movement purposes is judged at the beginning of the friendly initial or mechanized movement phase. Supply for combat is judged at the instant of combat.

  1. Land Unit Supply: A land unit is considered in supply if it can trace a supply line to an appropriate supply source.

    a) Supply Lines: each unit must trace a supply line to a logistic unit, which must be able to trace a supply line back to a supply source. The length of the supply line is equal to the unit's movement factor, taking into account terrain. The unit traces the supply line through the hex grid, paying mechanized or nonmechanized movement costs until it reaches another logistic unit, or a supply source.

    b) Logistic Units: each logistic unit may trace a supply line back to another logistic unit, setting up a chain of such units to extend the supply line.

    c) Land units being naval transported are considered in supply.

    d). Allied Supply Sources: Supply sources for Allied units are Allied industrial city hexes. Each industrial city can supply an unlimited number of units.

    e). Axis Supply Sources: the Supply source for all Axis units (except Japanese) is the Europe holding area. The Supply source for Japanese units is the Far East holding area.

    f). Naval Extension: both players may trace supply across all sea hexes. They do so by having a transport unit on any coastal or port hex, tracing the supply line through sea hexes free of enemy naval units and their zones of control, back to a friendly port hex or holding area. Note that the Axis Player must use naval extension in order to supply his units in North America. A port hex can supply an unlimited number of units, a coastal hex up to three divisions.

    g). Airborne and Amphibious Supply: units conducting airborne and amphibious assaults are considered to be in supply during the combat phase they make the assault.

    h). Air Supply: A player may use transport aircraft to provide air supply.The transport must begin on a friendly supplied hex. It then moves to the hex to be supplied, where it is subject to interception. If the transport survives, then any unit in that hex is considered in supply for a complete game turn. The air unit providing air supply can conduct no other mission in the turn it conducts the mission. One air cargo unit can supply all units in a hex. Note that it is the units in the hex that are being supplied; other units may not trace a supply line to the hex being air supplied.

    i). Latin American/Caribbean Supply: Latin American and Caribbean units must trace a supply line back to a friendly supply source. They are not automatically supplied simply because they are in their own country.

11.0 Land Combat

GENERAL RULE: Land combat occurs between adjacent opposing land units, and may include air and naval support. The phasing player is the attacker, and the nonphasing player is the defender.

PROCEDURE: Resolve each combat individually, with the phasing player determining the order of attacks. The attacker totals the combat strength of all attacking units; this is compared to the total defense strength and is expressed as a ratio. Drop any fractions, and compare the result to the ratios on the Combat Results Table. This gives a column for the combat to be resolved on; make any modifications for terrain, roll the dice and apply the result.

  1. Land units attack during the friendly combat phase. Combat is completely voluntary, the attacker may attack with some, all or none of his units, as long as all attacking units are adjacent to all defending units.

  2. No unit may attack, or be attacked, more than once per friendly combat phase.

  3. All defending units in a hex must be attacked as a single combined defense strength.

  4. An attacking unit may attack enemy units in more than one hex as long as the attacker is adjacent to all defenders.

  5. Land units that are out of supply have their combat strength halved (retaining fractions).

  6. The attacking player may add the bombardment strength of friendly aircraft to this attack strength, assuming they survive interception. The defender may not add air support to his ground units.

  7. Both the attacker and the defender may add the combat strength of any friendly Battle Fleet or Carrier Fleet units which are in the same hex as the combat. Note that this would have to be on a coastal hex.

  8. Terrain Effects: The terrain of the defender's hex will affect combat by shifting the odds column (see terrain effects chart). If defending units are on multiple hexes, use the terrain type that is most favorable to the defense.

  9. Combat Results: a). DZ: Defender annihilated. All defending units completely eliminated. b). DE: Defender eliminated. All defending units are reduced. Full strength units flipped to their reduced side; reduced units and units with no reduced side completely eliminated. Surviving defenders retreat. c). DR: Defender retreat. All defending units retreat one hex. d). EX: Exchange. The player with the lower land combat strength reduces all his units. The other player must reduce a number of units whose total combat strength is at least equal to that of the other player. Use the original full strength of the units to determine the amount of strength points to be reduced--not the difference between the full and reduced strengths. Units which have been halved due to a lack of supply count as full strength for this purpose. If both sides have equal strength, then the defender reduces first. e). AR: Attacker retreats one hex. f). AE: Attacke eliminated (printed "Attacke"). Reduce all attacking units. Retreat survivors one hex. g). AZ: Attacker annihilated. All attacking units completely eliminated.

a). Only land units may conduct overruns. Air and naval units may not participate in overruns.

b). Overruns may take place in both the initial and mechanized movement phase.

c). Units participating in an overrun must be moved together as a stack throughout their entire movement phase.

d). The overrun is conducted from a hex adjacent to the nonphasing units. The attacker pays four movement factors and eliminates the nonphasing units. The attacker does not have to move into the defenders' hex.

e). Once the overrun is complete, the overrunning units may continue moving. They may conduct more overruns if they have movement factors left. Units which conduct overruns in the initial movement phase may still conduct combat in the combat phase.

f). Supply for an overrun is determined at the instant of combat.

g). Overrun takes into account odds shifts for terrain.

12.0 Air Combat

GENERAL RULE: Air units conduct aerial combat in target hexes. Air missions include ground support, interdiction, strategic bombing and interception. Air units conduct combat by moving into the hex being attacked.

  1. Ground Support: The attacker moves his aircraft to the target hex and adds the bombardment strength of his aircraft to his land units' combat strength. The total amount of bombardment factors added may not exceed the land units' combat strength, as modified by supply. Note that only the phasing player may conduct ground support. The nonphasing player may never conduct ground support.

  2. Interdiction: Interdiction is when air units attack units on the ground without friendly land units participating. This is done by comparing the total bombardment strength of interdicting air units to the defender's defense strength.

    a). Interdiction of Ground Units: Only phasing air units may conduct interdiction of ground units. Compare total bombardment strength to total defender's combat strength. Modify the odds for terrain and roll on the Combat Results Table. Results are as follows: DZ: Reduce all defending land units. DE: Reduce one defending land unit. DR: NE EX: Reduce one defending land unit and eliminate one air unit. AR: No effect. AE and AZ: Eliminate one air unit.

    b). Interdiction of Naval Units: Compare the total bombardment strength to the defending naval units' total anti-aircraft strength and then roll on the Combat Results Table. Results are: DZ: Eliminate one defending naval unit, reduce the remainder. DE: Reduce all defending naval unit. EX: Reduce one naval unit and eliminate one air unit. DR and AR: No effect. AE and AZ: Eliminate one air unit. If a carrier fleet is reduced, then one air unit currently based on it is eliminated. If it is eliminated, then all air units based on it are eliminated.

    c). Interdiction of Airbases: Interdiction of airbases is conducted by attacking air units that are on the ground. Compare total bombardment strength to the anti-aircraft strength of the hex (see anti-aircraft rules below). Roll on the Combat Results Table (there are no modifications for terrain). Results are as follows: DZ: Eliminate all air units on the ground. DE: Eliminate one half of air units, fractions rounded up. EX: Eliminate one defending air unit, eliminate one attacking air unit. AR and DR: No effect. AE and AZ: Eliminate one attacking air unit.

  3. Strategic Bombing: Strategic bombing is conducted against features on the map: cities/industrial hexes, transportation lines, and the Panama Canal. To conduct strategic bombing, total the number of bombardment points, divide it by the anti-aircraft value of the hex, and express the result as a ratio, dropping fractions. Consult the Combat Results Table and roll a dice to determine the result.

    a). Strategic Bombing Results: DZ or DE: Strategic bombing succeeds. Place a strategic bombing marker in the hex. This has the following effects: all transportation lines in the hex are considered destroyed; a city or industrial hex produces no mobilization points; the Panama Canal may not be used for Naval movement; a coastal city may not be used as a port. EX: Same as DZ/DE except that one attacking air unit is eliminated. DR/AR: No effect. AZ/AE: One attacking air unit is eliminated.

13.0 Naval Combat

GENERAL RULE: Naval combat takes place between adjacent opposing naval units.

  1. Naval combat is completely voluntary. The attacker may attack with some, all or none of his naval units.

  2. If a defending stack of naval units contains an aircraft carrier fleet, then the defender may retreat before combat one hex, as long as he does not retreat through enemy units. They may retreat through enemy zones of control at no damage. (Note this only refers to attacks by enemy fleets, not by enemy aircraft).

  3. All defending naval units defend as a combined defense strength.

  4. If attacking naval units are adjacent to more than one stack of enemy naval units, they may only attack one hex.

  5. Transport convoys may never attack.

  6. Submarines: Submarines may not be attacked by enemy naval units. Enemy naval units may move into and through hexes containing submarines at no penalty. Submarines may attack enemy naval units (except submarines), and may take losses in such attacks. Submarines may be attacked by enemy aircraft. Such aircraft must be based on either aircraft carriers or coastal hexes (representing anti-submarine warfare aircraft). Submarines do not add their defense strength to other friendly naval units defending against an attack.

  7. Battle fleets and Carrier fleets may provide gunfire support to land units in the same coastal hex (see rule [11.0]). Naval units may not bombard land units.

  8. Naval Combat Results: Naval combat is resolved on the Combat Results Table. Results are as follows: AZ: One attacking unit eliminated, remainder damaged. AE: All attacking units damaged. AR: No effect. EX: All the units of the side with the smaller number of naval combat factors are damaged. The other side must damage an equivalent number of factors. DR: No effect. DE: All defending units damaged. DZ: One defending unit is eliminated, remainder damaged.

  9. Damage: full strength units are flipped to their reverse side. Reduced strength naval units are eliminated.

14.0 Extraction of Casualties

GENERAL RULE: In all cases, except as noted below, the owning player determines which of his own units are to be lost in combat.

EXCEPTION: The enemy player determines which units are to be lost/reduced in the case of air units making interdiction attacks.

15.0 Off Map Areas

GENERAL RULE: There are four off map areas, represented by holding boxes: Europe, South America, the Pacific and the Far East.

  1. There is no limit to the number or type of units that may be in a holding area. Both Allied and Axis units may co-exist in the same holding area without combat.

  2. Combat is not permitted in the holding areas (exception: see below).

  3. During the Axis combat phase, the Axis player rolls the die once for each Allied unit in the European and Far Eastern holding areas. On a roll of "1" or "2" that unit is eliminated. The presence of other Axis units has no effect on this die roll. Comment: this represents German and Japanese forces occupying these areas.

  4. In certain scenarios, the Allies control the Pacific holding area. The Allies roll a die for each Axis unit in the Pacific during the Allied combat phase. On a roll of "1" that unit is eliminated.

  5. Movement into and out of holding areas: a). Except as noted below, the only way units can move into or out of a holding area is by naval movement or naval transport. b). Axis strategic bombers based in Europe may fly onto the map through the East map edge at a cost of 15 range factors. They may fly from the map to the European holding area through the East map edge at a cost of 15 range factors. c). Axis cargo aircraft may fly from any hex in Iceland and land in Europe, and vice versa. d). Axis cargo aircraft and strategic bombers may fly between Europe and Latin America. e). Land units may move from Colombia or Venezuela into the Latin American holding box by paying one half of their movement factor. They may also move from the Latin American holding area onto the map at the cost of one half their movement factors. f). Air units may fly into and out of Latin America at the cost of one half their range factor.

  6. Units in holding areas must be supplied to function normally. To be supplied there must be at least one friendly logistics unit plus at least one friendly naval transport.

    EXCEPTIONS: a). Axis units in the European or Far Eastern holding areas are always in supply. b). Units in the Latin American holding area are in supply if they can trace a land line of supply onto the map and back to a friendly supply source. c). Units in the Latin American holding area can be supplied by air supply. Friendly air cargo units fly into the holding area from supplied hexes (or from the European holding area for Axis units) to provide the supply line. One aircargo unit can supply any three friendly divisions, air or naval units. d). Argentinian, Brazilian and Chilean units are always in supply in the Latin American holding area.

16.0 Mobilization

GENERAL RULE: In the Mobilization Phase, both players receive mobilization points and then expend them to create new units and replace losses. Mobilization is done simultaneously by the Axis and Allied players. Each unit type costs a certain number and type of mobilization points.

  1. There are two basic types of mobilization points: industrial and non-industrial. Industrial points come from industrial cities; non-industrial points come from non-industrial cities.

  2. Industrial points can be used to mobilize any type of units. Non-industrial points can be used to mobilize non-mechanized units only.

  3. Mobilization points can be accumulated from turn to turn.

  4. As players receive mobilization points, they keep track of them on the Mobilization Points Chart. As they expend them, they reduce the track's marker for the specific type.

  5. Players must keep track of each country's mobilization points separately. They do so by using the mobilization points marker on the point table.

  6. Axis Mobilization: the Axis player receives a set number of mobilization points per turn for Germany and Japan. German mobilization points may be used only to mobilize German, German SS, Italian, and European volunteer units. Japanese mobilization points may be used only to mobilize Japanese units.

    a). The Germans receive the following number of mobilization points per turn: 15 industrial and 15 non-industrial.

    b). The Japanese receive the following number of mobilization points per turn: 5 industrial and 10 non-industrial.

    c). The Axis player may use captured industrial hexes to increase his industrial mobilization points. For each industrial hex he controls with an atrocity marker, he receives an industrial point.

    d). In order to utilize captured industrial hexes, the Axis player must trace a transportation line from the industrial hex to a friendly port containing a naval transport unit which can, in turn, trace a line of sea hexes to a map edge. At no point in this line can enemy units, zones of control, or strategically bombed markers be on a hex through which this line passes. (Exception: if a friendly unit is occupying an enemy controlled hex, then that zone of control is negated). The transportation line can also be traced into the Latin American holding area if the Axis player has a naval transport in the holding area.

a). The German player receives one half of a volunteer point per city he controls with a collaboration government. This is recorded with the "volunteer" marker (round fractions up).

b). Only German controlled cities may be used to mobilize volunteer points. The Japanese never receive volunteer points.

c). Volunteer points may only be expended to build or provide replacements for volunteer units. They may not be used to mobilize or replace other Axis units.

d). Newly mobilized American Volunteer units are placed on any German controlled city with a collaboration government, no more than one per city per turn.

e). Volunteer units receive replacements in the same manner as other units. They may only receive volunteer points as replacements.

f). Note that American Volunteer units may be mobilized from any country on the map (i.e., Canada, United States, etc.)

  1. Allied Exile Units: The Allies have a number of units representing various "exile" forces (Free French, etc.). These units are received as part of their initial forces for scenarios. They may not be built by mobilization. They may receive replacements from any Allied country.

  2. Minor Country Mobilization:

a). Central American (Guatemala, Honduras, El Salvador, Nicaragua, and Panama), South American (Colombia and Venezuela) and Caribbean (Cuba, Dominican Republic and Haiti) city hexes provide no mobilization points (including no "volunteer" points).

(1). Units of these countries which have been reduced may receive replacements provided: at least one city in their country is friendly controlled; they can trace a line of supply to a friendly city in Canada, the U.S., or Mexico (for pro-Allied minor countries) or to the European or Far Eastern holding area (for pro-Axis minor countries).

(2). Units of these countries which have been completely eliminated may be rebuilt provided they fulfill all the conditions of (1) above, and the friendly player expends sufficient mobilization points for the unit type.

b). Argentina, Brazil and Chile: Each of these countries can either increase a reduced strength unit to full strength, or rebuild a completely destroyed unit to its reduced strength each turn. Units receiving replacements must be able to trace a supply line back to the Latin American holding area. Rebuilt units are placed in the Latin American holding area.

c). British Honduras and Jamaica: these countries are considered part of the British/Commonwealth for all mobilization purposes.

d). Puerto Rico is considered part of the United States for all mobilization purposes.

e). Iceland and Greenland: Their city hexes provide mobilization points to which ever side controls them, according to the standard rules.

  1. War Mobilization: The number of industrial points a player receives may be reduced in certain scenarios (owing to countries having not yet geared their industry up for war).

a). In all turns prior to 1942, the Allied countries have the number of industrial mobilization points they receive per turn halved (rounding fractions up).

b). In all turns prior to 1943, the Axis countries have the number of industrial mobilization points they receive halved (rounding fractions up).

  1. Demobilization Of Air Units: A player may demobilize his air units. He does so in any mobilization stage simply by removing a unit from the map. He then receives a number of mobilization points equal to fifty percent of the unit's original mobilization value (fractions rounded up). The unit must be in supply for it to be demobilized. Comment: this allows the players to utilize the reverse side of the air counters.

  2. Morale: National morale may have an effect on the number of mobilization points received, if using the optional National Morale rules.

PLAYABILITY SUGGESTION: Players should keep track of the total number of cities/industrial areas controlled on a separate piece of paper for each country; as they gain or lose control of these hexes, they should make a note of it and readjust the current total. This way they do not have to waste time recounting the number of controlled cities/industrial areas each mobilization phase.

17.0 Control

GENERAL RULE: A player must control a city to use it for mobilization and for it to count for victory. To control a city, a player must remove enemy forces from the hex and then install a functioning government. The Allies and Axis use different procedures to control cities.

  1. Each scenario specifies which countries (or parts of countries) are controlled by each player. When a player controls a country, he controls all cities in that country.

  2. Control may change throughout the course of a game. This can be the result of players capturing a city, or coups in Latin America.

  3. Axis Control: To control a city, the Axis player must (1) clear out all Allied land units from the hex; (2) move at least one friendly land unit into the hex; and (3) set up an occupation government. The Axis player has a choice of occupation policies:

    a). Collaboration: the Axis player moves a military government unit into the hex. At the end of the friendly player turn the city is considered "Axis controlled." The military government may move out in a subsequent turn.

    b). Atrocity: The Axis player moves an SS unit (any type with an unparenthesized combat strength) into the hex, and a military government. At the end of the friendly player turn, the Axis player places an atrocity marker in the hex, and the city is Axis controlled. The Axis player must keep a military government unit in an atrocity hex to maintain control.

  4. Allied Control: All friendly cities are Allied controlled until lost to the Axis player. If control of a city is lost, then the Allied player re-establishes control as follows:

    a). If the city has no atrocity marker on it, then all the Allied player needs to do is reoccupy the city with at least one friendly land unit (any type). At the end of the Allied player turn, the city is considered Allied controlled.

    b). If the city has an atrocity marker, then the Allies must reoccupy the city with a military government unit. At the end of the friendly Allied player turn, the atrocity marker is removed and the city reverts to Allied control.

    c). If the city is in a Latin American country that is Axis controlled due to a pro-Axis coup, then the Allied player must maintain a military government unit in the hex.

  5. Under certain circumstances neither player controls a city. This occurs if the Axis player commits an atrocity in a city but does not maintain a military government in the hex; or, if the Allies fail to reoccupy a city containing an atrocity marker with a military government unit.

18.0 Minor Countries

GENERAL RULE: Certain countries and territories on the map may be either Axis or Allied controlled, or neutral.

  1. Mexico: Mexico is an Allied country. Its forces operate normally.

  2. Central America (Guatemala, Honduras, El Salvador, Nicaraua, Costa Rica and Panama): Each of these countries has an armed force, and these are bound by the following rules:

    a). They may never leave their home countries. They may move onto border hexes and attack across the borders.

    b). They are considered Allied controlled, unless otherwise specified.

  3. Venezuela and Colombia: Depending upon the scenario, they will be either Allied or Axis. Their forces may not leave their home countries. They may move onto border hexes and attack across the borders.

  4. Cuba, Dominican Republic and Haiti: These countries are considered Allied controlled. Their forces may not leave their home countries.

  5. British Honduras and Jamaica: these are considered Commonwealth territory in all respects.

  6. Puerto Rico: this is considered U.S. territory in all respects.

  7. Iceland and Greenland: These are Allied controlled unless otherwise specified by the scenario.

  8. Argentina: Argentina will be either neutral or Axis controlled. If neutral, then its forces are not used. If Axis controlled, then the Axis player receives all Argentinian units in Latin America holding area.

  9. Brazil: Brazil may be either neutral or Allied controlled. If Allied controlled, then the Allies receive all Brazilian units as reinforcements in the Latin America holding area.

  10. Chile: Chile may be either neutral, Allied, or Axis controlled. If neutral, neither player may utilize its forces; if controlled by a player, then that player receives all its forces in the Latin American holding area.

a). Players may move naval and air units through neutral country coastal hexes without violating its neutrality.

b). Players may move into neutral country border hexes without violating its neutrality.

c). Players may move special operation units into a neutral country without violating its neutrality.

19.0 Intelligence Operations

GENERAL RULE: A player may examine enemy stacks only under certain circumstances. These include:

  1. Combat: At the instant of combat, players may examine all enemy units involved in that particular combat.

  2. Special Operations/Partisan Underground: If friendly special operations or partisan underground units (see optional rules) are in the same hex as enemy units at any point in game, the player may examine those enemy units.

  3. Air Reconnaissance: At the beginning of each friendly initial movement or mechanized phase, a player may examine one stack within ten hexes of each friendly hex containing a supplied fighter or bomber unit, or hex containing an aircraft carrier. The air unit may fly a normal mission for the turn.

20.0 Victory Conditions

GENERAL RULE: Players receive victory points for control of certain hexes, and for their level of National Morale (optional rule). At the end of the game, players count up their victory points. The player with the larger amount wins the game.

  1. Victory Points:

    a). Allied: Control Washington DC: 10 Control Ottawa: 10 Each industrial hex controlled: 2 Each non-industrial city controlled (including those in Latin America): 1 Control Panama Canal: 5

    b). Axis: Control Washington DC: 5 Control Ottawa: 5 Each industrial hex controlled with an atrocity marker: 2 Each non-industrial city controlled with an atrocity marker: 1 Each industrial hex controlled with a collaboration government: 1 Each non-industrial city controlled with a collaboration government: 1/2 (round fractions up)

  2. Cities/industrial areas which have strategic bombing markers on them at the end of the game count as one half their value (round fractions up) for victory.

  3. National Morale: (optional rule) The player with the higher national morale subtracts the lower player's morale from his own, and adds the final result to his victory point total.

  4. Automatic Victory: If at any time in the game a player's national morale drops to zero or less, play immediately ends with that player losing the game and the other player winning. If both players' morale drops to zero or less simultaneously (as a result of an exchange, for example) then the phasing player wins the game.

  5. Victory level: At the end of the game players determine the victory ratio. This is done by comparing the number of winner's victory points to the losers to determine the extent of the victory. This is determined as follows:

    a). 1/1 to 1.333/1: Draw b). 1/334 to 1.999/1: Marginal Victory (sic: the printed range reads "1/334"; presumably 1.334/1, as the preceding range ends at 1.333/1) c). 2/1 to 2.999/1: Strategic Victory d). 3/1 or higher: Total Victory

Optional Rules

Optional rules (as everyone knows) add additional realism and complexity to the game, at a cost of loss of playability. Players are free to select the optional rules they desire.

21.0 National Morale

GENERAL RULE: Both players have a National Morale index, which represents the current level of their populace's and governments willingness to fight. This will fluctuate throughout the game as the result of various military and political factors. The higher a player's national will, the more beneficial it is to him.

  1. The Point track is used to indicate National Morale. Place the Allied and Axis National Morale markers on this track. Each scenario specifies starting level of National Morale. This will change throughout each game.

  2. Morale can be at one of four levels: 67-100: high 34-66: average 1-33: poor 0: capitulation

  3. Morale can never go higher than 100.

  4. Effects of Morale:

    a). High Morale: (1) All friendly land units can make fanatic attacks and defenses (see below); (2) friendly mobilization points received each mobilization stage are increased by 30% (round fractions up); and (3) "1" is added to friendly subversion combat.

    b). Average morale: no special effects.

    c). Poor morale: (1) Certain units must surrender in combat (see below); (2) Friendly mobilization points received each mobilization stage are reduced by 30%; and (3) "1" is subtracted from friendly subversion combat.

    d). Capitulation: the player immediately loses the game (and the game immediately ends). If for some reason both players reach capitulation simultaneously, then the game ends in a victory for the phasing player.

  5. Fanaticism: A player may declare fanaticism in combat when his morale is high.

    a). A player may declare fanaticism only for land combat.

    b). A player may declare fanaticism for all, some or none of his combats.

    c). Fanaticism is declared prior to the resolution of combat.

    d). If the attacker declares fanaticism, then results of AR are changed to EX.

    e). If the defender declares fanaticism, then results of DR are changed to EX.

    f). If both players' morale is high, they both may declare fanaticism.

  6. Surrenders: When a player's morale is low, his land units may surrender in certain circumstances.

    a). Surrenders apply to land combat only.

22.0 Special Units

GENERAL RULE: Certain units in the game have special capabilities. The players decide prior to beginning play which ones they will use.

  1. Airborne Units: All units with an airborne symbol are considered airborne units. They function exactly as other land units, except they may make airborne assaults (utilizing parachutes and gliders).

    a). To conduct an airborne assault, the airborne unit must begin the initial movement phase on a supplied airbase containing a transport aircraft. A transport aircraft can carry two non-mechanized airborne divisions, or one mechanized airborne division per turn.

    b). The transport aircraft then transports the airborne unit to any hex within range and air-drops it. The transport aircraft then returns to base in the mechanized movement phase.

    c). Transport aircraft carrying airborne units are subject to interception. If they are shot down, the units they are carrying are eliminated.

    d). Airborne assaults may not be made into a hex that the unit could not otherwise move into.

    e). Airborne assaults may be made into hexes containing enemy land units. If so, then the defender receives an additional one column shift in his favor on the combat results table. Additionally, the airborne unit must clear all defending units from the hex, or they are eliminated. Airborne units which land on enemy units must attack only those units.

  2. Marine Units: Certain units have the marine symbol. If any of these units are participating in an amphibious assault, the defender does not receive the one column defensive shift against amphibious attacks.

  3. Mountain Units: Certain units are considered mountain trained. They function exactly like infantry, except:

    a). The movement cost for them to move into mountain, icecap and tundra hexes is "2".

    b). Their zones of control extend through mountain hexes.

    c). If they defend in mountain hexes, they receive an additional one column defensive shift.

    d). If any mountain units participate in an attack into a mountain hex, the attacker receives a one column shift in his favour, cumulative with other shifts.

    e). If mountain units are the only land units attacking during "freeze" weather, they are not affected by it.

  4. Commando Units: Certain units are commando trained. These units function exactly like infantry, except:

Comment: heavy armor represents some of the more monstrous tanks and self propelled guns developed by the Allies and Axis.

  1. Militia Divisions: Militia divisions function exactly as infantry, with the following exception: Militia divisions may receive supply only from a friendly non-industrial city, if that city is within the militia unit's movement factor.

  2. European Volunteer Divisions: The German player receives European volunteer divisions as follows: if Axis morale is High, then he receives one volunteer divison (printed "divison") in the mobilization phase. He does not pay mobilization costs for this unit. The German player does pay normal replacement cost to flip a reduced strength European volunteer unit to its full strength side. (Use any Germany Army 8-5 division available).

  3. Italian Units: Italian units function as normal Axis units, except:

a). If Axis morale is high, the Germans receive one additional Italian unit as reinforcement in the mobilization phase.

b). If Axis morale is low, then all Italian units are immediately removed from the map (they are not considered eliminated in combat for morale rules... they have been withdrawn back to Italy).

  1. Strategic Missiles:

a). Strategic missiles must always be transported by friendly logistics units. The missile is placed in the same hex as the logistic unit and moves wherever the unit moves. Each logistic unit may transport only one missile. If the logistic unit is eliminated, so is the missile.

b). A player may launch strategic missiles at enemy city hexes. This is done in the friendly combat phase. The logistic unit the missile is on must be in supply for the launch to occur.

c). Missiles are considered to have an unlimited range. They may be fired from anywhere on the map to any hex.

d). Missiles are considered to have a bombardment strength of "10." This functions exactly as a normal air bombardment, except that it may be used only for strategic bombing (and may be used in conjunction with other air units).

e). Missiles are expended in the combat phase they are fired. Missiles are not affected by anti-aircraft fire or by interception. When bombarding a city, the missile still compares its bombardment strength to the city's anti-aircraft strength to determine combat odds, but it is never shot down.

f). The Allied player may fire strategic missiles at Europe or the Far East. Each missile so fired reduces Axis morale by "1".

  1. Atomic Weapons: Atomic weapon units may be utilized against enemy cities/industrial hexes, and against enemy units.

a). Atomic weapons must always be transported by friendly units: either land, air or naval. If the transporting unit is eliminated, then so is the atomic weapon.

b). Atomic weapons may be dropped on enemy units by strategic bombers or by strategic missiles. Each strategic bomber or missile may deliver one atomic bomb.

c). In order for a strategic bomber or missile to deliver an atomic weapon, it must begin the movement phase in the same hex as the atomic bomb (which must contain a friendly air base). The unit then picks up the atomic bomb, and delivers it to the target hex. If a strategic bomber delivers the atomic weapon, it is first subject to interception. If it survives interception, it may then drop the bomb. There is no anti-aircraft fire, and the bomber can not employ its regular bombardment strength. If a strategic missile delivers the atomic weapon, then it is launched at the target hex in the manner described in rule 13 above and the missile can not employ its regular bombardment strength.

d). Atomic weapons have the following effects: (1) if the hex is a city or the Panama Canal it is considered strategically bombed and an appropriate marker is placed; (2) all transportation lines in the hex are destroyed; (3) each land and naval unit in the hex is attacked at 3-1 odds on the Combat Results Table, individually (this includes any friendly partisan undergrounds or special operations units); and (4) all air units on the ground in the hex are eliminated (intercepting air units and friendly units in the air are not affected).

e). Atomic weapons are expended upon use.

f). A hex which is subject to an atomic attack may not be attacked by any other attack in that combat phase, including aerial bombardment. Only one atomic attack may be launched against a hex per combat phase.

g). Morale effects: (1) the first time an atomic bomb is used by either player against an enemy city or holding area, the enemy's morale is reduced by five times one die roll; (2) thereafter, each time an atomic bomb is used against an enemy city or holding area, the enemy's morale is reduced by three times one die roll; and (3) enemy combat units that are eliminated by atomic bombs reduce morale normally.

h). RESTRICTIONS: Atomic weapons are subject to the following restrictions:

(1) the Allied player may not employ atomic weapons against hexes containing cities/industrial areas.

(2) The Axis may not employ atomic weapons against holding areas.

(3) The Allied player may employ atomic weapons against the European and Far East holding areas. This does not effect Axis or Allied units in those holding areas. It only affects Axis morale. Atomic weapons may be delivered against Europe or the Far East by strategic missiles.

(4) Atomic weapons may not be dropped on a hex containing friendly units (exception: the hex may contain friendly partisan undergrounds and special operations units. They are subject to the same effects as enemy units, although this has no effect on either player's morale).

23.0 Technological Developments

GENERAL RULE: A player may not mobilize nor utilize certain types of units unless he has paid the cost to develop them. This must be recorded separately. Once he has paid this cost, he can mobilize the units.

  1. The following types require technological development:

    • advanced fighters
    • strategic bombers
    • bomber destroyers
    • heavy armor
    • helicopters
    • jet fighters
    • jet bombers
    • strategic missiles
    • atomic weapons
  2. The technological cost to develop each type is paid once. Starting from that Mobilization phase the player may mobilize the unit type. A player must pay the technological cost for each development separately.

  3. Additionally, players may develop the following (which are represented by abstract game functions):

    • radar
    • electronic warfare
    • advanced submarines
    • tactical missiles
  4. Certain scenarios begin with a player already having certain technological developments in effect. He does not have to pay the technological cost for them.

  5. Technological Developments are paid for in industrial mobilization points.

    a). Allies; any technological development applies to both U.S. and Commonwealth forces; no other Allied country may utilize them.

    b). The Germans and Japanese must pay for developments separately.

24.0 Leaders

GENERAL RULE: Leaders represent various important personalities who had a critical impact on the course of the War. Leaders are considered to be mechanized land units. Each leader has a set of unique capabilities which influence game functions.

  1. Leaders have a combat strength of "0", a movement factor of "10", and may move in both the initial and mechanized movement phases. Leaders may move into any type of land terrain, at a cost of one movement factor per hex.

  2. Leaders are always considered to be in supply.

  3. Leaders have no zones of control. Enemy units may enter and move through hexes containing only enemy leaders.

  4. A leader is eliminated if all the units it is stacked with are eliminated in combat, or if its hex is entered by enemy land units.

  5. Leaders may be transported by any type of air or naval unit (not just convoys or air cargo). If the unit transporting them is eliminated, the leader is eliminated.

  6. Each player begins a scenario with a certain number of leaders; remaining leaders may come into play through the World Events table. Leaders are selected at random (exception: the Royal Family is always placed in Ottawa).

  7. Leaders affect play by either shifting combat odds, increasing movement capabilities, or by certain specified activities. This is indicated by either a letter indication on the counter or as specified below:

  8. Letter indications:

    "A"- Armored forces leader: If the leader is stacked with mechanized units making an attack, then the attack is shifted one column right. Also, if the leader is stacked with mechanized units throughout the entire mechanized movement phase, those mechanized units are considered to have a movement factor of "10".

    "G"- Ground forces leader: Any combat in which land units are involved (attack or defense) receive a one column shift in the player's favor.

    "F"- Fighter leader: The leader may accompany fighter aircraft if it begins the movement or interception phase in the same hex. This gives a one column shift to that fighter unit's combat. If the fighter unit is shot down, then that leader is eliminated.

    "B"- Bomber leader: The leader may accompany bomber units if it begins the movement phase in the same hex. This gives a one column shift in the bomber's favor on strategic bombardment missions. If the bomber is shot down, the leader is eliminated.

25.0 War Events

GENERAL RULE: War Events represent various random occurences which have a major impact on the fighting. At the beginning of each game turn, the player with the higher national morale rolls two dice and cross indexes the result with the War Events Table. The result is then applied.

  1. Roll two dice. The first is the "ten" digit, and the second is the "ones" digit (so for example, if the player rolled a "4" and a "1" the result is "41".

  2. If both players have the same national morale, then the Allied player rolls. Note that regardless of who rolls the dice, the result may apply to either player.

  3. Results:

    AXIS LEADER: The Axis pick at random one leader and may place it anywhere.

    ALLIED LEADER: The Allies pick at random one leader and may place it anywhere.

    ALLIED PARTISANS: If Allied morale is high, they receive three partisans, if average, two, if low, one. These may be placed on any city/industrial, clear, forest, or rough hex on the map, with their underground side up.

    REVOLT IN EUROPE: If Axis morale is low, then the Germans receive no mobilization points this turn.

    UNREST IN EUROPE: If Axis morale is low or average, then German mobilization points are halved this turn (round fractions up).

    EUROPE RALLIES TO GERMANY: If Axis morale is high, the Germans receive twice the mobilization points they would otherwise receive.

    ASSASSINATION PLOT IN GERMANY: Axis morale reduced by one die roll times three.

    COUP IN LATIN AMERICA: If Axis morale is high, then one of the following: Colombia, Venezuela, Guatemala, Nicaragua, El Salvador, Costa Rica, Honduras or Panama becomes pro-Axis (see Latin American rules). If Axis morale is low, then any one pro-Axis Latin American country becomes pro-Allied. The player gaining the country makes the choice.

    ARGENTINA: If Axis morale is high and Agentina is not already in the war, then the Axis receives Argentinian forces as reinforcements.

    BRAZIL: If Allied morale is high and Brazil is not already in the war, then Brazil enters the war on the Allied side.

    CHILE: Chile enters the war on whichever side has high morale. If both have high morale, or both sides are at average or low, Chile remains neutral.

    ULTRA: Allies may look under all Axis stacks this turn and examine them.

    ENIGMA: The Axis may look under all Allied stacks this turn and examine them.

26.0 Weather

GENERAL RULE: At the beginning of each game turn, the Axis player rolls the dice to determine the weather for the turn. Weather has various effects on combat, movement and supply. There are four weather zones on the map. Zone I is the Arctic Zone; Zone II is the Humid Zone; Zone III is the Arid Zone; and Zone IV is the Tropical Zone. Additionally, players also check for the Atlantic and Pacific Oceans.

  1. Procedures: Roll one die and cross index it with the six columns of the Weather Table. The result is the Weather for each zone.

  2. Modifiers: The weather die roll is modified as follows:

    December to February: +1 June to August: -1 Other months: 0

  3. Weather Results:

    "C"- Clear Weather: all game functions normal.

    "P"- Precipitation: add "1" to all land movement costs, except on transportation lines. Aircraft may fly normally, but check each hex containing air units in the air following the completion of aerial movement: on a roll of 1,2, or 3 the target hex is cloud covered; the air units must return to base without completing their missions. On a roll of 4, 5, or 6 there is an opening in the clouds, and the mission may be flown normally. Air recon functions normally.

    "F"- Freeze: Rivers and lakes freeze, and their hexes are treated as the other terrain in the hex. Naval units in Zone I ocean hexes are immediately returned to the nearest port. No naval movement is allowed in Zone I ocean or coastal hexes. All combat is shifted one column to the left. Check all aircraft missions as under precipitation. Air recon functions normally.

    "S"- Storms: Add "2" to all land movement costs (exception: along transportation lines, add "1"). No aircraft may fly. All combat is shifted one column to the left. No air recon.

    "T"- Extremely Hot Temperatures: Add "1" to all land movement costs.

    "H"- Hurricane: All naval units in ocean hexes south of Zone I must be immediately returned to the nearest friendly port or holding area. No further naval movement allowed. No air unit may fly over a coastal or ocean hex.

  4. Weather Effects on Supply: When terrain costs are increased due to weather, the cost to trace supply lines through hexes is also increased.

  5. Cross Zone Effects: When attacking across a weather line, use the hex the defender is in to determine effects on combat. If the defender is on multiple hexes, which are in different zones, then use the zone most favorable to the defense.

WEATHER TABLE (Weather Zone)

Die RollIIIIIIIVAtlanticPacific
0CTTTCC
1CCTTCC
2CCTCCC
3PCC

27.0 Subversion of Latin America

GENERAL RULE: The Axis player may attempt to subvert various Latin American countries to gain control of them and their armed forces. The Allied player may attempt to resubvert such countries to regain control.

  1. During the friendly special actions phase, a player may attempt to subvert certain countries. He may only subvert countries which are neutral or are controlled by the enemy player.

  2. Countries which can be subverted are: Guatemala, Honduras, Nicaragua, El Salvador, Costa Rica, Panama, Cuba, Dominican Republic, Haiti, Colombia and Venezuela.

  3. A player attempts subversion by having special operations units in the country make a subversion attempt, using the Subversion Table. The units attempting the subversion must be in a city in the country (if the country has no city, then they may be anywhere in the country). Total the number of special operations units, roll the die, and make any modifications for national morale.

    a). If the result is "P", then the country has been subverted.

    b). If the result is "no effect", then the country is not subverted. The units making the attempt are eliminated if there are enemy units in their hex.

  4. If the Axis succeeds in subverting a country, it becomes pro-Axis. The Axis gains control of that country's armed forces.

  5. If the Allies succeed in subverting a country that was subverted by the Axis, then it reverts to Allied control.

  6. A player may make only one subversion attempt per country per turn.

28.0 Chemical Warfare

GENERAL RULE: Players may utilize chemical warfare to enhance friendly attacks.

  1. A player may utilize chemical warfare in attacks. Chemical warfare may not be used in defense.

  2. Only supplied units may use chemical warfare. All air units with a bombardment factor, and all battle fleet units may utilize chemical warfare. Land units must be division sized to utilize chemical warfare.

  3. The effect of chemical warfare is as follows:

    a). The Attacker receives a one column shift to the right for all land attacks, and for air attacks against ground units.

    b). The enemy player receives a plus "1" to his national morale per chemical attack.

  4. The first combat phase in which chemical warfare is used has the following effects:

    a). The attacker receives a three column shift to the right for land attacks, and for air attacks against ground units.

    b). The attacker receives a one column shift to the right for all attacks against naval units.

    c). The enemy receives plus "2" to his national morale per chemical attack.

  5. Note that if air or naval units are supporting a non-divisional unit in a land attack, the attacker may still conduct chemical warfare.

Comment: both sides considered utilizing chemical warfare in World War II, but didn't for a variety of political and military reasons. The initial advantage to the use of chemical warfare reflects enemy unpreparedness. Usually it takes a major disaster to get an armed force serious about chemical warfare.

29.0 Scorched Earth

GENERAL RULE: A player may "scorch earth" in order to deny certain hexes to the enemy.

  1. The following hexes may be the subject of scorch earth operations: cities and the Panama Canal.

  2. Only land combat units can scorch earth. The unit must be a division sized unit. Logistics units may not scorch earth.

  3. Scorched earth is done in the friendly combat phase. The unit conducting scorched earth operations can not engage in combat. Instead, it rolls two dice. If the total is less than or equal to the unit's combat factor (modified for supply) then the scorched earth operation succeeds.

  4. To indicate scorched earth, place a strategically bombed marker on the hex. This has the same effects on the hex as a successful strategic bombing, and is removed in the same manner.

  5. More than one unit may attempt to scorch earth per hex. Each unit must roll separately.

  6. Each time the Axis successfully attempts a scorched earth the Allied national morale is raised by "1". Each time the Allies successfully attempt scorched earth, Allied national morale is decreased by "1".

30.0 Surprise Attack

GENERAL RULE: Certain scenarios allow the Axis to conduct a surprise attack. This gives the Axis advantages in combat on the first game turn, at the cost of raising the national will of the Allies. If the Axis decides to declare a surprise attack, the following rules are in effect:

  1. A surprise attack must be declared at the beginning of game turn 1. It can happen at no other time in the game.

  2. During game turn 1, the following is in effect:

    a). Allied naval units have their defense factors halved.

    b). Allied air units may not intercept.

    c). Allied land units have their movement factors halved.

    d). The Allied player rolls one die and multiplies it by ten and then adds it to his national morale. Lest you think this is too much, look at the aftermath to Pearl Harbor.

Scenarios

Each scenario contains the following information:

  1. Historical Notes: The alternative history which led to the events in the scenario.

  2. Initial and Final Game Turns: When the game begins and ends.

  3. Axis and Allied Forces: These are the forces the players start the game with. Each player may select the units within each category listed (so a player can choose the strongest units first, if he so desires). In some instances units are designated as beginning the game at reduced strength.

  4. Initial Deployment: Where units are set up.

  5. Starting levels of morale and mobilization points.

  6. Special Rules: Modifications to the game rules.

Introductory Scenario: The Valor of Ignorance

Historical notes: throughout the 1930's, the United States remained complacent in isolation, while, across the Pacific, the Japanese were building their naval strength. American complacency was shattered when the Japanese fleet debarked assault troops on the American mainland. The U.S. hastily reacted to the invaders but, lacking modernized armed forces, was hard pressed to drive them back.

Initial game turn: June 1939

Final game turn: October 1939

AXIS FORCES (Japanese):

  • Motorized Infantry Divisions: 1
  • Infantry Divisions: 6
  • Non-motorized Logistic Corps: 2
  • Standard Fighters (carrier trained): 1
  • Tactical Bombers (carrier trained): 1
  • Battle Fleets: 3
  • Carrier Fleets: 1
  • Submarines: 1
  • Naval transports: 4

AXIS DEPLOYMENT: All land units in Pacific holding area.

ALLIED FORCES (United States):

  • Motorized Infantry Divisions: 5
  • Marine Divisions: 1
  • Cavalry Divisions: 1
  • Coast Artillery: 3
  • Motorized Logistic Corps: 3
  • Standard Fighters: 2
  • Tactical Bombers: 2 (any one air unit is carrier trained)
  • Battle Fleets: 2
  • Carrier Fleets: 1
  • Submarines: 1
  • Naval Transports: 1

ALLIED DEPLOYMENT:

  1. On any west coast hex of the U.S.: Two motorized infantry divisions; one motorized logistic corps; one coast artillery; one air unit; and one battle fleet.

  2. On any east coast hexes of the U.S.: Two motorized infantry divisions; one motorized logistic corps; one coast artillery; one air unit; and all remaining naval units.

  3. At the Panama Canal: 1 coast artillery.

  4. On any coastal hex of the USA or Panama Canal: One marine division.

  5. Within the U.S., at least ten hexes away from the nearest coastal hex: all remaining units.

NEUTRAL COUNTRIES: All other countries are considered neutral. Neither player may move into their territory.

SPECIAL RULES:

  1. Do not employ any of the optional rules with this scenario.

  2. Japanese Surprise Attack: No U.S. unit may move or conduct interception on the first game turn.

  3. Mobilization: Do not utilize the mobilization rules with this scenario. Neither player may mobilize new units nor replace losses (exception, U.S. National Guard).

  4. U.S. National Guard: The U.S. player may mobilize the National Guard. The National Guard consist of nine non-motorized infantry divisions. These are initially placed off the map. Starting with game turn 2, the U.S. receives three of these divisions as reinforcements at the beginning of his player turn. They are placed on any friendly industrial city hex, no more than one per hex per turn.

  5. U.S. Unpreparedness: All U.S. divisions begin the game at reduced strength. This includes National Guard divisions which are mobilized in the course of the game.

  6. Both players may move their units into the two Panama Canal hexes.

  7. Neither player may move into the Latin American and European holding areas.

  8. Control: Ignore the regular control rules. Instead, a player controls a hex by having one of his land units being the last to pass through it.

VICTORY CONDITIONS:

  1. Ignore the regular victory conditions.

  2. Victory is determined as follows:

    Axis Victory: Japanese control three industrial hexes in the U.S.

    Draw: Japanese control one or two industrial hexes in the U.S.

    Allied Victory: Japanese control no industrial hexes in the U.S.

Scenario 1: 1941

Historical notes: "Yesterday, September 7, 1941, a day which will live in infamy..." So began the President's speech to the American people on the day following the surprise attack by German and Japanese forces against the United States.

Initial Game Turn: September 1941

Final Game Turn: August 1942

AXIS FORCES:

GERMAN:

Land:

  • Panzer Divisions: 6
  • Panzergrenadier Divisions: 4
  • Infantry Divisions: 29
  • Mountain Divisions: 2
  • Airborne Infantry Divisions: 2
  • Motorized Logistic Corps: 3
  • Non-motorized Logistic Corps: 10
  • Military Governments: 3
  • Special Operations Units: 3
  • Leaders: 5

Air: Choice of any ten standard fighters, tactical bombers and air cargo as long as the total does not exceet 10 (printed "exceet"). One fighter or bomber is carrier trained.

Naval:

  • Battle Fleets: 3
  • Carrier Fleets: 1*
  • Submarines: 2
  • Naval Transports: 4

ITALIAN:

  • Battle Fleet: 1
  • Airborne Division: 1

JAPANESE:

Land:

  • Motorized Infantry Divisions: 1
  • Infantry Divisions: 2
  • Non-motorized Logistic Corps: 1
  • Airborne Infantry Divisions: 1*
  • Marine Divisions: 1
  • Special Operations Units: 1
  • Leaders: 2

Air:

  • Standard Fighters: 2
  • Tactical Bombers: 2
  • Air Cargo: 1

All fighters and bombers are carrier trained.

Naval:

  • Battle Fleets: 2
  • Carrier Fleets: 2
  • Submarines: 1
  • Naval Transports: 2

AXIS PARTISANS: 3 undergrounds.

AXIS DEPLOYMENT:

  1. German, Italian, European Volunteer units must be placed in either the European holding area, or in Iceland. Exception: German special operations units may be placed anywhere on the map. Axis partisans must be placed in any city on the map, no more than one per hex (representing fifth columnists).

  2. Japanese units are all placed in the Far East holding area.

  3. SS Units: The Germans may have no more than six SS units as part of their initial force. SS armored divisions may be used in place of regular army panzer divisions, but if so used they are deployed at their reduced strength. They may be built to full strength through replacements.

ALLIED FORCES:

UNITED STATES:

Land:

  • Armored Divisions: 4+1*
  • Motorized Infantry Divisions: 12+18*
  • Motorized Logistic Corps: 9
  • Marine Divisions: 2
  • Airborne Infantry Divisions: 1*
  • Cavalry Divisions: 2
  • Mountain Divisions: 1*
  • Coast Artillery: 5
  • Leaders: 3

Air:

  • Standard Fighters: 2
  • Tactical Bombers: 2
  • Strategic Bombers: 1
  • Air Cargo: 1

One fighter and one tactical bomber are carrier qualified.

Naval:

  • Battle Fleets: 3
  • Carrier Fleets: 2
  • Submarines: 2
  • Naval Transports: 4

COMMONWEALTH:

Land:

  • Armored Divisions: 2*
  • Motorized Infantry Divisions: 3
  • Non-motorized Infantry Divisions: 6*
  • Commando Brigades: 1
  • Motorized Logistic Corps: 3
  • Security Divisions: 1
  • Special Operations Units: 1
  • Coast Artillery: 1
  • Militia Divisions: 3
  • Leaders: 2
  • Royal Family

Air:

  • Standard Fighters: 1
  • Tactical Bombers: 1

Naval:

  • Battle Fleets: 2*
  • Carrier Fleets: 1*
  • Submarines: 1
  • Naval Transports: 1

EXILE FORCES: 1* Infantry Division; Degaulle.

MINOR COUNTRIES:

MEXICO:

  • Infantry Divisions: 5
  • Cavalry Divisions: 2
  • Security Divisions: 3
  • Logistic corps: 1
  • Tactical bomber: 1

COSTA RICA:

  • Militia Division: 1

EL SALVADOR:

  • Infantry Division: 1
  • Militia Division: 1

GUATAMALA:

  • Infantry Division: 1

HONDURAS:

  • Infantry Division: 1

NICARAGUA:

  • Infantry Division: 1
  • Security Division: 1

PANAMA:

  • Security Division: 1

CUBA:

  • Infantry Division: 2
  • Security Division: 1
  • Cavalry Division: 1

HAITI:

  • Militia Division: 1

ALLIED DEPLOYMENT:

  1. United States: Deploy all U.S. Units in the United States or Panama, with the following exceptions:

    a). Pacific holding area: must deploy 3 full strength infantry divisions, 1 motorized logistic corps; 1 leader; 2 aircraft units (any type); 2 battlefleets; 1 carrier fleet; 1 submarine; and one transport.

    b). Panama must have at least one coastal artillery.

    c). Marines: 1 marine division may be deployed in Central America, Cuba, Haiti, or the Dominican Replublic.

    d). Reduced strength infantry divisions must be placed on or adjacent to city hexes, no more than one per city (representing National Guard units still mobilizing).

    e). The mountain division must be placed in Alaska.

  2. Commonwealth: Deploy anywhere in Canada, Jamaica or British Honduras. The special operations units may be deployed anywhere on the map.

  3. Exile Forces: Deploy in U.S. or Canada.

  4. Minor Countries: Deploy in home countries.

  5. Greenland: The Allies may deploy up to three land, air or naval units in Greenland (U.S. or Commonwealth units only).

* Unit(s) begin play at reduced strength.

NEUTRAL COUNTRIES:

ARGENTINA:

  • Infantry Divisions: 2
  • Mountain Divisions: 1
  • Cavalry Divisions: 1
  • Non-motorized Logistic Corps: 1
  • Battle Fleets: 1
  • Naval Transports: 1
  • Tactical Bombers: 1
  • Air Cargo: 1

BRAZIL:

  • Motorized Infantry Divisions: 1
  • Battle Fleets: 1
  • Naval Transports: 1
  • Tactical Bombers: 1

CHILE:

  • Infantry Divisions: 1
  • Mountain Divisions: 1
  • Battle Fleets: 1
  • Naval Transports: 1
  • Tactical Bombers: 1

COLOMBIA:

  • Infantry Divisions: 2
  • Cavalry Divisions: 1
  • Security Divisions: 1

VENEZUELA:

  • Infantry Divisions: 3
  • Security Divisions: 1

Deployment: Argentinian, Brazilian and Chilean forces are deployed off the map; if called into play by World Events (optional rule) then they are placed in the Latin American holding area. Colombian and Venezuelan forces are deployed by the Allied player in their home country city hexes.

Axis Morale: 90

Allied Morale: 50

Allied accumulated mobilization points: USA has 10 nonindustrial points.

Axis accumulated mobilization points: Germany has 5 industrial points.

Axis technological developments: none

Allied technological developments: strategic bombers; radar.

SPECIAL RULES:

  1. Weather is considered "clear" the first game turn.

  2. The Axis may use the sneak attack rule.

  3. Latin America: Both players may freely move units into Latin America holding area.

  4. The Soviet Union has not been conquered by Germany.

  5. The anti-aircraft value of Allied industrial hexes is reduced to "3", and of non-industrial cities to "2" until 1942.

  6. Remember, the U.S. has its industrial mobilizations points halved until 1942, and the Axis until 1943 (see mobilization rules).

  7. Japanese Forces: Japanese forces may not be utilized until the Pacific falls to the Axis. At the beginning of each game turn, roll a die, If the die roll is less than or equal to the current turn number, the Pacific is considered under Japanese control and Japanese forces are deployed there that turn. They may move no further that turn. On the turn that the Pacific falls to the Japanese, all Allied units in the Pacific holding area are eliminated.

  8. U.S. Forces in the Pacific: Prior to the start of the game, the U.S. can redeploy its units in the Pacific holding area to the U.S. or Panama Canal. This has the following effects: Allied morale is reduced by twenty; the Pacific holding area falls to the Japanese on the first game turn. U.S. forces in the Pacific may not be redeployed to the U.S. once the game begins.

(No victory conditions section is printed under Scenario 1 in this copy.)

Scenario 2: D-Day North America 1944

Historical notes: Following the conquest of Britain, Germany turned against the Soviet Union in 1941. A series of blitzkriegs culminated in the capture of Moscow in 1941 (Hitler had turned down suggestions that he divert panzer forces to capturing the Ukraine). The Germans then spent the next two years subduing European Russia.

Meanwhile, the Commonwealth and the United States were carefully building their strength in the Western hemisphere. An attempted invasion of Western Europe in the summer of 1943 met with defeat in the face of German land based airpower. In the Pacific, the Japanese followed up their Pearl Harbor attack with their successful Midway campaign, destroying Allied carrier airpower.

German U-Boats had made the Atlantic inhospitable to Allied naval power. Pro-German coups in several Latin American countries in early 1944 gave the Germans bases in the Western hemisphere. The Axis began preparing for a full scale invasion of North America.

But the Allies were waiting...this was their chance to draw the Axis onto their own home ground and inflict a defeat on them which could lead to the collapse of Axis power worldwide.

Initial Game Turn: June 1944

Final Game Turn: May 1946

AXIS FORCES:

GERMAN:

Land:

  • Panzer Divisions: 12
  • Heavy Armored Brigades: 2
  • Panzergrenadier Divisions: 8
  • Airborne Panzer Divisions: 1
  • Infantry Divisions: 15
  • Mountain Divisions: 4
  • Airborne Infantry Divisions: 5
  • Motorized Logistic Corps: 6
  • Non-motorized Logistic Corps: 5
  • Airborne Logistic Corps: 1
  • Special Operations Units: 3
  • Commando Groups: 3
  • Military Governments: 6
  • Leaders: 5

Air: Any combination of standard and advanced fighters, bomber destroyers, strategic and tactical bombers, and air cargo for a total of 25 units (two fighter and two tactical bombers are considered carrier qualified); a total of 5 jet fighters and jet bombers.

Naval:

  • Battle Fleets: 4
  • Carrier Fleets: 2
  • Submarines: 4
  • Naval Transports: 6

ITALIAN:

  • Airborne Infantry Divisions: 2
  • Commando Brigades: 1
  • Battle Fleets: 1
  • Submarines: 1

EUROPEAN VOLUNTEERS: 2 Divisions

JAPANESE:

Land:

  • Armored Divisions: 1
  • Motorized Infantry Divisions: 1
  • Infantry Divisions: 6
  • Marine Divisions: 1
  • Airborne Infantry Divisions: 1
  • Motorized Logistic Corps: 1
  • Non-motorized Logistic Corps: 1
  • Military Governments: 1
  • Leaders: 2

Air:

  • Standard Fighters: 3
  • Tactical Fighters: 3
  • Air Cargo: 1

All fighters and bombers are considered carrier qualified.

Naval:

  • Battle Fleets: 3
  • Carrier Fleets: 3
  • Submarines: 1
  • Naval Transports: 4

ARGENTINA, COLOMBIA, VENEZUELA: Same as Scenario 1.

AXIS DEPLOYMENT:

  1. German, Italian, and European Volunteer units must be placed in either the European holding area, Latin American holding area, Venezuela, Colombia, Cuba, Dominican Republic, Haiti, Jamaica, or Puerto Rico.

  2. Argentinian units deploy in Latin American holding area.

  3. Colombian and Venezuelan units deploy in their home countries.

  4. Japanese units are all placed in the Far East or Pacific holding areas.

  5. SS Units: The Germans may have no more than 15 SS units as part of their initial force. The Germans may mobilize additional SS units during the game.

ALLIED FORCES:

UNITED STATES:

Land:

  • Armored Divisions: 16
  • Armored Cavalry Regiments: 10
  • Motorized Infantry Divisions: 29
  • Non-motorized Infantry Divisions: 12
  • Motorized Logistic Corps: 20
  • Marine Divisions: 6
  • Mountain Divisions: 4
  • Airborne Infantry Divisions: 3
  • Airborne Ranger Brigades: 2
  • Ranger Regiment: 1
  • Military Police: 2
  • Special Operations Units: 3
  • Coast Artillery: 5
  • Railroad Gun: 1
  • Leaders: 6

Air: Any combination of standard and advanced fighters, bomber destroyers, strategic or tactical bombers and air cargo not to exceed 20 total. One fighter and 1 tactical bomber are carrier qualified.

Naval:

  • Battle Fleets: 1
  • Carrier Fleets: 1
  • Submarines: 1
  • Naval Transports: 2

COMMONWEALTH:

Land:

  • Armored Divisions: 3
  • Motorized Infantry Divisions: 9
  • Commando Brigades: 2
  • Airborne Commando Regiment: 1
  • Motorized Logistic Corps: 4
  • Security Divisions: 2
  • Coast Artillery: 2
  • Militia Divisions: 6
  • Leaders: 3
  • Royal Family

Air: Any combination of standard and advanced fighters, bomber destroyers, strategic or tactical bombers and air cargo not to exceed 5 total.

Naval:

  • Battle Fleets: 1
  • Submarines: 1
  • Naval Transports: 1

EXILE FORCES: 3 Infantry Divisions; DeGaulle.

MINOR COUNTRIES: Same as Scenario 1.

ALLIED DEPLOYMENT:

  1. U.S. and Commonwealth: May be deployed anywhere on the map except Colombia, Venezuela, or the holding areas (exception, see below).

  2. U.S. and Commonwealth special operations units may be deployed anywhere on the map, including holding areas.

  3. Mexico: May deploy in Mexico or Central America.

  4. Exile Forces: May deploy in U.S. or Canada.

  5. Minor Countries: Deploy within their own countries.

  6. Cuba, Dominican Republic, Haiti, Jamaica, Puerto Rico have been conquered by the Axis. Remove their armies from play. The Allies may not deploy in these countries.

NEUTRAL COUNTRIES: Brazil and Chile, same as Scenario 1. Note that Argentina is Axis controlled.

Axis Morale (optional rules): 85

Allied Morale (optional rules): 65

Allied accumulated mobilization points: 0

Axis accumulated mobilization points: 0

Axis technological developments: radar, heavy armor, advanced fighters, strategic bombers, bomber destroyers, jet fighters and jet bombers.

Allied technological developments: strategic bombers, radar, heavy armor, advanced fighters, bomber destroyers, electronic warfare.

Japanese Technological Developments: advanced fighters, radar.

SPECIAL RULES:

  1. Weather is considered "clear" the first game turn.

  2. No sneak attack is allowed.

  3. Latin America: Both players may freely move units into Latin America holding area.

  4. The Soviet Union has been conquered by Germany (if using War Events rule).

  5. The Pacific is considered Axis controlled. Allied units may not enter the Pacific.

  6. Victory Conditions: The Axis must attain at least a Strategic victory to win. A Marginal victory is a draw for the Axis.

Scenario 3: Resistance

Historical notes: The Axis invasion had established two major beach heads in North America. Axis forces pushed inland, aiming for vital industrial areas, but as the Axis armies advanced, they found themselves faced with increasingly deadly resistance. Allied armies tenaciously defended their homelands. Partisan warfare wreaked havoc with Axis communications. The very size of the continent worked against the Axis, as they found themselves hard pressed to control the vast plains and forests. As the length of Axis supply lines stretched to the breaking point the Allies launched their counterattack.

Initial Game Turn: December 1944

Final Game Turn: November 1945

AXIS FORCES:

GERMAN:

Land:

  • Panzer Divisions: 10+5*
  • Heavy Armored Brigades: 3
  • Panzergrenadier Divisions: 5+4*
  • Airborne Panzer Divisions: 1
  • Infantry Divisions: 20+10*
  • Mountain Divisions: 4
  • Airborne Infantry Divisions: 3+2*
  • Non-motorized Logistic Corps: 10
  • Special Operations Units: 3
  • Commando Groups: 6
  • Airborne Commando Groups: 1
  • Security Divisions: 9
  • Partisans: 6
  • Military Governments: 6
  • Leaders: 5

Air: Any combination of standard and advanced fighters, bomber destroyers, strategic and tactical bombers, and air cargo for a total of 20 units. Also two jet fighters and two jet bombers.

Naval:

  • Battle Fleets: 3+1*
  • Submarines: 4
  • Naval Transports: 6

ITALIAN:

  • Airborne Infantry Divisions: 1+1*
  • Commando Brigades: 1
  • Battle Fleets: 1
  • Submarines: 1

EUROPEAN VOLUNTEERS: 2 Divisions

AMERICAN VOLUNTEERS: 1 Division

JAPANESE:

Land:

  • Armored Divisions: 1*
  • Motorized Infantry Divisions: 1
  • Infantry Divisions: 6+2*
  • Marine Divisions: 1
  • Airborne Infantry Divisions: 1*
  • Non-motorized Logistic Corps: 2
  • Security Divisions: 1
  • Military Governments: 2
  • Leaders: 2

Air:

  • Standard Fighters: 2
  • Tactical Bombers: 1

All fighters and bombers are considered carrier qualified.

Naval:

  • Battle Fleets: 2+1*
  • Carrier Fleets: 2+1*
  • Submarines: 1
  • Naval Transports: 3

ARGENTINA: Same as Scenario 2.

COLOMBIA: Same as Scenario 2.

VENEZUELA: Same as Scenario 2.

AXIS DEPLOYMENT:

  1. German controlled forces may be deployed in the following two areas:

    a). Europe and Latin American holding areas, Colombia, Venezuela, Central America, British Honduras, Mexico south of the Weather Zone III/IV line, Cuba, Dominican Republic, Haiti, Puerto Rico and Iceland.

    b). The North American German beachhead: designate any coastal hex on the Atlantic coast of the United States or Canada as the center of deployment. German units may be deployed within ten hexes of that hex.

  2. Japanese: The North American Japanese Beachhead: designate any coastal hex on the Pacific Coast of the United States or Canada as the center of deployment. Japanese units may be deployed within five hexes of that hex.

  3. Argentina: Deploy in the Latin American holding area, Colombia, Venezuela, or Central America.

  4. Colombian and Venezuelan units deploy in their home countries.

  5. Axis Partisans and special operations units may deploy anywhere on the map.

  6. The Germans may have no more than 20 SS units in their initial deployment.

  7. At the beginning of the game, the Axis may place up to ten strategically bombed markers on any Allied cities within ten hexes of a supplied German land unit.

* Unit(s) begin play at reduced strength.

ALLIED FORCES:

UNITED STATES:

Land:

  • Armored Divisions: 12
  • Armored Cavalry Regiments: 8
  • Heavy Armored Brigades: 1
  • Motorized Infantry Divisions: 20
  • Motorized Logistic Corps: 15
  • Marine Divisions: 6
  • Mountain Divisions: 3
  • Airborne Infantry Divisions: 5
  • Airborne Ranger Brigades: 2
  • Ranger Regiments: 2
  • Military Police Divisions: 2
  • Militia Divisions: 10
  • Special Operations Units: 5
  • Railroad Gun: 1
  • Leaders: 6

Air: Any combination of standard and advanced fighters, bomber destroyers, strategic or tactical bombers and air cargo not to exceed 30 total.

Naval:

  • Battle Fleets: 1
  • Carrier Fleets: 1
  • Submarines: 1
  • Naval Transports: 2

COMMONWEALTH:

Land:

  • Armored Divisions: 2
  • Motorized Infantry Divisions: 6
  • Commando Brigades: 2
  • Airborne Commando Regiment: 1
  • Airborne Divisions: 1
  • Motorized Logistic Corps: 3
  • Security Divisions: 3
  • Militia Divisions: 6
  • Leaders: 3
  • Royal Family

Air: Any combination of standard and advanced fighters, bomber destroyers, strategic or tactical bombers and air cargo not to exceed 5 total.

Naval:

  • Battle Fleets: 1
  • Submarines: 1
  • Naval Transports: 1

EXILE FORCES: 3 Infantry Divisions; DeGaulle.

ALLIED PARTISANS: 20

MEXICO:

  • Infantry Divisions: 3
  • Cavalry Divisions: 1
  • Non-motorized Logistic Corps: 1
  • Security Divisions: 2
  • Militia Divisions: 5

Central American CUBAN, DOMINICAN REPUBLIC, AND HAITIAN forces are all considered destroyed.

ALLIED DEPLOYMENT:

  1. U.S. and Commonwealth: May be deployed anywhere in the U.S or Canada under the following restrictions: they may not be adjacent to an Axis unit (other than a partisan or special operations unit); AND they must be able to trace a land supply path to a transportation line leading to a friendly industrial city. The intent of this is to ensure that the Allies do not deploy in the Axis rear area.

  2. Exception to above: partisans and special operations units may deploy on any hex.

  3. Mexico: must deploy in Mexico north of the Weather Zone III/IV boundary.

  4. Exile Forces: Deploy the same as U.S. and Commonwealth forces.

NEUTRAL COUNTRIES: Brazil and Chile, same as Scenario 1.

Axis Morale (optional rules): 65

Allied Morale (optional rules): 90

Axis accumulated mobilization points: 0

Allied accumulated mobilization points: 10 U.S. industrial; 10 U.S. non-industrial; 5 Commonwealth industrial; 5 Commonwealth non-industrial.

Axis technological developments (Germans): radar, heavy armor, advanced fighters, strategic bombers, bomber destroyers, jet fighters, jet bombers, tactical missiles and strategic missiles.

Allied technological developments: strategic bombers, radar, heavy armor, advanced fighters, bomber destroyers, electronic warfare.

Japanese Technological Developments: advanced fighters, radar.

SPECIAL RULES:

  1. Weather die roll is a "7" for all areas, automatically. This counts as the German "first winter."

  2. No sneak attack is allowed.

  3. Latin America: Both players may freely move units into Latin America holding area.

  4. The Soviet Union has been conquered by Germany (if using War Events rule).

  5. Victory Conditions: The Allies must attain at least a strategic victory. If the Allies attain a marginal victory, the game is a draw.

Scenario 4: Alternative Future 1946

Historical notes: The 1943 assassination of Adolph Hitler led to a brief struggle for power, with the German generals eventually establishing a military dictatorship. The German armed forces, now freed from civilian interference, are able to fight the Soviet armed forces to a standstill on the Eastern front. The generals attempt to make peace with the Western allies, but are rebuffed. Several years of desultory fighting continues. The German generals realize that the war must be brought to a conclusion...the German people are growing increasingly restive, with many of Hitler's supporters blaming the generals for the inconclusive war. A calculated gamble is decided upon...invading the North American continent to force the Allies to accept peace.

Initial Game Turn: May 1946

Final Game Turn: April 1947

AXIS FORCES:

GERMAN:

Land:

  • Panzer Divisions: 18
  • Heavy Armored Brigades: 6
  • Panzergrenadier Divisions: 18
  • Airborne Panzer Divisions: 1
  • Airborne Panzergrenadier Divisions: 1
  • Infantry Divisions: 9
  • Mountain Divisions: 4
  • Airborne Infantry Divisions: 8
  • Motorized Logistic Corps: 12
  • Non-motorized Logistic Corps: 3
  • Airborne Logistic Corps: 2
  • Special Operations Units: 3
  • Commando Groups: 3
  • Airborne Commando Groups: 1
  • Security Divisions: 3
  • Military Governments: 6
  • Leaders: 3

Air: 20 of any type.

Naval:

  • Battle Fleets: 3

  • Carrier Fleets: 2

  • Submarines: 4

  • Naval Transports: 4

  • Strategic Missiles: 6

  • Atomic Weapons: 1

ITALIAN:

  • Airborne Infantry Divisions: 2
  • Commando Brigades: 1
  • Battle Fleets: 1

EUROPEAN VOLUNTEERS: 3 Divisions

JAPANESE:

Land:

  • Armored Divisions: 1
  • Motorized Infantry Divisions: 1
  • Infantry Divisions: 4
  • Marine Divisions: 1
  • Airborne Infantry Divisions: 1
  • Motorized Logistic Corps: 1
  • Non-motorized Logistic Corps: 2
  • Leaders: 1

Air: Any combination of advanced fighters, tactical/strategic bombers, and air cargo not to exceed 8. All Fighters and tactical bombers are considered carrier qualified.

Naval:

  • Battle Fleets: 2
  • Carrier Fleets: 3
  • Submarines: 1
  • Naval Transports: 4

AXIS DEPLOYMENT:

  1. German, Italian, and European Volunteer units deploy in the Europe holding area (exception, see below).

  2. The Germans may deploy up to six land units, two air units, and two naval units in the Latin American holding area. Special operations units may be deployed anywhere.

  3. The Germans may deploy in Iceland.

  4. The Japanese deploy in the Far East.

  5. SS Units: The Germans may have no more than 15 SS units as part of their initial force. Additionally, the Germans may not choose SS security and military government units for initial deployment or mobilization (since the coup removed the more extreme National Socialist elements from power).

ALLIED FORCES:

UNITED STATES:

Land:

  • Armored Divisions: 20
  • Heavy Armored Brigades: 3
  • Motorized Infantry Divisions: 20
  • Motorized Logistic Corps: 12
  • Marine Divisions: 3
  • Mountain Divisions: 4
  • Airborne Infantry Divisions: 5
  • Airborne Ranger Brigades: 2
  • Ranger Regiment: 3
  • Military Police: 2
  • Special Operations Units: 4
  • Coast Artillery: 5
  • Railroad Gun: 1
  • Leaders: 3
  • Atomic Weapons: 1

Air: 25 of any type.

Naval:

  • Battle Fleets: 2
  • Carrier Fleets: 2
  • Submarines: 2
  • Naval Transports: 4

COMMONWEALTH:

Land:

  • Armored Divisions: 4
  • Motorized Infantry Divisions: 6
  • Commando Brigades: 3
  • Airborne Divisions: 1
  • Airborne Commando Regiment: 1
  • Motorized Logistic Corps: 3
  • Security Divisions: 2
  • Coast Artillery: 2
  • Leaders: 2
  • Royal Family

Air: 10 of any type.

Naval:

  • Battle Fleets: 1
  • Carrier Fleets: 1
  • Naval Transports: 2

EXILE FORCES: 4 exile divisions, DeGaulle.

MINOR COUNTRIES: MEXICO, CENTRAL AMERICA, CUBA, HAITI, and the DOMINICAN REPUBLIC: Same as Scenario 1.

ALLIED DEPLOYMENT: Same as Scenario 2.

NEUTRAL COUNTRIES:

VENEZUELA and COLOMBIA: deploy in own countries.

ARGENTINA, BRAZIL and CHILE: hold off map until they enter play, then come in the Latin American holding area.

Axis Morale (optional rules): 60

Allied Morale (optional rules): 60

Axis accumulated mobilization points: 10 German industrial

Allied accumulated mobilization points: 0

German technological developments: all

Japanese technological developments: advanced fighters, strategic bombers, and radar.

Allied technological developments: all except tactical and strategic missiles (no German rocket scientists, so no rocket program!).

SPECIAL RULES:

  1. The Pacific is Allied controlled.

  2. Both sides may freely move into Latin America.

  3. Sneak Attacks: sneak attacks are allowed by the Axis on the first turn.

  4. The Soviet Union has been conquered by Germany.

  5. Ignore all Fuhrer order events on the War events table.

Scenario 5: World War III, 1949

Historical notes: Following the peace treaty signed between the Allies and Axis in 1944, peace seemed to return to the world. Both sides began demobilization. But the Axis was really preparing for their final strike. Using the new secret weapons, they would launch their attack on the Western hemisphere.

Initial Game Turn: June 1949

Final Game Turn: June 1951

AXIS FORCES:

GERMAN:

Land:

  • Panzer Divisions: 6
  • Heavy Armored Brigades: 4
  • Panzergrenadier Divisions: 6
  • Airborne Panzer Divisions: 1
  • Airborne Panzergrenadier Divisions: 1
  • Infantry Divisions: 6
  • Mountain Divisions: 4
  • Airborne Infantry Divisions: 10
  • Airbases: 10
  • Airborne Jagdkommando: 1
  • Motorized Logistic Corps: 3
  • Non-motorized Logistic Corps: 3
  • Airborne Logistic Corps: 2
  • Special Operations Units: 3
  • Jagdkommandoes: 3
  • Leaders: 3
  • Atomic Weapons: 1
  • Strategic Missiles: 8

Air: 20 of any type.

Naval:

  • Battle Fleets: 2
  • Carrier Fleets: 2
  • Submarines: 3
  • Naval Transports: 6

No JAPANESE, ITALIAN or EUROPEAN VOLUNTEERS.

AXIS DEPLOYMENT: In European holding area.

ALLIED FORCES:

UNITED STATES:

Land:

  • Armored Divisions: 1
  • Motorized Infantry Divisions: 8
  • Airborne Infantry Divisions: 1
  • Military Police: 1
  • Leaders: 2
  • Atomic Weapons: 2
  • Motorized Logistic Corps: 3
  • Marine Divisions: 1

Air: Ten units of any type (a total of 2 fighters/tactical bombers are considered carrier qualified).

Naval:

  • Battle Fleets: 2
  • Carrier Fleets: 1
  • Naval Transports: 2

COMMONWEALTH:

Land:

  • Armored Divisions: 1
  • Motorized Infantry Divisions: 3
  • Motorized Logistic Corps: 2
  • Security Divisions: 2
  • Leaders: 1

Air: Three units of any type.

Naval:

  • Battle Fleets: 1
  • Naval Transports: 1

MINOR COUNTRIES: MEXICO, CENTRAL AMERICA, CUBA, HAITI and the DOMINICAN REPUBLIC: same as Scenario 1.

ALLIED DEPLOYMENT:

  1. U.S. units in the U.S., Panama or Pacific.

  2. Commonwealth units in Canada, British Honduras or Jamaica.

  3. Minor Countries: In home countries.

NEUTRAL COUNTRIES:

COLOMBIA and VENEZUELA: Deploy forces in own countries.

ARGENTINA, BRAZIL, CHILE: Deploy off map. If brought into play, deploy in Latin America holding area.

Axis Morale (optional rules): 65

Allied Morale (optional rules): 55

Axis accumulated mobilization points: 5 industrial.

Allied accumulated mobilization points: 10 U.S. Industrial; 10 U.S. non-industrial; 5 Commonwealth industrial, 5 Commonwealth non-industrial. This represents reservists, veterans of the Second World War and mothballed equipment.

Axis technological developments: all.

Allied technological developments: all except strategic and tactical missiles.

SPECIAL RULES:

  1. Axis can make a sneak attack on turn 1.

  2. Latin America is considered neutral. If a player moves into its holding box, then Argentina, Brazil and Chile join the other side.

  3. The Soviet Union is not considered conquered.

  4. Neither player may move into the Far East.

  5. The U.S. player must maintain at least 1 motorized infantry division, 1 air unit and 1 carrier or battle fleet in the Pacific at all times. He may withdraw them, but if he does, this results in Japan dominating the Pacific...the Allies lose one level of victory (i.e., a Marginal victory would become a draw, etc.).

  6. Allied mobilization: For the first six months, the Allies' industrial points are halved.

  7. Allied Leaders: The Allies receive 1 U.S. and 1 Commonwealth leader as reinforcements during the Mobilization stage of turn 2.

(Scenario 4 and Scenario 5 print no separate victory conditions section in this copy; Scenario 5 special rule 5 refers to "one level of victory" without a table.)

Designer's Notes & Players' Guidelines

One of the things I've always wanted to do was to design a wargame which would catch the special conditions of World War II. Not just the types of forces, but the mentality of the people who fought in it. World War II was a revolutionary era in warfare. It started with biplanes and bolt action rifles, and ended with jet aircraft and assault rifles. Many of the means of warfare which are standard today were developed during this period--armored divisions, carrier battlegroups, strategic airpower (conventional and nuclear), guided tactical missiles, as well as various unconventional forms of warfare, such as commando and guerilla operations.

The premise of the game--an Axis invasion of North America--is not so farfetched as it might seem. One of the primary themes of military writing in the 1900-1930's period was speculation about about a potential Japanese Invasion of the West Coast of the U.S. Following the colapse of France, there was concern the Axis would try landings on the North American mainland, utilizing bases in occupied French West Africa and South America. One of the factors here was an over exaggeration of the effects of airpower. But still, until well into 1942 the United States was not prepared for war.

The basic game rules are pretty standard for World War II era games. I concentrated on the land and air rules. The naval rules were pretty much abstracted. The game assumes the Axis has a certain amount of naval superiority. Otherwise, they would never be able to launch an invasion in the first place. The real decision is going to be reached on land. The air rules are fairly simple, but they do cover a lot of ground (I should say "air"). The variety of land and air unit types shows the growing complexity of World War II armed forces.

Unit combat strength is a measure of a force's firepower and training. This is even more reflected by the reduced strength side of the counter. Units with a high degree of training and leadership have higher reduced strengths.

Another factor here was unit organization. The earlier Allied armored divisions were too tank heavy. They lacked sufficient infantry and supporting arms, and so tended to fall apart in sustained combat. In the game, the Allies get their choice of organization for armored units.

Mobilization was another critical factor. This is probably the most complex part of the game, but there was no way around it. Since Allied reinforcement/replacement capability is a direct function of control of cities, and since the cities are on the map, there had to be production rules. For the Axis it was a little simpler, since their production areas are "off map." Axis production capability represents only a part of their total capacity. The rest of it is being utilized to maintain their forces in Europe and the Far East.

Originally, each unit type took a certain number of turns to produce. This was simplified by making each unit available as it is produced. The number of mobilization points to build each unit type is based on the amount of equipment that the unit required, and trained manpower. This is why the specialized unit types, such as airborne and mountain units, cost more, as well as the elite SS panzer divisions. These units proved to be a drain on trained manpower, especially small unit leaders and officers.

Several unit types represent forces which were planned for but never deployed. The United States had developed the prototype of a superheavy tank during World War II (with four sets of treads, shades of Ogre!). But these forces were not used for various reasons. The U.S., in the real war, did not fully motorize its infantry divisions because of the amount of shipping that would have required to get them to Europe. Since the U.S. is fighting on its homeground without shipping concerns, U.S. divisions here are fully motorized.

The game also gives players forces which gamers are not normally familiar with, but were important during the war. The Germans developed an extensive "special operations" capability during the war; not only commando units, but also units which raised friendly partisan forces in the Allied rear area.

A related factor here was technology. New types of weapons and forces appeared during the war. Players have the capability to select which ones they want to develop. Rather than make jets, radar, etc, appear arbitrarily, I gave the players the ability to use industrial resources to develop them.

I included political factors as unobtrusively as possible. Politics is usually overlooked in wargaming, but, ultimately many military decisions make sense only in a political framework. National morale is all important. If a country doesn't have the will to fight, it will not be able to win. Many of the seemingly "insane" actions of the combatants in World War II make sense only if one understands the political goals both sides were trying to attain. The Axis has a choice of occupation policies, either to get the people on their side, or to exploit conquered areas. Each has their own advantages, which must be weighed carefully. Similarly, players can select fanatic attacks and defenses under certain circumstances. This can be especially critical in attacking and holding key industrial areas. And it also gives some understanding as to the "no retreat" orders of Hitler.

Players should keep several things in mind when playing the game. You have to appreciate the size of the area you are fighting in--North America is vast, far larger than the European Theater of Operations. There is a wide variety of terrain, some of it inhospitable for military operations. It is easy enough to have armies swallowed up in the forests and deserts of the continent.

The coastlines are a critical factor; naval movement is a means to gain access to much of the continent. Airpower is also vital for concentrating combat power at a single point.

Industrial hexes are your primary objectives. They provide the capability to supply and reinforce your armed forces. They are concentrated in several areas of the board, notably the northeast U.S. and Canadian border regions. The oil of Texas and Oklahoma is also important. Hold these, and you are on your way to victory. In the 1941 scenario, the Germans have to strike quickly, before the Allies mobilize. They have to grab as many industrial hexes as possible, otherwise they will get overwhelmed by Allied production. In 1944 both are better prepared. The Axis must exploit his air and naval superiority to get ashore and maintain a hold on the continent. In the 1946 and 1949 scenarios, technology plays a bigger part.

In mobilizing forces, always plan which kinds of forces you anticipate needing. It takes several months to really build up your forces properly. This is especially true for the Axis, with his limited production capability. It's always cheaper to rebuild a reduced unit to full strength than to replace it entirely, so be careful about reduced units in combat. This is important for the Axis because he has to ship completely rebuilt units across the Atlantic or Pacific to get them back in the fighting. Aircraft are fragile because they have no reduced strength.

The national morale rules add another dimension to the game. They make it possible to win by forcing the enemy's political collapse. So your military operations will have to be conducted with an eye to the national morale table. If you go for a "political" approach, go for it all the way. Concentrate everything on operations designed to reduce enemy morale, such as strategic bombing and raids into Axis holding areas. Knocking an opponent's morale down is a real way to undermine his military operations because it reduces his mobilization capability.

Also, regarding occupation policies, choose early on whether you want to go for atrocities or collaboration government, and stick with it.

Players must make many decisions they are not normally faced with in World War II games. Above all, define your objectives at the beginning of the game, and stick with them. A player who continually switches back and forth between goals is his own worst enemy.

Historical Background (by Terry Shrum, printed on pages 26-27) is narrative flavour text and is not transcribed here. The Game Questions contact block and the credits are omitted as non-rules material.

The Mobilization Costs chart, Subversion Table, War Events Table, Point Table, Holding Area Chart and Game Turn Record are referenced in the rules but do not appear in the scanned pages used for this transcription, so their contents are not reproduced here. The Weather Table is reproduced in section 26.0.

Terrain Effects Chart

P = Prohibited. * = As other terrain. † = This is in addition to the other shifts he receives for the terrain he occupies.

Terrain TypeMovement Cost (Mechanized/Non-mechanized)Combat Effects (column shifts) Attacker/DefenderNotes
Clear1 / 1- / -
Forestation2 / 1- / 1
Rough3 / 2- / 2
MountainsP / 4- / 3Mechanized units may enter mountain hexes on transportation lines.
Desert1 / 21 / -
Rivers+2 / +1- / 2†All attacking units must be attacking across river hexsides for the defender to receive these two shifts.

Combat Result Table

Die Roll1-4(-)1-31-21-12-13-14-15-16-17-18-19-110-1(+)
1AREXDRDRDEDEDZDZDZDZDZDZDZ
2ARAR
  • Mechanized movement: during the Mechanized Movement Phase, a player may move any of his mechanized units up to their full movement factor. This is in addition to any movement those units conducted during the initial movement phase.

  • Naval Air Units: Certain aircraft types may be based on aircraft carriers (see 3.d. above). Prior to this, they must be qualified. To qualify an air unit for naval air it must spend an entire player turn in port with a friendly aircraft carrier. Neither unit may move or engage in combat. At the end of the player turn the air unit is carrier qualified and may be based on the aircraft carrier. This is indicated by placing the air unit directly under the carrier fleet. A full strength carrier unit may qualify two air units, a reduced carrier, one.

  • Air Transport: The player may use his air cargo units to transport land units. Each air cargo unit may transport one mechanized or two nonmechanized divisions (or their equivalents) per turn. This is done as follows: the unit to be transported must begin its initial movement phase in the same hex as the air cargo unit. The air cargo unit picks the unit up and moves to its destination hex, where it disembarks it. While over the destination hex, the air cargo unit is subject to interception. If shot down, then the unit being transported is also eliminated. The unit being transported is disembarked at the end of aerial combat segment. The destination hex of a unit being air transported must be a friendly airbase hex.

  • Airborne Movement: Airborne (i.e., parachute and glider) qualified units may conduct airborne movement. See the Special Unit rules for details.

  • Amphibious Assault: Land units may be debarked on coastal hexes containing enemy units. This is called amphibious assault. This occurs in the friendly combat phase. The land units must attack the enemy units on the coastal hex on which they debark and remove them from the hex before they can disembark. a) Units conducting an amphibious assault may only attack the enemy units occupying the assaulted hex; they may not attack into adjacent hexes. b) Should the attacker clear all defenders from the coastal hex, he may occupy that hex with the assaulting units. c) Should the attacker fail to clear all defending units from the hex, then any surviving assaulting units are placed back in their transports. d) Units defending against an amphibious assault receive an additional one column shift in their favor on the combat results table. e) Transport convoys are affected by combat results occurring during amphibious assault if the defender has a coastal defense unit in the hex. A result of AZ, AE or EX results in the reduction of all naval transports involved in the amphibious assault (note: if, as a result of this reduction there are insufficient transport units to reembark assaulting units, then excess assaulting land units are eliminated). f) Note that amphibious assault is an exception to the general rule that enemy land units may not occupy the same hex.

  • j). Latin America: Argentina, Brazil and Chile can each trace a supply line back to the Latin American holding area for thier own units (since these countries had their own arms industries). No other country may use the Latin American holding area for supply.

    k). Captured industrial hexes: Axis units can utilize captured industrial hexes as a supply source. Each captured industrial hex may supply up to three divisions.

    l). Axis units may trace supply into the Latin American holding area if they have a friendly logistic unit and a naval transport there.

  • Air Unit Supply: Air units are considered supplied if the hex they are on is considered supplied (see rule [6.0]), or if on a supplied aircraft carrier.

  • Naval Unit Supply: A naval unit is considered in supply if at some time during its movement phase it was in the same hex or holding area as either a friendly naval transport; a friendly port with a logistic unit in it; or a holding area with a friendly logistic unit.

  • Supply Effects:

    a). Land Units: land units which are out of supply have their movement and combat factors halved. They may not receive replacements.

    b). Air Units: air units which are out of supply may not conduct aerial missions other than air transfer.

    c). Naval Units: naval units which are out of supply have their combat factor for attack halved.

  • Retreats: The owning player always retreats his units. Retreats are always one hex. Units can retreat through enemy zones of control if those units are occupied by friendly land units. Otherwise, units which retreat through enemy zones of control are reduced. If units have nowhere to retreat to, then they are eliminated completely. If a unit retreats into a hex which is occupied by other friendly units which come under attack, they contribute nothing to the defense of the hex. However, they are affected by any combat result. A unit may not retreat in violation of stacking restrictions. Remember, a result of DE or AE causes surviving units to retreat.

  • Combat effects on air units: Air units participating in land combat are affected by combat results as follows: a result of AZ or AE causes the elimination of one air unit (representing anti-aircraft fire).

  • Naval units are never affected by their participation in land combat, unless the defender has a coastal artillery unit in the hex. In this case, the following results apply: a result of AZ, AE, or EX causes the reduction of one attacking naval unit.

  • Advance After Combat: Whenever enemy land units leave a hex vacant as the result of combat (either by being eliminated or retreated) the friendly player may move any of his surviving land units into that hex that were involved in the combat. Advance is optional and may be through enemy zones of control. Advances are conducted immediately upon resolution of each combat.

  • Overrun: Overrun is a form of combat which occurs during movement. Whenever a stack of land units has at least ten to one odds against an enemy stack, the phasing player may declare an overrun and eliminate those units completely and continue to move.

  • b). Removal of strategic bombing markers: Strategic bombing markers are removed as follows: Transportation Lines: removed automatically at the end of the friendly player turn if the player can trace a line of transportation hexes back to a friendly city/industrial hex free of enemy units or their zones of control. Cities/Industrial Hexes: removed by expending five mobilization points (see mobilization rules). Panama Canal: Repair during a friendly mobilization phase if there is a friendly, supplied, logistics unit in the hex, and the player rolls a "1".

    c). Anti-aircraft Strength: each hex has an organic anti-aircraft strength, representing anti-aircraft units not depicted by counters. Do not count the strength of land or naval units for determining anti-aircraft strength against strategic bombing. Anti-aircraft strengths are as follows: Allied controlled industrial cities: 5 Axis controlled industrial cities: 3 All other cities: 2 Transportation lines: 1 Panama Canal: 5

    d). The bombardment factor of all strategic bombers is doubled when conducting strategic bombardment.

  • Interception: Interception is conducted by the nonphasing player in the Interception Phase (and is an exception to the prohibition against enemy units moving in the friendly player turn). Intercepting air units fly to their target hex, attack enemy air units, resolve the combat, and then land.

    a). Only nonphasing fighters may intercept.

    b). Fighters may intercept up to one half their range factor (rounding fractions up). Note that using the optional radar rule, fighters may intercept up to their full range.

    c). Once in the target hex, the intercepting fighters attack phasing fighters and bombers. (Again, note this is an exception to the nonphasing player being prohibited from conducting attacks in the phasing player's turn).

    1). The intercepting player may either attack only the phasing player's fighters, or both his fighters and bombers.

    2). If the intercepting player decides to attack only the fighters, then he may ignore the phasing player's bombers in conducting the interception.

    3). If the intercepting player decides to attack the phasing player's bombers, he must at first allocate an equal number of fighter units to the phasing player's fighters (note that this is units, not air to air factors). Any number of fighters in excess of this number may be used to attack the phasing player's bombers. (Therefore, an interception can involve up to two combats--one against fighters, and one against bombers).

    d). Some fighter units have bombardment factors. When being intercepted, they are still considered to be fighters, and not as part of the bombing force.

    e). Interception results: AZ: Intercepting player loses three air units. AE: Intercepting player loses two air units. AR: No effect EX: Each player loses one air unit. DR: NO effect DE: Phasing player loses two air units. DZ: Phasing player loses three air units.

  • Special Air Units:

    a). Bomber Destroyers: bomber destroyers double their attack factor when attacking enemy bombers during interception.

    b). Strategic Bombers: strategic bombers double their bombardment factors when conducting strategic bombing.

    c). Jet Fighters: jet fighters may ignore enemy fighters when intercepting and attack bombers directly, unless the enemy force has jet fighters. Jet fighters never take losses when attacking enemy bombers, or from anti-aircraft fire.

    d). Jet Bombers: jet bombers are never affected by intercepting fighters unless there is at least one jet fighter among the interceptors. They still add their air to air strength for defense to other bombers in the hex. Jet bombers are never affected by anti-aircraft fire.

    e). Helicopters: helicopters function exactly as bomber aircraft except they may be based in and land on any type of terrain (except ocean). They may transport one nonmechanized division. Helicopters may intercept enemy helicopters if the only enemy air units in the hex are helicopters.

  • Remember, when an air unit is eliminated, it is not flipped over as are land and naval units--it is completely eliminated.

  • Air units in the holding areas must be supplied in order to fly missions (with the exception of air transfer).

  • All units must cease their movement upon entering a holding area. In the following turn they may remain or move back onto the map or into an adjacent holding area. Exception: air units flying into holding areas may return to a friendly base hex or holding area.

  • In certain scenarios, Latin America may be neutral. In this event, neither player may move into Latin America.

  • e). All German mobilization is done in the European holding area for German controlled units. All Japanese mobilization is done in the Far Eastern holding area for Japanese units. (Exception: Replacements and American Volunteer units).

  • Allied Mobilization: The Allied player receives a variable number of mobilization points per turn, depending upon the number and type of cities he controls. United States mobilization points can only be utilized to mobilize U.S. units, Commonwealth points to mobilize Commonwealth units, and Mexican points to mobilize Mexican units. Other Allied controlled countries do not have mobilization points.

    a). The Allied player receives one industrial point for each industrial city he controls.

    b). The Allied player receives one non-industrial point for each non-industrial city he controls.

    c). Allied units which are mobilized are placed on or adjacent to any friendly city in their home country. No more than one unit may be brought on per city. The hex the unit is brought onto can not be enemy occupied, or be in an enemy land zone of control. Naval units may only be mobilized on industrial port hexes.

    d). Lend-Lease: the Allied player may redistribute accumulated mobilization points between the U.S., Commonwealth and Mexico. Up to twenty five percent of each country's mobilization points (per category) may be given to either (or both) countries. In order for this to occur, there must be a transportation line leading from at least one of the contributing country's industrial hexes to at least one of the receiving country's industrial hexes. Additionally, Lend-Lease can be channeled through a naval transport unit in one of the contributing country's port hexes through a line of ocean hexes free of enemy units and their zones of control to a receiving country's port hex.

  • Building New Units: Each player expends a certain number of mobilization points to build new units (see the Mobilization Costs chart).

    a). The number of units in the counter mix is a design limitation. It can not be exceeded.

    b). Units which have been completely destroyed in combat may be rebuilt. This costs the same as mobilizing the unit for the first time.

    c). Certain unit types can not be built until the player has first purchased the necessary technological advance (see optional Technological Developments rule).

    d). Units which are mobilized may be used in the same turn they are brought on to the board.

    e). Note that certain units of the same type (e.g., armored divisions) will have different combat factors. The mobilization point cost for each type is the same regardless of differences in combat factors. A player may choose which units within a specific type he will mobilize. This represents differences in organization and training within specific unit types. A player can choose to mobilize the strongest units within a category first. The exception to this is SS armored divisions, which have a higher cost than other armored divisions (because they were substantially larger formations).

    f). Newly mobilized units are brought on at their full strength.

    g). Players must specify which side of the air unit marker counter they are mobilizing when bringing on new air units, since they are backprinted with different types.

    h). Certain unit types may not be mobilized unless specified by the scenarios, or if players are using the optional Technological Developments rule. These include: advanced fighters, strategic bombers, bomber destroyers, heavy armor, helicopters, jet fighters, jet bombers, tactical missiles, strategic missiles, atomic weapons, and radar.

  • Replacements: Players may rebuild reduced strength land and naval units to full strength through expending mobilization points. The number of mobilization points to provide replacements is listed on the Mobilization Cost chart.

    a). Land unit replacements: For a land unit to receive replacements, it must be in supply and not adjacent to an enemy land unit. Expend the listed number of mobilization points and flip the unit to its full strength.

    b). Naval unit replacements: For an Allied naval unit to receive replacements, it must be in a friendly industrial port hex in its country of origin. For an Axis naval unit to receive replacements, it must be in Europe for German controlled units, and in the Far East for Japanese controlled units. The hex can not be adjacent to an enemy land unit. Expend the listed number of mobilization points and flip the unit to its full strength side.

  • Rebuilding Bombed Cities: Cities which have been strategically bombed may be restored by expending 5 mobilization points. Simply expend the number of mobilization points and remove the strategic bombing marker. Note that it costs zero points to remove the strategic bombing markers from transportation hexes and the Panama Canal.

  • American Volunteer Units: The Germans may mobilize volunteer units from sympathetic populaces on the continent. These are referred to as: "American Volunteer Units." Note that these units are drawn from all of the Americas, not just the United States.

  • A player may never control a city if there is an enemy land unit of any type in that hex. Enemy zones of control do not affect city control. Partisan undergrounds, special operations units, and leaders never affect or change city control.

  • Latin American countries may change sides if a coup occurs (see optional rules). If so, all cities in the affected country are considered friendly to the side which conducted the coup. There is no need for the player to maintain occupation forces.

  • Atrocity Markers: Only the Axis player may commit atrocities, and only with SS units. Atrocity markers have the following effects:

    a). The Axis player receives one industrial point per controlled industrial city per mobilization stage.

    b). Subversion operations against the hex are affected (see optional rules).

    c). Axis security attacks against a hex with an atrocity marker are shifted one column in the Axis player's favor.

    d). Each time the Axis commits an atrocity, Allied national morale is raised (see optional rules). If not using the optional National Morale rules, then each time the Axis commits an atrocity, the Allied player receives two nonindustrial mobilization points for the country the city is in.

    e). The Axis player may commit an atrocity in a hex it already controls by moving an appropriate unit type into the hex and commiting the atrocity as described above. He may not convert a city with an atrocity marker back into a collaboration government.

  • Neutral Countries: Certain countries are designated by the scenarios as neutral. If a player moves his forces into a neutral country, then that country automatically becomes controlled by the enemy player for the remainder of the game.

  • b). If the defender's morale is low, then a result of EX becomes a result of DE.

    c). If the attacker's morale is low, then a result of EX becomes AE.

    d). If both attacker's and defender's morale is low, then a result of EX becomes "no effect."

  • Axis SS units can make fanatic attacks and defenses if Axis morale is average or high.

  • Japanese land units can make fanatic attacks and defenses regardless of the level of Axis morale. Additionally, Japanese units are never affected by the "surrender" rule.

  • Changes to National Morale. National morale is changed according to the following:

    a). Each non-industrial city captured by the Axis (+1 Axis/-1 Allies)

    b). Each industrial city captured by the Axis (+2 Axis/-2 Allied).

    c). Each non-industrial city recaptured by the Allies (-1 Axis/+1 Allies).

    d). Each industrial city recaptured by the allies (-2 Axis/+2 Allies).

    e). Each friendly division eliminated completely (-1 friendly/+1 enemy) (Nondivisional units do not count).

    f). Each friendly battle fleet or carrier fleet completely eliminated (-4 friendly/+4 enemy).

    g). Each friendly air unit eliminated (-1 friendly/+1 enemy).

    h). Axis capture of Washington DC or Ottawa (+10 Axis/+10 Allied).

    i). Allied recapture of Washington DC or Ottawa (-5 Axis/+5 Allied).

    j). Each Axis atrocity committed (+3 Allied).

    k). Strategic bombing of cities (+1 to the side which controls the city if the result is no effect or if anti-aircraft shoots down an aircraft unit; -1 to the side which controls the city if a result of "city strategically bombed" occurs).

    l). Axis Sneak Attack (increase Allied morale one die roll x 10).

    m). Atomic bomb versus cities: (decrease defender's morale one die roll x 5 first time an atomic bomb is used; decrease one die roll x 3 each time thereafter).

    n). Raids against enemy holding areas (-1 Axis/+1 Allied per unit [see below]).

  • Raids into Holding Areas: The Allied player may conduct raids into the European and Far Eastern holding areas. This is done by Allied units in these two holding areas during the Allied combat phase. For each Allied battle fleet, submarine, aircraft carrier based air unit, division sized unit, commando unit, or special operations unit, the Axis loses one morale point and the Allies gain one morale point. Allied land units conducting raids need not be disembarked in the holding areas.

  • a). If commandos are the only attacking land units the defender never receives any terrain shifts in his favor.

    b). Commando units may move through lake and ocean hexes. They need no naval transport to do this (they are using small boats, scuba-gear, etc.) Commando units which move in this manner must end their turn on a friendly land or coastal hex. They may not move into the same hexes as enemy naval units nor into their zones of control.

    c). Commandos may move in the mechanized movement phase in a limited manner: if on a coastal hex, they may embark onto a transport convoy; or, they may move up to one half their movement allowance.

    d). Certain commando units are airborne qualified. If they conduct an airborne assault, then in the mechanized phase they may re-embark into the aircraft unit that transported them and return to a friendly airbase.

  • Special Operations Units: These represent various forces organized to conduct strategic intelligence, subversion and sabotage missions. Special operations units function as nonmechanized units, with the following exceptions:

    a). All special operations units may move through enemy zones of control at no extra movement cost. They may move into a hex containing an enemy unit but move no further that turn.

    (No item b) is printed in the source.)

    c). Special operations units have no zones of control. Enemy units may freely move into and through their hexes.

    d). Special operations units may attack enemy units in the same or adjacent hexes.

    e). Special operations units can receive supply from friendly underground units in the same hex.

    f). Special operations units may make subversion attacks to raise friendly partisans. These are conducted as follows: (1) total the number of special operations units and partisan underground (see rule 7 below) in the hex making the subversion attack; (2) roll the die, modifying as follows:

    Friendly national morale is high.... +1 Friendly national morale is low..... -1 If there is an atrocity marker in the hex (Allied Player only)..... +1 If there is any Axis atrocity marker in the hex (Axis Player only)..... -1

    If the result is "P" then place a friendly partisan underground in the hex.

    g). Subversion operations may only be made against city, industrial city, clear, forest or rough hexes. The units making the subversion attack must be in the hex, not adjacent to it.

    h). Special operations attacks are made in the friendly Special Actions Phase.

    i). Special operations units may be attacked only by enemy security combat (see below). If a special operations unit is in the same hex as a friendly unit which is under attack by non-security combat, then the special operations unit is ignored for that combat.

  • Partisans: Partisans represent various irregular forces. The front side of the counter represent the partisan group in an overt mode; the reverse of the counter represents the partisans in their underground status.

    a). Partisans are created under the following circumstances: (1) as a result of subversion; (2) as a result of War Events; and (3) whenever a division sized Allied land unit is eliminated in its own country; roll a die, if the result is "1" then place a partisan in the hex.

    b). Newly created partisans may be in either their group or underground status.

    c). Partisan groups may convert to underground and vice versa in any friendly movement or mechanized movement phase, as long as they do not occupy the same hex as an enemy land unit.

    d). PARTISAN GROUPS function exactly as infantry, except: (1) they are considered in supply if in the same hex as a friendly partisan underground; (2) if they receive a retreat result on the Combat Results Table, they can go underground in the hex instead; and (3) they may move through enemy zones of control at no extra cost (they may also retreat through them freely).

    e). PARTISAN UNDERGROUNDS are subject to the following rules: (1) they may never move (even by air, rail or naval transport); (2) they may be attacked only by security combat; (3) they may conduct subversion operations; (4) they may not attack enemy units, further, enemy units may move into and through their hex freely; (5) they have no zones of control and the enemy player ignores Partisans for all forms of combat other than security attacks; and (6) they are always in supply.

    f). Partisan units may never leave their own country. They may attack across the border.

    Note that the reverse side of the partisan group counters is the underground; unlike other units, this does not represent the reduced strength of the unit; rather, it represents the same unit in another state. Partisans which are reduced are completely eliminated.

  • Security Units: Units which have the security symbol can conduct combat operations against partisan undergrounds and special operations units (which normally may not be attacked by combat). (The symbol itself represents the baton of authority). Security units function exactly as other ground units, with the following exceptions:

    a). Security units may make security attacks against enemy partisan undergrounds and special operations units.

    b). Security attacks can be made only if the unit is in the same hex as the enemy special operations or underground unit. Obviously, for this to occur, there can be no other non-special operations/underground enemy units in the hex.

    c). The attack is made following the normal ground combat procedure, except that only security units participate (no air or naval support allowed). Results are applied as normal, except ignore all results calling for a retreat.

    d). If there is an atrocity marker in the hex, then Axis security attacks are shifted one column in the Axis' favor.

  • SS Units: Certain German units are designated as SS. These represent various Waffen SS, Security Police, and National Socialist organizations. They function as land units, with the following exceptions:

    a). SS units may make fanatic attacks and defenses if Axis morale is high or average.

    b). SS units may commit atrocities (see control rules).

    c). SS units may use their regular combat strength to attack enemy special operations and underground units, assuming they are in the same hex. This is resolved as normal combat. If the attack fails to eliminate all defending undergrounds and/or special operations units in the hex, the Allied player automatically receives a friendly underground in or adjacent to the hex of combat. Additionally, Allied morale is raised "1" regardless of the result.

    d). SS armored divisions count as three transport points for naval transport.

    e). The Axis may mobilize only one SS unit per turn, maximum. The number of SS units the Axis can begin a scenario with is restricted by the scenario. There is no limit to the number of SS units which may receive replacements per turn.

  • Heavy Armor: Heavy armor functions exactly as other mechanized units, except:

    a). Heavy armor brigades are treated as the equivalent of a mechanized division for air and naval transport.

    b). Any land combat in which heavy armor is involved is shifted one column in the owning player's favor, for both attack and defense (in addition to any other shifts). There is only one shift, regardless of the number of heavy armor units involved. If both attacker and defender have heavy armor, then the shifts cancel each other out.

  • Technological Development Costs:

    • advanced fighters: 20
    • strategic bombers: 20
    • bomber destroyers: 20
    • heavy armor: 20
    • helicopters: 10
    • jet fighters: 30
    • jet bombers: 30
    • strategic missiles: 40
    • atomic weapons: 100
    • radar: 30
    • electronic warfare: 30
    • advanced submarines: 50
    • tactical missiles: 30
  • Explanation Of Technological Developments:

    a). Advanced fighters: treat as normal fighters.

    b). Strategic bombers: see air rules.

    c). Bomber destroyers: see air rules.

    d). Heavy armor: see special unit rules.

    e). Helicopters: see air rules.

    f). Jet fighters: see air rules.

    g). Jet bombers: see air rules.

    h). Strategic missiles: see special unit rules.

    i). Atomic weapons: see special unit rules.

    j). Radar: allows friendly air units to intercept to their full range factor (instead of one half their range); if a defending stack of naval units contains a battlefleet, then it may retreat before combat (unless that attacker has radar, also).

    k). Electronic warfare: negates radar for interceptors (i.e., interception can only be at half range or less) unless interceptors also have electronic warfare.

    l). Advanced submarines: friendly submarines can not be attacked by enemy air units.

    m). Tactical missiles: tactical, strategic and jet bombers can conduct all ground support, interdiction, and strategic bombing missions from hexes adjacent to the defender (instead of the defender's hex); while doing so, they are immune to anti-aircraft losses; they still may be intercepted. Comment: this represents various radio guided missiles which were actually employed by the Germans.

  • "S"- If the leader is stacked with a unit conducting security combat, then the player receives a one column shift in his favor.

    "P"- If the leader is stacked with units making subversion attacks, those operations receive a plus one modification to the die roll.

    "N"- Naval leader: If the leader is stacked with friendly naval units, then any combat in which those naval units are involved receive a one column favorable shift.

    "C"- Carrier leader: Any carrier air units launched from a carrier they are stacked with receive a plus one shift for air to air and bombardment missions.

    Note: no more than one shift may be made per side; additionally, if both the attacker and defender have appropriate leaders, then they cancel each other out.

  • Special Leaders: Certain leaders have additional capabilities.

    a). Marshal: If General Marshal is in Washington D.C., then the U.S. receives five additional industrial mobilization points per turn.

    b). MacArthur: MacArther gives all friendly ground units within three hexes a plus one shift for attack and defense.

    c). Student: Student may make airborne assaults by moving and parachuting in with an airborne unit.

    d). Royal Family: Each mobilization phase the Royal Family is in Ottawa, the Commonwealth receives five additional non-industrial mobilization points. Should the Royal Family be eliminated, the Allies lose ten points of morale.

    e). DeGaulle: If DeGaulle is in either Ottawa or Washington DC, the Allies may either mobilize one Free French unit (at reduced strength) or restore a reduced Free French unit to full strength. This cost no mobilization points. The unit must be in the same hex as DeGaulle.

    f). Eisenhower: Eisenhower gives a plus one combat shift either to units in his own hex, or to one other land attack within ten hexes of his counter.

  • FUHRER ORDER: ECONOMIC OBJECTIVES. Each time the Axis player gains control of an industrial city hex he did not previously control, he receives an additional one morale point; should he capture no industrial hexes this turn, then he loses ten morale points.

    FUHRER ORDER: NO RETREAT. All German land units must declare fanaticism for defense this turn. They do so regardless of German morale.

    SOVIET ATTACK: All German mobilization points are halved for the remainder of the game. If the Soviet Union has been specified as conquered by the scenario, then ignore this event.

    TOTAL WAR: If this is a pre-1943 turn, then the Germans receive the full number of mobilization points instead of half for the remainder of the game (see rule 15.13.b, as printed; the War Mobilization rule in this transcription is 16.13).

    GERMAN TECHNOLOGICAL DEVELOPMENT: The Germans receive any one technological development of their choice without having to pay the mobilization cost for it.

  • Axis First Winter: In all scenarios, the first time a result of "freeze" or "storm" occurs, all Axis units are penalized as follows: the Allied player receives an additional one column shift for both attack and defense against Axis land and air units in zones where the weather is in effect. Exception: if any of the Axis units are mountain units, then the additional shift does not apply.

  • C
    C
    C
    4FPCCCC
    5FPCPPP
    6SFPSHP
    7SSSSHH
    LakesP / P- / -May not move or attack across lake hexsides.
    Tundra4 / 4- / 1
    IcecapP / 41 / -
    Cities1 / 1- / 1
    Industrial Cities1 / 1- / 2
    Transportation Lines½ / ½* / *
    Sea/OceanP / P
    Coastal Hex* / ** / *For Amphibious Assault: defender receives one shift.
    Port1 / 1* / *For Amphibious Assault: defender receives one shift.
    International Borders* / ** / *
    Weather Zone Boundaries* / ** / *
    EX
    DR
    EX
    DE
    DE
    DE
    DZ
    DZ
    DZ
    DZ
    DZ
    3AEARAREXEXEXEXDEDEDEDZDZDZ
    4AEAEARARDREXEXEXDEDEDEDZDZ
    5AZAZAEAEARDRDRDRDRDEDEDEDZ
    6AZAZAZAEAEDRDRDRDRDEDEDEDZ