The Great Pacific War: The Second World War in the Pacific 1937-1945
The Great Pacific War: The Second World War in the Pacific 1937-1945 Rulebook
Table of Contents
Table of Contents
- 0.0 Preface
- 1.0 Introduction
- 2.0 Components
- 3.0 Sequence of Play
- 4.0 Impulses and Front HQs
- 5.0 Alliances and War
- 6.0 Naval Operations
- 7.0 Strategic Redeployment
- 8.0 Land Movement
- 9.0 Ground Combat
- 10.0 Sealift
- 11.0 Air Operations
- 12.0 Supply
- 13.0 Special Rules
- 14.0 Basic Resource Points
- 15.0 Building and Repairing Units
- 16.0 Diplomacy
- 17.0 Territory
- 18.0 Britain
- 19.0 France
- 20.0 Italy
- 21.0 Germany
- 22.0 USSR
- 23.0 United States
- 24.0 Japan
- 25.0 China
- 26.0 Minor Countries
- 27.0 Victory
- 28.0 Optional Rules
- 29.0 Additional Minor Countries
- 30.0 Tables
0.0 Preface
[The preface's acknowledgement sentences, thanking earlier revisers, are omitted as attribution.]
Versions 2.0 and those that follow have been major overhauls, even in the multiple versions after 2.0. Please contact me (through BGG) if you have suggestions or find issues. Perfection is the goal. While these are getting closer to that with each iteration, I am sure that I and others will find areas to improve.
Since I first revised these rules, I have developed several themes that I was not using when I first revised these. Version 3.0 has those themes.
I removed color coding to save on color printing (other than pp. 5-7 for the units and flags/roundels near the beginning). Rules indicate their source within the rule themselves. Hyperlinks are underlined (and are the only thing underlined) but no longer in blue. References to tables also are no longer in blue (but remain in the format Table #: Table Name). Hovering over either will causes a popup to display. Other changes to rules are noted in the upload page rather than here.
1.0 Introduction
1.1 Included in These Rules
1.1.1 John Prados' Third Reich (JP3R). JP3R is a game based on the WWII in Europe. Two to five players command their nations.
1.1.2 Great Pacific War (GPW). GPW is a game based on the WWII in the Pacific and Asia. Two to four players command the military, economic, and political might of their nations.
1.1.3 Second World War (SWW). SWW is a rule set combining the two games in a massive recreation of the entire war for two to six players.
1.1.4 Third Reich/Great Pacific War Player's Guide (PG). The Player's Guide is a supplement, adding optional rules, optional units, historical material, and articles on game strategy.
1.1.5 Rumors of War (ROW). Rumors of War is a supplement, adding optional rules and units, historical material, and the Central Asia map.
1.1.6 Daily Content (DC). Daily Content refers to variants from the Avalanche Press Daily Content Archive.
1.1.7 Co-Prosperity Sphere (CPS). The Great Pacific War Co-Prosperity Sphere is an expansion module for GPW depicting alternate history where Japan had significant military and industrial success, beginning in the 1890s.
1.2 Number of Players
Each player controls one or more Major Powers, depending on how many players are in the game per the table: Table 2: Number of Players. Players can choose sides, or put a piece from a nation on each side in a cup and draw them randomly.
1.3 Definitions
1.3.1 Active. All units activated by the chit that began the current impulse (3.7.1), and all players owning those units.
1.3.2 BRP (Basic Resource Point). A measure of a nation's capability to make war: its human resources, agricultural output, and industrial resources. BRPs (14.0) are the currency of this game series.
1.3.3 CCP. Chinese Communists - the Chinese faction controlled by Mao Tse Tung.
1.3.4 Coastal Hex. A hex that contains both land and water in a sea zone (not a lake or an inland river).
1.3.5 Colony. A territory outside a major power's printed border that begins the game under that major power's control. For example, Syria is a colony of France. Each colony has the major power controlling it at the start of the game indicated on the map.
1.3.6 Combat Strength. A unit's strength when attacking or defending; higher numbers are better. The left-most number at the bottom of a ground unit is its combat strength.
1.3.7 Control. Each hex is controlled by the player who last had a unit in it. At the start of the game, each nation controls all hexes inside its printed borders and those of its colonies, unless scenario instructions say otherwise. When a nation surrenders (26.2), all hexes it controls at that time immediately become controlled by the conquering nation (the conqueror need not move units through all such hexes to control them). This does not apply to colonies and minor countries conquered by the surrendering nation. (Unconquered Colonies, 17.8; Freed Minor Countries, 26.3.6)
1.3.8 Die Roll Modification (DRM). Additions or subtractions to a die (or dice) roll are used to reflect specific events, non-events, or conditions.
1.3.9 Elimination. When an air or naval unit has one or more of its factors eliminated, replace it with another piece of the same type and nationality showing a lower strength. For example, if a 5-4 TAC takes two hits, replace it with a 3-4 TAC. If all of an air or naval unit's factors are eliminated, or if a ground unit is eliminated (Reducing and Eliminating Units, 9.3.1), place it in the owning player's Force Pool. Exception: Last Stand (12.3.3).
1.3.10 Enemy. All hexes and pieces belonging to countries at war with a given nation. If France and Germany are at war, all things German are enemy to all things French.
1.3.11 Factor. A measure of air or naval strength. The number on each naval piece indicates its naval factors. The number in the lower left corner of each air piece indicates its air factors. Players may make change freely with air and naval pieces, breaking them into two or more pieces of lower strength or combining them into pieces of higher strength. All such pieces must be of the same nationality and type and add up to the same value as the original one(s). Example: A 5-4 TAC may split into two 2-4 TACs and a 1-4, or five 1-4s. Place all pieces in the same hex as the original one(s).
1.3.12 Force Pool. Units the owning player can build at the start of the game, receive through political marker play (see Political Marker Explanations), or rebuild after elimination. Put Force Pool units in the owning nation's Force Pool box on its national display card.
1.3.13 Friendly. All units, pieces, and territories belonging to the same nation. All US units are friendly to each other.
1.3.14 Ground Unit. An infantry (INF), cavalry (CAV), armor (ARM), parachute (PARA), garrison (GAR), marine (MAR) or headquarters (HQ) unit. Every ground unit has a combat strength and a movement allowance (though either may be zero), and has one or two sides.
1.3.15 Inactive. All units that are not active in the current impulse (3.7.1), and all players owning those units.
1.3.16 KMT. Kuomintang - the Chinese Nationalists, faction controlled by Chiang Kai-shek. (Source spelling "Chaing" corrected.)
1.3.17 Major Power (Majors). The main countries controlled by players.
1.3.18 Minor Countries (Minors). All nations that are not Major Powers.
1.3.19 Movement Allowance. The maximum number of movement points (MPs) active ground units may spend to move by land during impulses. (Land Movement, 8.0) The right-most number at the bottom of a ground unit is its movement allowance. Active ARMs and CAVs get extra MPs during Exploitation Movement (9.6.1) - this is separate from their normal movement allowance.
1.3.20 Objectives. The 42 red cities and red capital cities on the Europe map and the 28 red cities and red capital cities on the Pacific map are all objectives. Controlling a certain number of objectives at the end of the game is a major key to victory in most scenarios.
1.3.21 Order of Play. When some or all nations perform the same action in the same segment, the one with the lowest number of BRPs currently in its stockpile goes first, followed by the one with the second-lowest stockpile, etc. (BRP Base and Stockpiles, 14.1) In case of a tie, the nation with the lowest BRP base in the current year's Spring Production Segment goes first. (Spring BRP Production, 14.2) Roll dice to break further ties.
1.3.22 Range. For air units (including CVs), range (11.21) is the number of hexes the unit may fly to strike a target. For naval units (also including CVs), range is the number of sea zones the unit may move to reach a different port, transport other units, or assist with an amphibious landing or assault. All air unit pieces except CVs have their ranges printed in the lower right corner. All CVs have an air range of 2.
1.3.23 Reduced. Many game functions call for ground units to be reduced. To reduce a ground unit, flip it to its lower-strength side. If there is no weaker side or it is already on its weaker side, eliminate it.
1.3.24 Zones of Control (ZOCs). This represents an armored unit's (ARM) influence into the surrounding hexes.
1.3.25 US, United States, America, American. These terms are all used to refer to the United States of America.
2.0 Components
GPW contains two sheets of playing pieces, three maps, these rules, two scenario books, a folder describing the political markers, and many charts and tables.
JP3R contains two sheets of playing pieces, one three-piece map (eight pieces with Deluxe Map version), these rules, a scenario book, one folder describing the political markers, and many charts and tables.
RUMORS OF WAR contains one sheet of playing pieces, one map, and a rulebook with variants, rules, scenarios, and strategy articles.
PLAYER'S GUIDE contains game strategies and some of our favorite scenarios and variants. It comes with 100 die-cut counters.
DAILY CONTENT is a sampling of house rules, scenarios, variants, counters, and game background that appear on web site www.avalanchepress.com.
CO-PROSPERITY SPHERE is an alternate history expansion module for GPW with counters. Some of its variants are applicable to GPW/SWW and require counters from that set.
2.1 Game Board (Map)
The board is divided into hexagons (called hexes) and sea zones that define the units' positions like squares on a chessboard. Each hex has a number and each sea zone has a name. Land hexes have various types of terrain. References to the board and map are interchangeable. In Europe means the Europe map from JP3R and in the Pacific means the Pacific map from GPW.
2.2 National Display Cards
Each nation has a display card to track its BRP stockpile and Force Pool.
2.3 Charts and Tables
The game includes a Terrain Effects Chart (TEC), production cost chart, victory tables, impulse tracks, US Entry Tracks, and Japanese War Status Track, and several more tables at the end of these rules.
2.4 Playing Pieces
Most playing pieces represent military units that took part or could have taken part in the war. The two numbers at the bottom of ground units are Combat Strength (lower left) and Movement Allowance (lower right). Those on air units are Air Factors (lower left) and Range (lower right). The number on each naval unit equals its naval factors.
The number of pieces provided in the game is an intentional limit; players should not make more pieces. Ground units that are divisions (as opposed to corps) contain the XX symbol above the unit type indicator.
Counter Key
Abbreviations on pieces indicate the following:
| Abbr | Name | Abbr | Name |
|---|---|---|---|
| AFMP | American Forces Middle Pacific | Lib | Libyan |
| Alb | Albania | Lith | Lithuanian |
| Alp | Alpini (Italian); Alpine (French) | Mar | Marine |
| AZ | ANZAC (Australia and New Zealand Army Corps) | Me | Mechanized |
| BEF | British Expeditionary Force | Mob | Mobile |
| Can | Canada | Mtn | Mountain |
| CEA |
Illustration A: Counter Key - Ground and Naval Units
- Infantry (INF)
- Parachute (PARA)
- Strategic Aircraft (SAC)
- Long-Range Strategic Aircraft (LSAC)
- Surface Warship (SURF)
- Aircraft Carrier (CV)
- Landing Craft (LC)
- Submarine (SUB)
Illustration B: Counter Key - Leader Units. (Illustration only in the source; the leader counter images are not reproduced as text.)
Illustration C: Unit Types
- Armor (ARM)
- Cavalry (CAV)
- Garrison (GAR)
- Headquarters (HQ)
- Marines (MAR)
- Tactical Aircraft (TAC)
Illustration D: Minor Countries (roundel/flag, country, unit color)
| Country | Unit color | Country | Unit color |
|---|---|---|---|
| Austria | light gray | Latvia | light gray |
| Bulgaria | pale olive | Lithuania | dark tan |
| China, Communist (CCP) | pinkish-red | Manchukuo (Imperial China) | brownish yellow |
| China, Nationalist (KMT) | powder blue | Mexico | dijon (TAC), pine green (INF) |
| Croatia | blue-gray | Mongolia | light pink |
| Czechoslovakia | light gray-green | Netherlands | orange |
Illustration E: Major Powers (roundel/flag, country, unit color)
| Country | Unit color |
|---|---|
| Germany | dark gray |
| Italy | golden yellow |
| France | blue-gray |
| Japan | light gray-green |
| USSR | gray |
| USA | light blue |
| Commonwealth | see Table 1 |
Table 1: Colors of Commonwealth Units
| Nation | Unit color |
|---|---|
| ANZAC (AZ) | drab |
| Britain | pinkish-red |
| Canada (CA) | pale yellow |
| India (IN) | light tan |
| South Africa (SA) | pale drab |
(Source note: the Marine colors on the second roundel are reversed from the actual counter, which is yellow with a red lion.)
2.5 Scale
Each game turn represents one season (three months). Each hex is about 60 statute miles across. Ground units represent corps or armies. Air units represent air fleets or air forces. Each naval unit represents several large warships and supporting craft.
2.6 Central Asia Map [ROW]
2.6.1 General Rule. Players may opt to use the Central Asia map, linking it with the right edge of the JP3R Deluxe Map to create an eastward extension of the game board. The Central Asia map is considered part of the Europe Map except where noted. Some rules specify how standard SWW rules change when using the Central Asia map, while others apply only to the Central Asia Map.
2.6.2 Border Changes.
- A. Some of the borders between European and Central Asian countries are actually on the Central Asia map, so it needs to be noted when the Europe map is placed on top. These changes should be reflected on the European map.
- B. Border between Trans-Jordan and Iraq runs through these hexsides: 4623/4723, 4622/4723, 4622/4722, 4621/4622, 4522/4621, and 4521/4522.
- C. Border between Trans-Jordan and Saudi Arabia runs through these hexsides: 4623/4724, 4624/4724, 4624/4725, 4625/4725, and 4625/4726.
- D. Border hexside 4615/4616 between Iran and Iraq is on the Central Asia map but not the Europe map.
3.0 Sequence of Play
- A. At the start of the game, review scenario instructions for each Major's starting BRP level and place markers in the corresponding boxes on the Major's BRP tracks. Then determine which units go on the board, those which go in the Force Pool, and the order to set up on-board units. Finally, place influence markers on Minor diplomatic tracks per scenario rules.
- B. Use two opaque cups to play JP3R or GPW (one for political chits and one for impulse chits) and four for SWW (two cups for each map). Some political chits go in the cups at start and some are added later (see Political Marker Explanations). Players buy impulse chits to put in the cup each turn.
- C. Each turn has several segments and a variable number of Impulses (3.7.1). A unit may activate in various ways, but no more than once per turn. Turn units sideways after activating to show they cannot activate again this turn.
- D. Each turn, players perform all actions available to them by following this sequence in order:
- Production Segment
- Diplomacy Segment (skip in GPW)
- Sea Zone Box Placement Segment
- Declaration of War Segment
- Sea Control and Raiding Segment
- Strategic Redeployment (SR) Segment
- Operations Segment
- Supply Segment
- End Segment
- E. Sections 3.1-3.9 list the possible actions for each segment, which must be performed in the exact order described. If some or all players must perform the same action in the same segment, they follow the Order of Play (1.3.21) unless a rule prescribes differently.
3.1 Production Segment
3.1.1 Receive BRPs and Force Pool Additions. In Spring turns only, each nation with a BRP stockpile receives BRPs for the year (Spring BRP Production, 14.2) and any new units that enter its Force Pool for that year (per scenario instructions).
3.1.2 Weather. In Winter turns, the USSR rolls two dice and consults the Russian Winter Table for weather (22.4) conditions. In Spring turns, the USSR rolls one die to determine the effects of Mud (22.4.5).
3.1.3 Build and Scrap Units. Nations build, place, and scrap units in Order of Play. The nation with the lowest current BRP stockpile goes first and must finish building, placing, and scrapping units before the nation with the second-lowest stockpile takes its turn.
Each nation spends BRPs to build units from its Force Pool (Construction, 15.1). Players then place all their newly-built units (plus all previously-purchased units in this turn's box on the Turn Record Track (TRT)) (New Unit Placement, 15.2), except for units that take longer to arrive. Those go on the TRT, Construction Timeframe 15.1.3. Players may then scrap naval units (15.6) on the board or on the TRT.
3.1.4 Political Chits.
- A. Add any newly available political chits to the cups. (See Political Marker Explanations.) The player with the lowest current BRP stockpile draws one political chit from the cup and all players implement the results.
- B. In SWW, the same player draws a second chit from the Pacific cup. It takes effect only if it is an embargo chit - otherwise, ignore it and return it to the cup.
3.1.5 Impulse Chits. Players buy impulse chits (4.2) and put them in the impulse chit cup, in Order of Play. They must announce how many chits they put in the cup (or each cup in SWW) but not which specific chits.
3.2 Diplomacy Segment
3.2.1 General Rule.
- A. Players may bribe and counter-bribe Minors (Influence, 16.1) and transfer territory (17.1) to other nations, going in Order of Play, with each completing all bribes, counter-bribes and territory transfers before the next one starts.
- B. Move influence markers of Majors at war with nations that Minors are fighting. (World Opinion, 16.2.2)
- C. Determine if any Hostile (16.3.1) Minors declare war, apply resulting diplomatic fallout (per scenario instructions and World Opinion, 16.2.2) and determine who controls warring Minors (5.5.3) until the next Diplomacy Segment.
3.2.2 Optional Diplomacy Method [DC].
- A. Players conduct diplomacy for each Minor in the order of least to most influence. If two or more Majors have the same influence, the Major with the lower BRP level conducts its diplomacy first, and if BRP levels are identical the Major with the lower BRP level at the turn start goes first. Roll a die to break ties.
- B. All bribes, counter-bribes, and territorial transfer by a given Major must be completed before the next Major conducts its diplomatic efforts.
- C. The Major with the highest BRP level at the beginning of the diplomacy segment determines the order to influence Minors with diplomacy tracks, announcing the complete order prior to any diplomacy being conducted.
Design Notes: The existing inverse BRP order of influence is consistent with other turn sequences in the game and speeds the diplomacy segment. This variant permits more nuanced and realistic diplomatic efforts at the expense of longer diplomatic phases. The Major with the best diplomatic status in a Minor is positioned to react to other diplomatic initiatives before committing theirs - enjoying a privileged diplomatic relationship that is not penalized by a relatively low BRP level. Conversely, a country with low influence operates from a position of greater uncertainty and must now be more proactive in its diplomacy or else waiting a turn to react to any diplomatic developments by Majors with superior influence. For example, a country at neutral 2 will always have to consider improving its position if enemies enjoy a better status; it will no longer have the benefit of learning if enemies with a lower BRP level successfully counter-bribe.
3.3 Sea Zone Box Placement Segment
Each nation places any eligible naval and air units in Sea Control boxes, then in Raiding boxes. Each factor placed costs 1 BRP, with a maximum cost of 5 BRPs per nation per turn per map. In SWW, players pay up to 5 BRPs to place naval units in sea zone boxes in Europe, plus up to 5 more BRPs to place units in boxes in the Pacific.
3.4 Declaration of War Segment
Majors declare war (5.4) and pay any required BRPs (Cost of War, 5.4.2). Germany and Japan may spend an extra 5 BRPs for a surprise attack (5.4.4) if they declare war on a Major that did not declare war first. Majors generally declare war in Order of Play (1.3.21). Move influence markers due to diplomatic fallout from war declarations: see scenario rules and World Opinion (16.2.2).
3.5 Sea Control and Raiding Segment
- A. Up to three naval combat (6.3) rounds occur in each Sea Control box containing opposing units.
- B. Players determine who (if anyone) controls (6.5) each sea zone.
- C. Raiding (6.6) occurs in each sea zone with units in its raiding box that are enemies to nations that can earn BRPs from the sea zone.
3.6 Strategic Redeployment (SR) Segment
Players may redeploy (7.0) units and transfer BRPs (14.9) to or from other nations, in Order of Play (1.3.21).
3.7 Operations Segment
3.7.1 Impulses.
- A. The player with the lowest current BRP stockpile randomly draws one impulse chit from the cup. In SWW, the player may choose the cup from which to draw (Europe or Pacific), even if s/he has no chits in the cup chosen. Whoever owns the drawn chit becomes the active player and takes the first impulse.
- B. During an impulse, all units activated by the drawn chit can move and/or attack (player's choice), but some chits only let units perform limited actions. (Impulse Options, 4.3)
- C. Units that activated previously this turn (including units in sea zone boxes) may not activate in the current impulse.
- D. When the impulse is done, turn all units that activated this impulse sideways to show that they cannot activate again this turn.
- E. Place used impulse chits in the first box on the impulse track (except for General Offensive chits, which go in the third box on the track). The active player then draws another impulse chit. Whoever owns that chit becomes the new active player and takes the next impulse, and so on.
- F. In SWW, chits can only activate units on the map corresponding to the cup from which the chit was drawn (Europe or Pacific), except for Headquarters chits, which activate the HQ no matter where it is (Front HQs, 4.1).
- G. Players keep drawing chits and taking impulses until all chits have been drawn, or an Operational Halt (3.7.2) occurs.
- H. Once players are done drawing chits, each Minor with units on the board that has not activated this turn can take one Attrition impulse. (Minor Country Impulses, 5.5.9)
- I. The Operations Segment ends.
Example:
- In the Operations Segment of Turn 1, the USSR has the lowest current BRP stockpile, and chooses to draws the first chit from the Europe cup. The chit is a British Naval chit.
- Britain becomes the active player, moving eligible naval units desired, transporting eligible friendly or allied ground units, and conducting naval strikes and an amphibious landing in one hex with any eligible units.
- When finished, the British player puts the Naval chit in the first box on the impulse track, then chooses the Pacific cup and draws a Japanese KWAN Offensive chit.
- The Japanese KWAN HQ unit activates, and all friendly and allied ground and air units within four hexes of the KWAN HQ may activate if their owning or controlling players desire, and conduct any eligible actions.
- The Japanese player then puts the KWAN HQ chit in the second box on the impulse track, and chooses which cup to draw from next. Had Britain drawn another British chit from the Europe cup, any British units on the Europe map that had not activated previously this turn could have activated (depending on the chit drawn).
- Each impulse chit goes in the next empty box on the impulse track, except for General Offensive chits, which go in the third box after the last chit placed (skip two boxes, which remain empty for the rest of the turn).
- Players keep drawing impulse chits until there are no more chits in the cup or an operational halt occurs.
- Minors can then take Attrition impulses.
3.7.2 Operational Halt.
- A. If the box in which a chit is placed contains a number, roll two dice, applying modifiers from Table 3: Operational Halt DRM.
- B. If the modified result is less than or equal to the number in that box, Operational Halt occurs. Players draw no more chits this turn.
- C. Remove all impulse chits from the cup and return them to their owning players. They do NOT get back BRPs for the unused chits.
- D. If any unused General Offensive chits are returned to players, those players may not purchase them again that year, or in the following turn if the current turn is a Winter turn. (Impulse Chits: Restrictions, 4.2.2)
- E. After returning unused chits, each Minor with unactivated units on the board may take an Attrition impulse. (Minor Country Impulses, 5.5.9)
3.8 Supply Segment
3.8.1 Supply Check. Players check the supply status of all their units and reduce or eliminate unsupplied units. (Unsupplied Effects, 12.3) Units eliminated while unsupplied are permanently out of the game - do not put them in the Force Pool.
3.8.2 Repair and Voluntary Elimination/Reduction of Units. Players may repair (15.3) supplied ground units that are on their reduced-strength sides, and may voluntarily reduce or eliminate (15.8) supplied ground and air units, returning them to the Force Pool to rebuild them later elsewhere - players do not receive BRPs for doing this. Players may also voluntarily remove airbase or beachhead counters from the board to rebuild them later elsewhere.
3.9 End Segment
3.9.1 Surrender.
- A. Determine if any Minors surrender (26.2) or switch sides (26.4).
- B. Each Major has different surrender conditions (Rules 18.0-24.0).
- C. Most Minors and colonies surrender if their capital is enemy-occupied in the End Segment. Exceptions: Switzerland (26.8), Turkey (26.7), China (25.4), and the Netherlands (26.9).
- D. When a Minor surrenders, immediately remove all its units from the board unless special rules say otherwise.
- E. The surrender of a colony does not cause any units there to surrender - units only surrender if their owning nation surrenders and if its surrender rules say so.
3.9.2 Economic Growth and Loss (Winter Turns Only).
- A. If a nation's BRP stockpile is at less than zero, record the number to calculate BRP allotments in the following Spring turn. (Spring BRP Production, 14.2)
- B. Starting in Winter 1940, players calculate economic growth (14.3) for most nations.
- C. Move all BRP markers to the zero boxes.
3.9.3 End of Turn. If this is the last turn of the scenario, check the Victory Tables to see if anyone wins. (Victory, 27.0) If not:
- A. Return units in sea zone boxes (6.9) to eligible ports and airbases.
- B. Turn all sideways units upright so they can activate next turn.
- C. Move the Season/Turn marker to the next box on the season track, and the Year marker to the next year if this is a Winter turn.
- D. Begin the new turn with the Production segment.
4.0 Impulses and Front HQs
The chit drawn at the beginning of an impulse determines which units can activate in that impulse.
4.1 Front HQs
- A. Each Major has a several Front HQ units.
- B. Each HQ has a HQ Offensive impulse chit that the owning player may place in the cup during the Production Segment (Impulse Chits, 3.1.5) for 5 BRPs.
- C. A HQ's combat strength is zero.
- D. A HQ's movement allowance is printed on it.
- E. Drawing a HQ chit to start an impulse (3.7.1) activates the HQ unit, and can do so for all previously inactivated friendly and allied ground and air units (Exception: Restrictions, 4.1.4) within four hexes of the HQ at the instant it activates.
- F. The HQ must activate, but eligible units within 4 hexes of the HQ may activate or not, as the owning player(s) desire.
- G. All units activated by a HQ may conduct a HQ Offensive (4.3.2) impulse.
- H. They may move and fight normally, even if they move outside the activating HQ's four-hex radius.
4.1.1 Chain of Command. HQs activated by other HQs can only move - they may not activate other units. Thus, a HQ's four-hex activation radius does not expand if other HQs are nearby. An HQ activated by another HQ may not activate again in the same turn, even if its own chit is drawn. If that happens, place the chit on the impulse track and draw another, but check for Operational Halt (3.7.2) first.
4.1.2 Allied Units. HQs may activate eligible friendly, Major Power ally and Minor ally units. Exception: Restrictions (4.1.4).
4.1.3 No Blocked Activation. HQs may activate eligible units within range regardless of what lies between the HQ and the units. Enemy units, enemy territory, terrain, and water do not block activation.
4.1.4 Restrictions.
- A. Only the USSR (5.2.5) HQs may activate Soviet units.
- B. French and British (5.2.1) HQs may not activate the other's units.
- C. Japan and Germany/Italy (5.2.6): Japanese HQs may not activate German or Italian units and vice versa.
- D. Impulse chits may activate units belonging to Minors only when allied. (Controlling Minor Countries, 5.5.3)
4.2 Impulse Chits
- A. In the Production Segment, players may place impulse chits in the cup(s) at a cost in BRPs.
- B. Chits may not be placed in the cup unless the cost is paid.
- C. Players select impulse chits in Order of Play, and must announce how many chits they are selecting but not which specific chits.
- D. Each Major at war may choose any or all of its impulse chits each turn, if it has the BRPs to pay for them. Exceptions: Restrictions (4.2.2).
4.2.1 Impulse Chit Costs.
- A. Attrition chits cost 2 BRPs.
- B. General Offensive chits cost 15 BRPs.
- C. All others cost 5 BRPs.
- D. BRPs must be expended when chits are selected; impulse chits may not be placed in the cup if the nation selecting them lacks sufficient BRPs in its stockpile.
- E. Impulse chits may only be drawn on the turn they are placed in the cup; any chits still in the cup at turn end (due to Operational Halt or any other reason) are returned to the owning player, but may be selected again on future turns.
- F. BRPs are never refunded for chits that are not drawn.
4.2.2 Restrictions.
- A. The chit mix is an intentional limit - do not make more chits.
- B. A Major selecting a General Offensive chit may not place any other chits in the cup with it that turn.
- C. Each Major may only place one General Offensive chit in the cup per calendar year, and may not place a General Offensive chit in the cup in consecutive Winter and Spring turns.
- D. If a Major is not at war with any other Major and does not plan to declare war on a Major this turn (Declarations of War Segment, 3.4), it may only select one impulse chit, and it may not be the General Offensive chit.
- E. Impulse chits marked Pacific must go in the Pacific cup; all others must go in the Europe cup.
- F. Naval chits may go in any cup for a map on which the owning player has one or more naval units at the time of the purchase.
Example: Germany may put a Naval chit in the Pacific cup if it has one or more naval units on the Pacific map.
- G. Chits may only activate units on the map corresponding to the cup from which they were drawn, except for HQ chits, which can activate eligible units within 4 hexes of the HQ no matter where it is.
4.2.3 Allied Units.
- A. Attrition and Air Effort chits may only activate eligible friendly and Minor ally units.
- B. HQ and General Offensive chits may activate eligible friendly, Major ally, and Minor ally units.
- C. Naval chits may activate eligible friendly and Minor ally units, and may also activate eligible Major ally units only for the purposes of sealift and amphibious landings and assaults.
4.3 Impulse Options
- A. The following sections describe the actions that each chit causes when drawn and in the order they must be performed.
- B. Chits only activate units on the map for which they were purchased (Exception: HQ Offensive, 4.3.2), and each activated unit may only perform the actions listed for the chit that activated it. Thus, TACs activated by a Naval chit may only participate in naval strikes (11.6), pre-landing naval combat (10.2.3), and amphibious assaults (10.2.5).
- C. Units are never required to activate - the active player chooses which eligible units to activate. Exception: HQ Offensive (4.3.2).
- D. Each air and naval unit may only perform one type of action in the impulse when it activates.
Example: Each air unit activated by a General Offensive chit may move to a different base, OR conduct one Counter Air mission, OR conduct one Naval Strike, OR conduct one Strategic Bombing mission, OR provide Offensive Air Support (OAS) in one hex. It may not do more than one of these things in the same impulse.
4.3.1 Naval Effort.
- A. A Naval Effort chit costs 5 BRPs.
- B. The active player may activate any or all previously unactivated friendly and Minor ally naval units, TACs, and SACs on the map for which the chit was purchased.
- C. Eligible active units may conduct naval strikes (11.6).
- D. Active naval units that began the impulse in a port or beachhead (not in sea zone boxes) may move to another friendly or allied-controlled port or beachhead. (Naval Impulse Movement, 6.7)
- E. Moving naval units may transport (10.1) previously unactivated friendly and allied ground and air units that began the impulse in the same hex with them to another friendly or allied-controlled port or beachhead.
- F. Enemy units in sea control boxes may attack moving naval units. (Naval Impulse Combat, 6.8)
- G. Eligible active units may perform an amphibious landing, 10.2) or assault in one hex.
- H. Active TACs within range of the landing hex may participate in pre-landing naval combat (10.2.3) and amphibious assaults (10.2.5).
4.3.2 HQ Offensive.
- A. A HQ Offensive chit costs 5 BRPs.
- B. When a HQ chit is drawn, the HQ may activate all unactivated friendly and allied ground and air units within four hexes of the HQ at the time of activation. Exception: Restrictions (4.14).
- C. Active HQs and units may move. (Land Movement, 8.0, Air Movement, 11.2)
- D. Units do not have to stay within the HQ's four-hex radius, and suffer no ill effects for moving outside it.
- E. Active air units may conduct Counter-Air (11.5).
- F. [DC] Active air units that do not participate in combat may rebase subject to range restrictions in landing after a mission (11.2.2). This rebasing activates the unit.
Design Notes: Though not explicitly allowed, it is reasonable that if an air unit can attack and rebase in a HQ impulse it should also have the option to simply rebase.
- G. One active PARA that did not move earlier in the impulse may conduct an airborne drop (13.1).
- H. Active ground and air units may attack eligible hexes. (Ground Combat, 9.0)
- I. Active ARM and CAV may conduct exploitation movement and combat, and active PARA that have not moved, attacked, or dropped this impulse may airdrop during exploitation. (Exploitation Movement and Combat, 9.6, Airborne Drops, 13.1)
4.3.3 Attrition Offensive.
- A. An Attrition chit costs 2 BRPs.
- B. The active player places the Attrition chit in any friendly or allied-controlled land hex.
- C. Previously unactivated friendly and Minor ally ground units within three hexes of the chit, plus one previously unactivated friendly or Minor ally air unit within three hexes of the chit, may activate.
- D. Active ground units (not air) may move (8.0).
- E. Active ground units may attack one hex only (Ground Combat, 9.0), and one active air unit may provide Offensive Air Support, OAS, 11.3).
- F. Units may not conduct exploitation movement or combat in Attrition impulses.
4.3.4 Air Effort.
- A. An Air Effort chit costs 5 BRPs.
- B. All previously unactivated friendly and Minor ally LSACs, SACs, and TACs may activate.
- C. Active air units may move (11.2), conduct Counter-Air (11.5), Naval Strikes (11.6), and/or Strategic Bombing (11.7).
4.3.5 General Offensive.
- A. A General Offensive costs 15 BRPs.
- B. The USSR, Germany, and Japan have one General Offensive chit each.
- C. The US has two General Offensive chits, one per map.
- D. All previously unactivated friendly and allied units on the map for which the chit was purchased may activate.
- E. Active ground and air units may move (Land Movement, 8.0; Air Movement, 11.2).
- F. Active LSACs, SACs, and TACs may perform Counter-Air (11.5), Naval Strikes (11.6) and/or Strategic Bombing (11.7).
- G. CVs may also perform naval strikes, and SURFs may escort (6.74) them while they do so.
- H. Active naval units that began the impulse in a port or beachhead (not in sea zone boxes) may move to another friendly-controlled port or beachhead. (Naval Impulse Movement, 6.7)
- I. Moving naval units may transport (10.1) previously unactivated friendly and allied ground and air units that began the impulse in the same hex with them to another friendly or allied-controlled port or beachhead.
- J. Enemy units in sea control boxes may attack moving naval units (Naval Impulse Combat, 6.8).
- K. All eligible active units may conduct amphibious landings or assaults (10.2) in any number of eligible hexes.
- L. Active TACs within range of landing hexes may participate in pre-landing naval combat (10.2.3) and amphibious assaults (10.2.5).
- M. The active player may opt to delay amphibious assaults until later in the impulse to combine them with attacks from ground units adjacent to the assault hex(es).
- N. Active PARA that did not move earlier in the impulse may conduct airborne drops (13.1).
- O. Active ground and air units may attack eligible hexes. (Ground Combat, 9.0)
- P. Active ARM and CAV may conduct exploitation movement and combat (9.6), and active PARA that have not moved, attacked, or dropped this impulse may drop (13.1).
4.3.6 Restrictions. Impulse chits may not activate units belonging to Minors that the player controls unless allied. (Controlling Minor Countries, 5.5.3)
4.3.7 Sustained HQ Offensive [DC].
- A. This rule applies only to JP3R and SWW (Europe cup only).
- B. A SHQ chit acts just like a normal HQ Offensive chit (Front HQs, 4.1), except that it can activate one friendly HQ on the board of the owning player's choice.
- C. A SHQ chit can activate a HQ that has already activated this turn; this is an exception to the rule that each unit can only activate once per turn.
- D. Eligible friendly and allied units within four hexes of a HQ activated by a SHQ chit can activate and perform a HQ Offensive (4.3.2) action.
- E. A SHQ chit can activate units that have already activated this turn; they can activate again; this is an exception to the rule that each unit can only activate once per turn.
- F. When the impulse is over, the owning player places the SHQ chit on the impulse track in the second box after the last chit placed (skip a box).
- G. All restrictions (4.2.2) for HQ Offensive chits apply to SHQ chits.
Example: A Major that purchases a General Offensive chit may not place any SHQ chits in the same cup with it on the same turn.
4.3.7.1 Britain, France and US.
- A. Britain, France, and the US have one SHQ chit each, and can only use them when using the optional rules for leaders (28.6.1).
- B. The British SHQ chit can only activate a British HQ stacked in the same hex with O'Connor at the time the chit is drawn.
- C. The US SHQ chit can only activate a US HQ stacked in the same hex with Patton at the time the chit is drawn.
- D. The French SHQ chit can only activate a HQ stacked in the same hex with de Gaulle at the time the chit is drawn, and cannot activate Vichy units.
- E. If a British, French, or US SHQ chit is drawn and the required leader is not stacked with a friendly HQ at the time, no unit or HQ can activate and the drawing player places the chit on the impulse track as above and draws another.
4.3.7.2 Germany.
- A. Refer to Table 4: German SHQ Table for the number of SHQ chits Germany can purchase per turn.
- B. Germany must control at least Praha to get any SHQ chits.
- C. Starting in Spring 1942, reduce the SHQ chits Germany may purchase each turn by one if it does not control any of Moscow, Leningrad or Stalingrad.
- D. Starting Spring 1943, reduce by two the SHQ chits Germany may purchase each turn if it does not control any two of Moscow, Leningrad or Stalingrad. The number of SHQ chits Germany can purchase per turn cannot go below zero.
4.3.7.3 USSR. The USSR may purchase one SHQ chit per turn starting in Spring 1942. The limit increases to two SHQ chits per turn starting in Spring 1943.
5.0 Alliances and War
Alliances between nations are a crucial part of JP3R/GPW/SWW.
5.1 Neutral Nations
- A. Ground and air units may not enter or fly over hexes in neutral (16.3.2) nations. Exception: Vichy Attitude (19.6.1).
- B. Unless scenario instructions say otherwise, Switzerland, Belgium, Denmark, Portugal, the Netherlands, Luxembourg, Lithuania, Latvia, Estonia, and Norway begin the game neutral to all other nations. Each remains neutral until a Major declares war on it, or it goes to war due to a political chit. It then becomes an ally of Britain or Germany. (Small Minor Countries Without Influence Tracks, 5.5.6)
- C. The alliance status of other Minors is listed in scenario instructions, and their views of Majors can change. (Diplomacy, 16.0)
5.2 Major Power Alliances
Majors may only make the alliances listed below.
5.2.1 France and Britain. Though they were both at war with Germany, France and Britain had little trust in each other. Their ability to work as allies is limited.
- A. French and British impulse chits do not activate each other's units.
- B. An exception is that their naval units may transport each other's ground and air units by sea for sealifts and amphibious landings and assaults, thus their Naval chits activate each other's ground and air units only for such purposes.
- C. Their naval units may SR each other's units by sea.
- D. They may not provide OAS or DAS to each other.
- E. Their ground units may not end any move or impulse in the same hex with each other.
- F. Air and naval units may stack together, and ground units may stack with the other nation's air and naval units.
- G. If Britain or France declares war on a third nation, the other is not required to declare war.
- H. If a third party declares war on either France or Britain, then the other is not required to declare war on the third party.
- I. French and British forces may not enter each other's territory until France and Britain are both at war with the same nation.
- J. Being allied does not negate the requirement to declare war on a nation before attacking it or entering its territory.
Example: Britain and France are at war with Germany. Italy declares war on France. Britain is not required to declare war on Italy, and British units may not enter or transport French units to Italian-controlled territory until Britain declares war on Italy.
5.2.2 Germany and Italy. Germany and Italy may become allied whenever they wish, and automatically become allied if they go to war with the same Major.
5.2.3 United States and Britain.
- A. In JP3R, the US enters the war through play of the Pearl Harbor chit or America Joins chit.
- B. In GPW and SWW, US entry depends on the status tracks.
- C. When the US enters the war on either map, it must immediately ally with Britain on that map if Britain is at war there, and must declare war on all nations currently at war with Britain on that map (and pay the requisite BRPs).
- D. It may declare war on other nations then or later as desired.
- E. The exception is if Britain is at war with France on that map at the time of US entry. In that case, the US is not required to ally with Britain, and may declare war on anyone on that map.
- F. It is possible for the US to be allied with Britain on one map but not on the other.
5.2.4 United States and France. Once the US goes to war it may choose to ally with France. Exception: Vichy France (19.6).
5.2.5 USSR.
- A. Once the USSR and Britain are at war with the same enemy nation (not with each other), they automatically ally with each other and all of each other's current allies.
- B. Soviet units may not be activated by non-Soviet impulse chits, and vice-versa.
- C. Soviet ground and air units may not stack or attack with non-Soviet units, and Soviet naval units may not transport non-Soviet units (and vice versa).
- D. Soviet naval units may occupy the same sea zone boxes with non-Soviet units.
- E. Units belonging to Soviet Major Allies may not enter hexes inside the USSR's printed borders unless the USSR has surrendered.
5.2.6 Japan, Italy and Germany. Once Japan and Germany are both at war with the same Major, Japan automatically allies with Germany. The same applies to Japan and Italy. Japanese HQs may not activate Italian or German units, and vice versa.
5.3 Alliance Effects
Alliances are for mutual defense. If Nation A declares war on Nation B, then Nation B and all of its allies immediately declare war on Nation A. Nation A must then immediately declare war on all of Nation B's allies.
5.3.1 Exceptions. Britain, France, Germany, the USSR, and Italy are not required to declare war on Japan or the US unless Japan or the US declares war on the nation in question first. The opposite applies as well.
Example: Japan is not required to declare war on France unless France declares war first). See also the Molotov-Ribbentrop chit.
5.3.2 Operational Effects.
- A. Unless the special rules for specific nations say otherwise (Major Power Alliances, 5.2) units of allied Majors may be activated by each other's HQ Offensive and General Offensive chits.
- B. Major Power ally ground and air units that are eligible to participate in sealifts and amphibious landings/assaults can be activated by each other's Naval chits for that purpose.
- C. A Major's impulse chits can activate units of its Minor allies just as if they were the Major's own units.
- D. Units of allied nations may stack and attack together, support one another with air units, enter and base in each other's territory, transport, amphibiously land and assault with and SR each other's units by sea.
- E. Majors may expend their own BRPs to build and repair units of their Minor allies with no BRP tracks of their own.
5.4 Declaring War
Majors may declare war on other nations at will, unless special rules or a drawn political chit says otherwise. Only the US (Declaring War in JP3R 23.3; Declaring War in GPW and SWW, 23.4), and Japan (Declaring War, 24.3) have restrictions. See Going to War (5.5.1) for how Minors enter the war.
5.4.1 Procedure. Majors declare war and pay the attendant BRP costs in the Declaration of War Segment. Each time a nation has war declared upon it, it must immediately declare war on the nation that declared war upon it plus all of its allies (Exceptions France and Britain, 5.2.1; Exceptions, 5.3.1), but does not pay BRPs to do so (Getting Into War Free, 5.4.3).
5.4.2 Cost of War.
- A. Majors must pay BRPs to declare war on nations that did not declare war on them first.
- B. It costs 15 BRPs to declare war against a Major and all its Minor allies. There is no extra cost to declare war on the Minor allies.
- C. It costs 5 BRPs for each declaration of war on an unallied Minor. Exception: Luxembourg (21.1).
- D. If a Major declares war on a Minor ally or Client of a Major with which the declaring Major is not at war, then the declaring Major must declare war on both the Major and its Minor ally/client at a cost of 15 BRPs.
- E. If a Major's influence marker moves into a Minor's 10 (Ally), box, all nations at war with the Major must immediately declare war on the Minor, but this costs no BRPs since they already paid to declare war on the Major.
Example: The USSR declares war on Romania, a client of Germany. The USSR has been at peace with Germany until now, but declaring war on Germany's client means it must also declare war on Germany. The USSR pays 15 BRPs, and is now at war with Germany, Romania, and all Germany's Minor allies. If Germany has any Major Power allies, the USSR must pay 15 BRPs each to declare war on them (and all their Minor allies).
5.4.3 Getting Into War Free. There is no BRP cost for Minors to declare war, counter-declarations, or declarations caused by political chits.
Example: Germany declares war on France, so France must declare war on Germany. Germany pays 15 BRPs for the declaration, but France pays no BRPs for the counter-declaration.
5.4.4 Surprise Attack.
- A. Whenever Germany or Japan declares war on a Major, it may spend an extra 5 BRPs to attempt a surprise attack. It must announce this when declaring war.
- B. Once during the Operations Segment of the turn on war was declared, the nation attempting the surprise attack may require that any drawn chit belonging to the defending nation be ignored and returned to the cup.
- C. The drawing player draws another chit instead, and if the chit that was returned to the cup is drawn in a later impulse it is implemented normally.
5.4.5 Limited War.
- A. Japan begins some scenarios at Limited War with China.
- B. As long as Japan is at Limited War with China and not at war with any Major, it may only purchase two impulse chits per turn. These may not be General Offensive chits.
- C. These restrictions are no longer in effect once Japan goes to war with any Major.
- D. As long as Japan is at Limited War with China (even if Japan is at war with a Major), the only Chinese units it may attack are those actually in China.
- E. Limited War affects US entry status; see US Entry Pacific Track.
5.4.6 Acts of War.
- A. Only units belonging nations at war with each other may attack each other. Exception: Colonial Conflict (19.6.4).
- B. No nation may attack units occupying hexes of countries with which the nation is not at war.
- C. If a Major's units are in hexes of the Major's Client state, enemies may not attack those units unless they declare war on the Client.
5.4.7 War's End. Once a nation goes to war with another nation, it remains at war until one surrenders (26.2). Exceptions: Switching Sides (26.4) and Molotov-Ribbentrop chit. See each Major's special rules section for how it surrenders.
5.4.8 War by Association.
5.4.8.1 Unallied Minor Becomes Ally.
- A. When a previously unallied Minor becomes allied to one or more Majors, the Minor must declare war on all nations at war with its new Major Power ally, and those nations must declare war on the Minor; they pay no BRPs since they already at war with the Minor's Major Power ally per Getting Into War Free (5.4.3).
- B. If a Minor declares war on a Major's ally, the Major must immediately declare war on the Minor, and must pay BRPs for the declaration if the Minor is not allied to a nation with which the Major is already at war. (Cost of War, 5.4.2)
Example: In the Diplomacy Segment, neutral Greece declares war on the USSR. The USSR must declare war on Greece in return (no BRP cost), but as the USSR has no allies, nobody else must do so. Then in the Declaration of War segment, Germany declares war on the USSR. This causes the USSR to become allied to Britain and France, which means both Britain and France must immediately declare war on Greece for 5 BRPs each, since Greece is an unallied Minor at war with their ally the USSR. Greece must also declare war on Britain and France.
5.4.8.2 Minor at War Becomes Client or Ally. The first time a Minor at war becomes a Major's client/ally, any other Majors at war with the Minor must immediately declare war on the Major with which the Minor allied or of which it became a Client, paying 15 BRPs to do so unless already at war with the Major.
Example: The USSR is at war with Finland. Britain moves its influence marker into Finland's 8 (Client) box during the Diplomacy Segment. The USSR must pay 15 BRPs to declare war on Britain, and Britain declares war on the USSR at no BRP cost.
5.4.9 Reykjavik. In SWW, if Britain or the US declares war on Denmark and later occupies Reykjavik (on the off-map movement chart) but not any other Denmark hex, it may spend an extra 3 BRPs (after the 5 BRPs for declaring war) to convince world opinion that the move was justified. Diplomatic fallout for having declared war on a Minor does not apply.
5.5 Minor Countries
Some Minors have diplomacy tracks, allowing Majors to influence and ally with them or possibly cause them to declare war on other Majors. These tracks represent the Minor's attitude toward each Major, ranging from 1 (Hostile) to 10 (Ally). A Minor's units do not deploy until it goes to war.
5.5.1 Going to War. A Minor goes to war in any of the following situations:
- A. A Major declares war on it.
- B. A player draws a chit that mandates the Minor go to war.
- C. A Major to which the Minor is allied to goes to war for the first time. Exception: Restrictions (5.5.2).
- D. The Minor becomes allied to a Major that is at war. (Unallied Minor Becomes Ally, 5.4.8.1). Exception: Restrictions (5.5.2).
- E. During the Diplomacy Segment, a Major whose influence marker is in the Minor's 1 (Hostile) box rolls a 1.
- F. When a Minor goes to war, remove all markers of Majors at war with it from its influence track and deploy its units on the map per scenario instructions. Minors pay no BRPs to declare war.
5.5.2 Restrictions. A Minor may not declare war on Majors whose influence markers are in its 8-10 (Client or Ally) boxes, or on any allies of such Majors, unless such nation declares war on the Minor first.
Example: The USSR is allied to Britain. Turkey is Germany's ally and Britain's client. In Spring 1941 Germany declares war on the USSR and the USSR counter-declares war on Germany. Normally Turkey would have to declare war on the USSR, but Turkey does not because the USSR is the ally of Turkey's patron Britain. Turkey will not declare war until it is no longer Britain's client while still Germany's ally.
5.5.3 Controlling Minor Countries.
5.5.3.1 General Rule.
- A. The Major controlling a Minor may move and fight with the Minor's units upon activation.
- B. Players determine who controls each Minor's units during the Diplomacy Segment. This can change from turn to turn.
- C. In each Diplomacy Segment, the Major with the influence marker in the highest-numbered box on a given Minor's influence track will control that Minor's units until the next Diplomacy Segment, even if another Major's influence marker moves into a higher-numbered box in the interim. Exceptions: Control Restrictions (5.5.4). Roll dice to break ties.
5.5.3.2 All Majors at War with Same Minor. If all Majors are at war with the same Minor, then:
- A. The player whose closest ground unit is farthest away in hexes from the Minor's capital during the Diplomacy Segment controls the Minor's units until the next Diplomacy Segment. Roll dice to break distance ties.
- B. The controlling player must move or keep the Minor's ground units inside the Minor's borders if possible.
- C. First priority must be to defend the Minor's capital, then to defend its borders and other territory, and then to attack any enemy units on the Minor's borders.
- D. The controlling player must build as many units in the Minor's Force Pool as possible without exhausting its BRP stockpile.
5.5.4 Control Restrictions.
- A. Majors with no influence markers currently in play for a Minor cannot control that Minor, unless all other Majors are at war with the Minor.
- B. Minors may not be controlled by Majors that are at war with each other and have markers in the Minor's 8-10 boxes, unless there are no other players in the game.
- C. In that case, the player with the marker in Minor's highest-numbered box controls it.
- D. Roll dice to break ties.
5.5.5 Control vs. Alliance. Controlling the forces of a Minor does not by itself constitute an alliance with the Minor. Only a Major whose influence marker is in the Minor's 10 box is allied with it.
5.5.6 Small Minor Countries Without Influence Tracks.
- A. Upon being attacked, such Minors become British allies, controlled by Britain, unless the Minor is at war with one of the Allies.
- B. In that case, it allies with Germany.
- C. [DC] A state of war with a Minor does not exist until the Minor is attacked or an enemy ground unit invades.
- D. [DC] The state of war is automatically in effect at the beginning of the following turn if the Minor is not attacked the turn in which war is declared upon it.
- E. [DC] Alliances and diplomatic modifiers due to the state of war do not take effect until the Minor is at war.
Design Notes (revised): The current rule allows the controlling Major and its allies to SR and use impulses to move into the Minor that turn, prior to any attacks against it, which is not necessarily the case with Minors with diplomatic tracks. This variant requires that an enemy first invade or attack the Minor on the turn of the DOW for the alliance to become effective. Failing an attack or invasion, the alliance becomes effective the following turn. Though this variant has a very limited (if any) impact on the larger game, some players like the flexibility and additional strategic decisions this allows.
5.5.7 Major-Minor Relations.
- A. A Major controlling a Minor may cooperate with the Minor only as far as the Major's current diplomatic status (16.3) with the Minor allows.
- B. A Major may not ally with a Minor unless it has an influence marker in play for that Minor. Exception: Small Minor Countries Without Influence Tracks (5.5.6).
- C. If not, it is neutral toward the Minor unless it goes to war with the Minor.
5.5.8 Minor-Minor Relations.
- A. Minors are considered allied to each other if they are allied to the same Major, or if they share a common border and are at war with the same Major.
- B. Exception: Bulgaria and Greece can never be allied to Turkey.
- C. In all other cases, they are considered neutral to each other.
5.5.9 Minor Country Impulses.
- A. Each Major's impulse chits can activate units of its Minor allies.
- B. If any Minor ally's ground or air units on the board remain unactivated after all impulse chits have been drawn or operational halt occurs, then the Minor may spend 2 BRPs from its own stockpile to take one Attrition impulse.
- C. Non-allied Minors may also purchase attrition chits - this is the only way that their units can activate. They may not be activated by Majors' impulse chits.
- D. Each Minor that has no BRP stockpile and has previously unactivated units on the board may take an Attrition impulse at no BRP cost. The player controlling the Minor controls the Minor's activated units.
- E. Minors' Attrition impulses can activate friendly and allied Minor units, but not Major units.
- F. Minors conduct Attrition impulses in Order of Play.
- G. For Minors without stockpiles, use the controlling Major's current BRP stockpile to determine Order of Play.
6.0 Naval Operations
There are five types of naval units: surface ships (SURF), submarines (SUB), carriers (CV), landing craft (LC), and fleet trains (FT, found only in GPW).
6.1 Sea Zones
- A. Ignore map hexes when moving naval units. Exceptions: SR by sea (7.2), Naval Strikes (11.6), and Amphibious Landing (10.2).
- B. Instead, naval units move from sea zone to sea zone.
- C. Each sea zone has a name and Sea Control and Raiding boxes. Each sea zone includes all hexes inside it, all coastal hexes bordering it, and all light blue sea zone boundary hexes bordering it.
- D. A boundary hex is part of all bordering sea zones, so hex 0409 (Scapa Flow) is in both the Norwegian Sea and the North Sea zones.
- E. For SR and amphibious landing purposes, each sea zone boundary hex is simultaneously under the control of ALL players who control any sea zone (6.5) bordering it.
- F. Some sea zones in the Pacific contain light blue arrows labeled with the names of other zones. The zone named by the arrow is adjacent to the zone containing the arrow; naval units can move directly between the two zones.
6.2 Ports and Canals
6.2.1 Ports.
- A. Naval units must begin and end each turn at friendly or allied-controlled ports.
- B. There are two types of ports: major and minor. Shipyards act as major ports. Beachheads (10.2.8) act as minor ports. The map legend indicates major ports, minor ports, and shipyards.
- C. Up to 36 SURF factors, and any number of CV, SUB and LC factors may end the turn at a major port.
- D. Up to 18 SURF, 6 CV, 6 SUB factors and any number of LC factors may end the turn at a minor port.
- E. The port of Athens (Europe map hex 3024) is on the Aegean Sea, and not on the Adriatic Sea.
- F. The sea zone border hex containing the port of Manila (Pacific Map hex 4926) borders the South China Sea and the Sulu Sea (not the Gulf of Siam).
6.2.2 Canals.
- A. Kiel borders both the North Sea and Baltic Sea Zones, due to its canal. A nation may only move its naval units between Kiel and the North Sea if it and/or its allies control hexes 1313, 1314, 1412, and 1413.
- B. A nation's naval units may only enter and leave the port of Suez if the nation and/or its allies control hexes 4127, 4226, 4227, 4327, and 4328 (all of them).
- C. There are no canals in the Pacific.
6.3 Naval Combat
Naval combat can occur when:
- A. Enemy units occupy the same sea control box, or
- B. Active naval units move through an enemy-controlled sea zone during impulses, or
- C. Active units launch an amphibious landing or assault in a hex occupied by one or more enemy naval units.
6.3.1 Procedure. Naval combat is fought in rounds, each of which consists of three phases that must be resolved in the exact order shown below:
6.3.1.1 Naval Air Battle Phase.
- A. Each player rolls a number of dice equal to the number of TAC and CV factors possessed in the zone's sea control box, or moving through the sea zone, or in the amphibious landing hex where combat is occurring.
- B. Every 6 is a hit, and each nation assigns the hits to the opposing TACs and CVs in the battle.
- C. Each hit on a TAC eliminates one TAC factor from that unit.
- D. Each hit on a CV reduces its nation's BRP stockpile by one.
6.3.1.2 Naval Combat Phase.
- A. Each player rolls one die for each surviving TAC, SUB, and SURF factor, and one die per CV factor less one die for each hit the CV suffered in the Naval Air Battle Phase (never less than zero).
- B. Roll dice separately for each unit type.
- C. TAC and CV factors hit on a 5-6.
- D. SUB and SURF factors hit on a 6.
- E. Each player allocates hits as desired among enemy nations in the battle. Exception: Restrictions (6.3.2).
- F. Each player chooses which individual enemy units suffer hits scored by TAC, CV and SUB factors, and the owning player chooses which units suffer hits scored by enemy SURF factors.
- G. Each hit in naval combat eliminates one factor of the unit to which it is applied. Hits scored on CVs in the naval combat phase eliminate CV factors, not BRPs.
6.3.1.3 SURF Anti-Air [DC].
- A. Starting in 1944, SURF anti-air may hit air factors during the Naval Air Battle Phase.
- B. Roll one die per 9 SURF factors, hitting on a 6.
- C. SURFs transporting ground units may not participate.
- D. SURFs participating in anti-air may not be hit by enemy air during the Naval Air Battle Phase.
6.3.1.4 Aftermath.
- A. During impulses, active moving units that survived combat continue moving (out of the sea zone, or into a coastal hex there). In an amphibious landing hex, surviving active units proceed with the landing or assault (10.2) there.
- B. In sea control combat (6.5.1), players may withdraw any or all of their units from the Sea Control box, returning them to friendly ports or bases (6.9) in range, or they may stay and fight up to two more rounds.
- C. Returning units are treated as having been activated and may not activate again in the current turn (turn them sideways).
- D. Units withdraw in the same order they are placed. Sea Zone Box Placement (6.4)
6.3.2 Restrictions.
- A. Units in Raiding boxes may not take part in naval combat.
- B. Opposing units in sea control boxes MUST fight at least one round of combat - they may not withdraw before fighting.
- C. Hits scored in the Naval Air Battle Phase may not be allocated to enemy SUBs or SURFs.
- D. Hits scored in the Naval Combat Phase may not be allocated to enemy TACs.
- E. Hits scored by SUBs may not be allocated to enemy SUBs or TACs.
- F. All hits scored in the same phase take effect simultaneously - they do not reduce the number of dice that are rolled for enemy units during the same phase.
6.4 Sea Zone Box Placement
-
A. During the Sea Zone Box Placement Segment, each player may place any number of SURFs, SUBs, and CVs, and any TACs based in coastal hexes (not inland hexes) in any Sea Control and Raiding boxes within the units' sea zone placement radius (6.4.1).
-
B. Majors place their units in sea zone boxes in the following order:
- USSR
- France
- Germany
- Italy
- Britain
- US and Japan*
*US places before Japan unless it has more CV factors on the Pacific map during this segment.
-
C. Each Major places naval units of Minor allies and non-allied Minors it controls at the same time it places its own units.
-
D. If a Major surrenders but still has units in the game (such as Britain), it goes first in the sea zone box placement sequence (due to degraded naval intelligence capability).
-
E. Each player must finish placing units in all sea control boxes desired before the next player may place any units.
Example: The USSR must finish placing its units in sea control boxes before France may place any.
- F. All players must finish placing units in sea control boxes before placing any in raiding boxes.
Example: The US must finish placing its units in sea control boxes before the USSR may place any units in Raiding boxes.
6.4.1 Sea Zone Placement Radius.
- A. SURFs, CVs, and TACs may only be placed in boxes of the sea zone that includes their port or airbase (owning player's choice for units based in sea zone border hexes).
- B. Each SUB may be placed in any sea zone box within four zones of its port (the port's zone +3).
- C. Add one to the placement radius of naval units (not TAC) for each friendly or allied FT that is in the same port with the naval units but does not move or flip to its major port side during the turn.
Example: A SURF in the same port with two such FTs may be placed within three sea zones of its port.
6.4.2 BRP Cost.
- A. Placing units in sea zone boxes costs 1 BRP per factor placed, with a maximum cost of 5 BRPs per nation per turn.
Example: Italy places two TAC factors in the Central Med's Sea Control box and one SUB factor in the Western Med's Raiding box, so Italy pays 3 BRPs. If Italy places five or more factors in sea zone boxes, it pays 5 BRPs.
- B. It does not cost more to place units in multiple boxes or multiple sea zones - the cost is 1 BRP per factor placed up to the five BRP maximum per nation per turn.
- C. Minors with BRP stockpiles pay sea zone box placement costs out of their own stockpiles.
- D. Minors without BRP stockpiles may place units in sea zone boxes but do not have to pay BRPs to do so.
- E. In SWW, players pay BRPs separately to place units in sea zone boxes in Europe and the Pacific. The cost is up to 5 BRPs per map (10 BRPs maximum total).
Example: Britain places three factors in sea zone boxes on the Europe map and nine factors in sea zone boxes on the Pacific map. It pays 3 BRPs to do so on the Europe map plus 5 BRPs to do so on the Pacific map, for 8 BRPs total.
6.4.3 Restrictions.
- A. LC, FT, and Chinese TACs (both KMT and CCP) may not be placed in any sea zone boxes.
- B. During the Sea Zone Box Placement Segment, units may only move into sea zone boxes, not to other ports or bases.
- C. Units in sea zone boxes may not activate during impulses.
6.5 Sea Control
6.5.1 Sea Control Combat.
- A. During the Sea Control and Raiding Segment, up to three rounds of naval combat take place in each sea control box containing units of nations at war with each other.
- B. Britain decides the order in which these battles are fought.
- C. If opposing units still occupy a given sea control box at the end of the first round, nations can fight up to two more rounds.
- D. If there are still opposing units in the box after three rounds, they remain there for the rest of the turn.
6.5.2 Determining Control. Players with TAC, CV, and/or SURF factors in a given Sea Control box at the end of the Sea Control Segment (after naval combat) control that sea zone. Exception: Restrictions (6.5.4). It is possible for multiple players to control the same sea zone.
6.5.3 Effects.
- A. Each player controlling a sea zone may attack enemy naval units (other than SUBs) entering the zone during impulses. Exception: SUBs and Sea Control (6.5.5).
- B. No player may SR or trace supply through sea zones controlled only by one or more enemy players.
- C. Players may SR and trace supply through sea zones under friendly/allied and enemy control simultaneously.
6.5.4 Restrictions.
- A. Only units in Sea Control boxes (not Raiding boxes) may take part in sea control combat.
- B. Opposing units in sea control boxes must fight at least one round of combat - they may not withdraw before fighting.
- C. Units in a given sea control box do not control that sea zone if enemy factors in the same box outnumber them by 4-1 or more. TAC and CV factors count double for this purpose, but SUB factors do not count at all.
Example: Britain and Italy are at war. After sea control combat is done in the Western Mediterranean, Britain has a 7-SURF, a 1-CV and a 2-4 TAC in that zone's sea control box, and France has a 5-SURF and three SUBs there. This totals 18 factors for the Allies since the CV and TAC factors count double for determining sea control and the SUB factors do not count. Italy has a 2-SURF and a 1-4 TAC (counts as four factors total). Italy is outnumbered 18 to 4, so does not control the sea zone.
6.5.5 SUBs and Sea Control. If a player has only SUB factors in a sea control box, they may fight normally in sea control combat and attack enemy units entering the zone in naval impulses, but they cannot control the zone.
6.6 Raiding
6.6.1 Procedure.
- A. Raiding occurs after Sea Control combat and Sea Control determination.
- B. If a raiding box contains units that are enemies of the nation earning BRPs from the sea zone, conduct one round of raiding.
- C. Britain decides the order to resolve raids.
- D. Each raiding round consists of two phases, an Escorts and Hunter-Killers Phase, and a Raiding Phase.
6.6.1.1 Escorts and Hunter-Killers Phase.
- A. Skip this phase if there are no units in the Sea Control box.
- B. First, players with units in the Sea Control box of the zone being raided may try to destroy enemy factors in that sea zone's Raiding box.
- C. Each player rolls a number of dice equal to the number of TAC and CV factors in that Sea Control box, plus half the number of SUB and SURF factors (dropping fractions).
- D. Every 6 is a hit on an enemy unit in that sea zone's Raiding box, destroying one factor.
- E. The rolling player chooses which enemy units in the Raiding box suffer hits.
6.6.1.2 Raiding Phase.
- A. After assigning damage from the Escorts and Hunter-Killers Phase, each player with surviving units in the Raiding box rolls a number of dice equal to the total of the surviving TAC, CV, SUB, and SURF factors.
- B. Each raiding TAC, CV, and SUB hits on a 5-6, and each raiding SURF hits on a 6.
- C. If there are no enemy units in that zone's Sea Control box, or if the number of dice enemy units rolled in the Escorts and Hunter-Killers Phase was less than twice the number of surviving factors in the Raiding box, add one to the result for each die rolled by the raiders. Treat a 7 as a 6.
- D. Each hit scored by raiders destroys 1 BRP in the stockpile of one enemy nation that can earn BRPs from the sea zone (raiding player's choice if more than one nation can earn BRPs from it).
- E. This can drive BRP stockpiles to zero and below.
- F. Nations losing BRPs to raids still receive all sea zone BRPs listed for them in Spring Production Segments.
- G. Raiding just reduces the target nation's BRP stockpile at the time of the raid.
6.6.2 Restrictions.
- A. Hits scored in the Escorts and Hunter-Killers Phase may only be applied to raiding units that belong to nations at war with the nation scoring the hits.
- B. Hits scored by SUB factors in the Escorts and Hunter-Killers Phase may not be applied to raiding SUB or TACs.
- C. Hits scored by SURF factors in the Escorts and Hunter-Killers Phase may not be applied to raiding TACs.
- D. Hits scored in the Raiding Phase may not be applied to enemy units - they only destroy BRPs.
- E. Nations may only raid BRPs of nations with which they are at war.
- F. The maximum number of a given nation's BRPs that raiders can destroy in a given sea zone per turn is equal to the BRPs derived from the zone for that nation.
Example: Raiders can destroy up to five Italian BRPs per turn in the Central Mediterranean. This means that raiders can destroy more BRPs per year in a sea zone than a nation can earn from that sea zone per year. Destruction of merchant shipping and raw materials has longer-term ripple effects in the nation's economy.
- G. Conquered nations no longer receive sea zone BRPs, so raiders cannot destroy sea zone BRPs of conquered nations.
- H. Liberated nations do start receiving sea zone BRPs again once liberated.
- I. See Trade Detour (18.2), Iron Ore (21.2), and Economic Loss (22.1) for additional, situation-specific limits on raiding.
6.7 Naval Impulse Movement
- A. In Naval and General Offensive impulses, previously unactivated friendly and Minor allied naval units outside of sea zone boxes may move.
- B. Moving naval units may:
- Mount amphibious landings and assaults (10.2),
- Move to another friendly or allied-controlled port or beachhead,
- Transport (10.1) previously unactivated friendly and allied ground and air units that began the impulse in the same hex with them,
- Provide OAS (requires CVs, 11.3),
- Launch naval strikes (requires CVs, 11.6).
- C. Moving naval units must end the impulse in a friendly or allied-controlled port or beachhead.
- D. They may be attacked when moving through enemy-controlled sea zones (6.8), or into amphibious landing hexes containing enemy naval units (10.2.3).
6.7.1 Forced Displacement.
- A. Naval units in a port that becomes enemy-controlled must immediately move to another friendly or allied-controlled port.
- B. This counts as their activation for the turn if they have not yet activated.
- C. If they have activated previously, they must still move.
- D. They must move to the closest friendly or allied-controlled port (in hexes) to the port from which they were ejected.
- E. If there is no such port within two sea zones of the sea zone containing the port from which they were ejected, eliminate the displaced naval units and return them to the Force Pool.
- F. Displaced naval units are subject to attack when moving through enemy-controlled sea zones (6.8).
- G. If a port that falls under enemy control contains a FT on its Major Port side, eliminate the FT and return it to the Force Pool.
6.7.2 Movement Range.
- A. Refer to Table 5: Maximum Range of Naval Units for the limit on the number of sea zones a naval unit can enter during an impulse.
- B. Exception: Fleet Train Assistance (6.7.3).
- C. When determining range, count the sea zone containing the port where the unit starts as the first sea zone.
- D. Units entering a port or participating in an amphibious landing may keep moving, up to their maximum range.
- E. [DC] Naval units that cannot reach a port at the conclusion of a Naval or General Offensive impulse must be eliminated and placed in the Force Pool, along with any ground units they were carrying. Nations do not receive any scrap value from naval units eliminated in this manner.
6.7.3 Fleet Train Assistance.
- A. If a previously unactivated FT starts a Naval or General Offensive impulse in the same port with other naval units but does not move or flip to its Major Port side, increase the movement range of every other naval unit in the port by one. Exception: Port Upgrade (13.3.2).
- B. Increase the range by one for each extra unactivated FT in the port.
6.7.4 Escort.
- A. All previously unactivated naval units (except SUBs) that begin a Naval or General Offensive impulse in the same port may move together.
Example: A player may send SURFs and CVs from the same port on a Naval Strike so that the SURF can protect the CVs against attack in enemy-controlled sea zones through which they move.
- B. In addition, moving naval units may enter ports along the way to pick up other active friendly and Minor allied naval units to accompany them as escorts.
- C. Units may be dropped off in the same way.
6.7.5 Run Silent, Run Deep.
- A. SUBs must move separately from other units and may not provide escort.
- B. SUBs are not subject to enemy naval attack when moving.
- C. SUBs may move freely through Narrow Seas hexes. Exception: Baltic Ice (22.4.1).
6.8 Naval Impulse Combat
- A. Naval combat can take place when non-SUB naval units enter a sea zone that is either solely enemy-controlled or simultaneously enemy and friendly/allied controlled.
- B. It can also occur when units mount an amphibious landing in a hex with enemy naval units.
- C. Moving out of a port into that port's sea zone counts as entering the zone, and can trigger enemy naval attacks there.
6.8.1 Procedure.
- A. If units in a sea control box or amphibious landing hex attack moving units, the opposing units fight one round of naval combat (6.3).
- B. The non-moving player(s) decides which units in the sea zone or hex through which they moved will attack the moving units - not all of them are required to attack.
- C. Moving naval units are subject to multiple attacks in the same impulse when encountering enemy units in multiple sea zones or amphibious landing hexes (one round of combat per sea zone or amphibious landing hex entered).
- D. If moving units reach a port and perform a mission there (e.g., drop off transported units, perform a naval strike), they may then move on to any other friendly or allied port in range, and may be attacked in enemy-controlled sea zones along the way.
- E. Units can be attacked twice in the same enemy-controlled sea zone in the same impulse only if they move through it to enter a port there, then exit the port to continue moving.
- F. Moving naval units may never be attacked more than once per impulse in the same amphibious landing hex - all combat there takes place before the landing. No combat occurs afterward if naval units keep moving.
6.8.2 Restrictions.
- A. Naval impulse combat between active moving units and non-moving units can only take place in sea control boxes or amphibious landing hexes.
- B. Units of the active player or allies in sea control boxes may not participate in naval impulse combat - they may only participate in sea control combat.
- C. Moving units may not initiate combat.
- D. Naval impulse combat is always at the option of inactive nations with units in Sea Control boxes or amphibious landing hexes. Exception: French Surrender (19.2).
- E. Inactive nations may opt to attack the moving units, but must decide immediately. They may not wait to see where the units move or how a landing is resolved.
- F. Units in Raiding boxes may not attack enemy units.
- G. Units in Sea Control boxes may not take part in combat in amphibious landing hexes.
- H. Units in coastal hexes may not attack moving units that do not enter the hex.
- I. Moving SUBs may not be attacked.
- J. SURFs transporting other units and units being transported may not fire.
6.8.3 Coastal Defense Bonus. In pre-landing naval combat (10.2.3), add one to each die roll made by the non-moving units due to support from shore batteries and light coastal defense forces (modified 7 equals 6).
6.9 Return from Sea Zone Boxes
- A. In the End Segment, SURFs, CVs, and TACs in a sea zone box must return to a friendly or allied port or airbase in a coastal hex of the same sea zone containing the box. It does not have the same port or airbase from which they started.
- B. Each SUB may return to a friendly or allied port within four sea zones of the zone containing the box. The zone containing the box the SUB is in counts as the first.
- C. SURFs and CVs beginning the turn in a port with a friendly or allied FT that did not move that turn may return to a port in the same sea zone with the FT or to a port in a sea zone adjacent to the FT's zone.
- D. SUBs starting a turn in a port with such a FT may return to a friendly or allied port within five sea zones (the first zone is the one containing the box occupied by the SUB).
- E. Eliminate all air and naval units unable to return to an eligible port or airbase and return them to the Force Pool.
7.0 Strategic Redeployment
- A. During the Strategic Redeployment Segment, nations may strategically redeploy (SR) units and transfer BRPs (14.9). This occurs per the Order of Play.
- B. SR of a unit counts as its activation for the turn. Turn it sideways.
- C. Units may not be attacked during SR by land or sea, but may be intercepted during SR by air.
- D. If a HQ unit SRs, it may not activate itself or activate any other units later in the current turn, even if its chit is drawn.
- E. If the HQ's chit is drawn, put it on the impulse track and draw another. Check for Operational Halt (3.7.2).
7.1 Redeploying Ground Units
7.1.1 Procedure.
- A. Ground units SR by activating then tracing an unbroken path of eligible hexes from their starting hex to their destination hex.
- B. The hex path may include sea hexes. Eligible hexes are friendly and allied-controlled land hexes, land hexes of the owning player's client nations, and hexes in sea zones that are not solely enemy-controlled.
- C. Each ground unit that can trace such a path moves from its starting hex to its destination hex.
7.1.2 Restrictions.
- A. SR paths for ground units may not enter a land hex that is not friendly-controlled or controlled by an allied or client nation.
- B. SR paths for ground units may not enter a sea zone solely controlled by enemy units.
- C. SR paths for ground units may not enter a desert, desert mountain, or Baltic Ice hex.
- D. No ground unit may begin, trace an SR path through, or end its SR in any hex adjacent to an enemy ground unit, unless the intervening hexside is impassable to all enemy ground units in the adjacent hex.
- E. Non-Soviet units may not SR through Soviet-controlled hexes.
- F. Each nation has limits (7.5) on how many SRs it can perform per turn.
- G. There are additional SR restrictions in North Africa (SRs: European Limits, 7.5.2) and for Japanese units (SRs: Pacific Limits, 7.5.3).
7.1.3 Trans-Siberian Railway.
- A. Soviet ground units may SR between Europe and the Pacific by redeploying to any map-edge hex inside the USSR's printed borders, then moving to any map-edge hex on the other map within the USSR's printed borders, and finally redeploying to the destination hex.
- B. The cost is two SRs per unit, counting against the SR limit on the map on which the unit started.
Example: A unit moves from Europe to the Pacific, it counts as two Soviet SRs on the Europe map.
- C. Redeploying in this manner is prohibited during Extreme Russian Winter conditions.
- D. Non-Soviet units may not use this method.
7.1.4 Trans-Siberian Railway and Flying Across Siberia with Central Asia Map [ROW].
- A. Only Soviet units may SR by land or by air between the Europe map and the Pacific map.
- B. When using the Central Asia Map, Trans-Siberian Railway (7.1.3) and Flying Across Siberia (7.3.4) apply normally except that the SR path onto or out of the Central Asia map must go through Samarkand (hex 6001) instead of any map-edge Soviet hex per the standard rules.
- C. If Samarkand is under enemy control, Soviet units may not SR between the Europe and Pacific maps by land or air.
7.1.5 The Way of Alexander [ROW].
- A. Any nation except the USSR may SR ground units by land between the Central Asia map and India on the Pacific map.
- B. The SR path must go through Kerman (6017 on the Central Asia map) and Bombay (1102 on the Pacific map). For a nation to do this, it must control both Kerman and Bombay, or it must control one of them while one of its allies controls the other.
- C. The cost to do this is one SR, which counts against the owing nation's SR limit on the map where the SR started.
- D. The unit must stop moving when it reaches the new map (that is, at Bombay if entering the Pacific map or at Kerman if entering the Central Asia map), unless the owning player wishes to spend another SR, which counts against the owning nation's SR limit on the map where the unit arrived.
- E. The second SR allows the unit to keep moving per the normal SR rules unless it has entered the Central Asia map and the nation has already performed two SRs in Central Asia (7.5.2.1) this turn. In that case it must stop at Kerman for the turn. Air units cannot SR between maps using this rule.
Example: An Indian 3-3 INF SRs from Calcutta through Bombay at Kerman. This counts as one SR against the British Pacific SR limit for the turn. If the unit wishes to continue moving, Britain must spend another SR against Britain's European SR limit for the turn. This would also count as one of Britain's two allowable SRs for the turn on the Central Asia map.
7.2 Redeployment by Sea
7.2.1 Redeploying Naval Units Alone.
- A. Naval units that start the SR segment in port may SR to any other friendly or allied port within twice their movement range.
- B. It costs one SR to SR one naval unit up to its movement range through sea zones that are solely friendly or allied-controlled or controlled by no nation(s).
- C. It costs two SRs to SR one naval unit up to its movement range through one or more sea zones that are simultaneously under friendly or allied and enemy control.
- D. Double the SR cost if the unit moves more than its movement range.
Example: It costs four SRs to SR a SUB through 6-10 sea zones where one or more of the zones are both friendly and enemy controlled.
- E. Increase each naval unit's base movement range by one when a friendly or allied FT is in its port of origin and the FT did not move, SR, or flip to its Major Port side during the turn.
- F. Per unit SR costs are not affected by the number of naval factors composing the unit: a 1-factor unit and a 9-factor unit have the same cost.
7.2.2 Redeploying Ground and Air Units by Sea.
- A. Nine activated SURF factors or one activated LC factor may SR an unlimited number of friendly and allied ground and air units (at a SR cost of one per unit) between two specific friendly or allied-controlled ports, if the sea zones through which they SR are solely friendly or allied-controlled or controlled by no nation(s).
- B. Eighteen activated SURF factors or two LC factors are required to SR unlimited numbers of friendly and allied ground and air units through one or more sea zones that are simultaneously under friendly/allied and enemy control.
- C. The SURF or LC factors involved must start the SR phase in either or both ports along the route.
- D. They do not all have to be in the same port, and the SURF or LC factors themselves may SR between ports along the sea route if desired at no SR cost.
- E. The SURFs or LCs may not move to ports other than the two ports along the SR sea route.
- F. The ground and air units are not required to start or end the SR phase in either port - they may SR through land hexes to one of the ports, then overseas to the other port, and then overland to their destination. Exception: Off-Map Boxes (7.4).
Example: Italy wants to SR the Alp INF from Milano to Tobruk. Italy controls the Central Mediterranean but Britain solely controls of the Eastern Mediterranean. Italy may trace an SR path from Milano through Italy to Taranto, across the Central Mediterranean to Tripoli, and across Libia to Tobruk, if no land hex along the SR path is enemy-controlled or adjacent to an enemy ground unit that could traverse the intervening hexside. This costs Italy one SR, and requires Italy to activate nine SURF factors or one LC factor in either or both ports along the SR path. Participating SURF or LC factors can SR between Taranto and Tripoli if desired at no SR cost.
7.2.3 Range and Cost for Redeploying Ground and Air Units by Sea.
- A. SURFs may SR one ground or air unit up to nine sea zones at a cost of one SR (Exception: Cape of Good Hope, 7.2.6), and for 10-18 sea zones at a cost of two SRs.
- B. LCs may SR a ground or air unit up to three sea zones for one SR, and up to six sea zones for two SRs.
- C. For each friendly or allied FT that did not move during the turn and is in any port along the SR sea route, increase the maximum number of sea zones through which SURFs and LCs may SR ground and air units at each SR cost by one.
- D. The SR cost only applies to ground or air units being redeployed by sea; there is no cost for the SURFs or LCs performing the deployment.
7.2.4 Restrictions.
- A. Units may not SR by sea farther than twice the movement range of the naval units involved (plus any additions for FTs).
- B. Units may not SR through Baltic Ice hexes or through any sea zone that is solely enemy-controlled.
- C. To SR through a Narrow Seas hex, it or at least one coastal hex within two hexes must be friendly or allied-controlled.
- D. Do not use SR rules for sealift and amphibious landings/assaults during impulses.
7.2.5 Off-Map SR.
- A. Redeployment through off-map movement boxes is considered SR by sea (except for SR by land or air directly between US East and West Coast Boxes).
- B. Units SR between off-map movement boxes by following the lines or arrows. Lines between off-map movement boxes are labeled with numbers that indicate the sea zone range between the boxes.
7.2.6 Cape of Good Hope.
- A. US, British, and Commonwealth units may SR around Africa, in either direction between Suez (or the Middle East off-map movement box, containing Suez) and any port adjacent to any of these sea zones:
- Eastern Atlantic
- Western Approaches
- North Atlantic
- North Sea
- Norwegian Sea
- The US Box (JP3R) or US East Coast Box (GPW and SWW)
- B. It costs two SRs per unit to SR around the cape (four SRs if the SR goes through any sea zones under friendly and enemy control).
- C. All other normal rules for SR by sea apply.
7.2.7 Trans-American SR and the Panama Canal.
- A. US and Canadian ground and air units may SR between the US East Coast and West Coast boxes by land or air.
- B. US units and those of its allies may SR by sea between the US East Coast and US West Coast boxes at a cost of one SR per unit, counting as an SR on either map (owning player's choice, Off-Map SR, 7.5.7) and uses the entire SR.
- C. Units may not move beyond a destination US box in the same segment in which they arrive.
- D. Units eligible to SR through the US boxes may SR from Europe to the Pacific in this way by following the off-map movement boxes.
- E. This counts as one SR against the limit on the map where the units started.
7.2.8 Passage to India.
- A. Suez occupies the Middle East Box on the Off-Map Movement Chart, and units may move between Europe and the Pacific by redeploying through Suez (and thus the Middle East Box).
- B. Units may SR directly between the Middle East and Pacific Map 1, along the line on the Off-Map Movement card. The distance along the line is three sea zones, and the line connects to the Indian Ocean 4 Sea Zone.
- C. Units may also SR directly from the Middle East box to Pacific Map 3, with the line connecting the two having a length of five sea zones.
- D. Units in the Middle East box may SR along the line directly to any Australia off-map box, and vice-versa.
- E. Units may not SR into or through the Middle East Box if Suez and the hexes around it are not under friendly or allied control.
- F. If Japan, Italy, or Germany controls Suez (4227) and also controls any port in the Arabian Sea Zone (the same nation must control both ports), then that nation's units (only) may SR between the ports. Otherwise, no Japanese, Italian, or German unit may SR between Europe and the Pacific.
7.2.9 Straits of Hormuz [ROW].
- A. Per the Central Asia map, the Persian Gulf sea zone is adjacent to the Arabian Sea zone, and is two zones away from the Middle East box (which includes the Suez box on the JP3R Deluxe Map).
- B. Units cannot enter or exit the Persian Gulf sea zone via Naval Impulse Movement.
- C. Units in ports or airbases on the Persian Gulf sea zone can enter the sea zone boxes there normally, but units can only leave Persian Gulf sea zone for another sea zone or enter it from another sea zone via SR by sea.
7.3 Redeploying Air and PARA Units
- A. Air units may redeploy by air and sea. They may not redeploy by land like ground units.
- B. PARAs may redeploy by air, sea, and land.
7.3.1 Redeployment by Air.
- A. Each LSAC, TAC, SAC, and PARA may activate and SR as far as the owning player wishes by staging between friendly or allied-controlled airbases.
- B. PARAs must start the SR Segment at an airbase to SR by air.
- C. The maximum distance of each airbase-to-airbase stage is double the air unit's printed range. Treat PARAs as having a printed range of 4 for this purpose.
- D. Each eligible unit may make an unlimited number of stages during the same SR Segment, at a cost of one SR (total, not per stage).
- E. Air units and PARA may SR by air and sea in the same SR segment at no extra cost.
- F. SR paths by air are not blocked by terrain (including all-water hexes), or by enemy units or ZOCs.
7.3.2 Restrictions.
- A. SR paths by air may not pass through hexes of nations that are either neutral or hostile to the redeploying nation but not at war with it.
- B. Units may not SR by land or air into off-map movement boxes, except between the US East Coast and West Coast boxes.
- C. SR by air may be intercepted by eligible enemy TACs in range of the SR path.
- D. PARA intercepted while redeploying by air may not fire back.
- E. One air battle hit on a full-strength PARA reduces it and two eliminates it.
- F. One air battle hit on a reduced-strength PARA eliminates it.
- G. Enemy air units in sea control boxes do not block redeploying air units and may not intercept them.
7.3.3 Redeploying Air and PARA by Sea.
- A. Air units may SR by sea just like ground units, except that they must SR by air to move through land hexes to or from ports along the sea route.
- B. Air units may not SR to or through any port that does not have the capacity to base them at the time of the SR.
- C. PARAs may SR by sea like ground units, and may SR by land or air to reach ports along the sea route.
7.3.4 Flying Across Siberia.
- A. Soviet air units may SR by air between Europe and the Pacific, using the same procedure as ground units SRing via the Trans-Siberian Railway (7.1.3).
- B. The last stop on the map a unit exits must be within range of the map edge.
- C. Thus, a TAC may only SR to the other map if it leaves from or makes a stop at an airbase within four hexes of the edge of the map it is leaving.
- D. Once a unit moves to the other map, it must make a stop at or just stop at an airbase within range from the map edge it enters.
- E. Units may continue SRing from the airbase at which they arrive. The cost is two SRs per unit, which counts against the SR limit on the map on which the unit started.
- F. Flying across Siberia is prohibited during Extreme Russian Winter conditions.
- G. Non-Soviet units may not fly across Siberia.
- H. [ROW] When using the Central Asia map, the variant in Rule 7.1.4 applies.
7.4 Off-Map Boxes
- A. In JP3R, the Europe map has a box representing the US.
- B. In GPW and SWW, the Off-Map Movement Card contains two US boxes: East Coast and West Coast.
- C. Some units start the game in US boxes (per scenario instructions).
- D. Only US and Canadian units may be placed in the US boxes and move into or out of them.
- E. Moving into or out of a US box from a non-US box is treated as SR by Sea (7.2). Eligible units may SR by land, sea, or air directly between the US East Coast and West Coast boxes.
- F. Units in a US box may be placed on the map at any port controlled by the US or Britain by spending one SR per unit, subject to normal range limits for SR by sea.
- G. Air units may not be placed at ports that do not have the capacity to base them at the time of placement. Moving a unit from a US box to a port or vice versa counts as the entire SR - it may not move beyond the destination port or the US box in the same segment.
- H. Moving a unit from the US East Coast box to the US West Coast box or vice-versa also counts as the entire SR - the unit may not move beyond the destination US box.
7.4.1 JP3R: New Units in US Box. All newly-constructed US and Canadian units in JP3R are placed in the US box.
7.4.2 British Off-Map Boxes [DC].
- A. Units in a British box may be placed at any port controlled by the US or Britain at a cost of one SR per unit, subject to normal range limits for SR by sea.
- B. Air units may not be placed at ports that do not have the capacity to base them at the time of placement.
- C. Moving a unit from a British box to a port or vice versa counts as the entire SR - it may not move beyond the destination port or the British box in the same segment.
Design Notes: This is identical to US restrictions, and reasonable given the vast distances and logistical challenges faced in the Pacific.
7.4.3 GPW and SWW.
- A. Newly-constructed US units in GPW and SWW may be placed in either the East Coast or the West Coast box.
- B. Newly-constructed Canadian units may only be placed in the East Coast box.
7.5 SR Limits
- A. Refer to Table 6: Turn Limit SRs per Nation for the number of SRs per turn for each nation combined on all maps.
- B. Redeploying one unit usually costs one SR, but sometimes costs more.
- C. Units may only SR if the owning nation pays the SR cost. Exceptions: Minor Countries (7.6), Major Power Allies (7.7).
7.5.1 Prohibited SRs.
- A. Japanese units may not SR to Europe.
- B. German and Italian units may not SR to the Pacific. Exception: Passage to India (7.2.8).
- C. No Chinese unit of either faction may SR outside China's printed borders.
- D. French units in the Pacific may not SR outside French Indo-China.
- E. Non-Soviet units may not SR through Soviet-controlled hexes.
7.5.2 SR: European Limits.
7.5.2.1 Europe Map. Refer to Table 7: European SR Limits for the maximum SRs some nations may perform per turn on the Europe map (and for JP3R).
7.5.2.2 Central Asia Map [ROW]. SRs in Central Asia count against the European limits of Britain, the USSR, and the US. However, each nation may make no more than two SRs of any kind per turn on, from, to, or though the Central Asia map.
Example: A Soviet 1-3 INF SRs by land from Moscow to Rasht, while a Soviet 3-4 TAC SRs by air from Mashhad to Baghdad. Both count against the Soviet European total, and the Soviet cannot perform any more SRs this turn in Central Asia.
7.5.3 SR: Pacific Limits.
- A. Refer to Table 8: Pacific SR Limits for the maximum SRs some nations may perform per turn on the Pacific map.
- B. Only one Soviet ground unit per turn may SR outside printed Soviet borders on the Pacific map.
- C. Only one Japanese unit per turn may SR by land outside Japan, Manchukuo, or Chosen.
- D. More such Japanese SRs are allowed if conducted only by air or port to port by sea.
7.5.4 After the Fall. If a nation's capital is enemy-controlled, its per-turn SR limit is reduced to half (round fractions down). Exceptions: KMT (no effect), CCP (no effect), USSR (5), Britain (3 for JP3R) and Japan (1).
7.5.5 Pearl Harbor. In JP3R, Britain's per-turn SR limit drops to five after the Pearl Harbor chit is drawn, and to three if London becomes enemy-controlled after that.
7.5.6 North Africa.
- A. Due to poor roads and railroads, each nation may SR only one ground unit per turn through land hexes in Africa.
- B. This limit does not apply to SRs by sea that begin or end at African ports.
7.5.7 Off-Map SR.
- A. If a unit starts its SR in Europe and moves to or through any boxes on the Off-Map Movement Card, it counts as an SR in Europe.
- B. If a unit starts its SR in the Pacific and moves to or through any boxes on the Off-Map movement card, it counts as an SR in the Pacific.
- C. If a unit starts and finishes its SR on the Off-Map Movement Card, the owning player chooses where to count the SR (Europe or the Pacific).
7.6 Minor Countries
- A. The Major controlling a Minor decides whether and where to SR the Minor's units.
- B. Minors spend their own SRs to SR units, but a controlling Major may spend its own SRs to SR more units of its Minor allies.
7.7 Major Power Allies
- A. When allied, Britain and the US are the only Majors that may use their own SRs to SR the other's units.
- B. All units may SR overseas with the help of any ally's SURFs or LCs, except for Soviet and Chinese.
- C. Soviet allies may not SR through Soviet-controlled land hexes (either inside or outside the USSR's printed borders).
- D. Soviet naval units may not SR other nation's units.
8.0 Land Movement
- A. Players move active ground units one at a time through adjacent hexes.
- B. Each unit pays the movement point (MP) cost for each hex it enters (Land Movement (MP) Costs, 8.1; Terrain Effects Chart).
- C. A hex's MP cost is that of the most expensive type of terrain in it (not a total if multiple types).
- D. No unit may exceed its movement allowance in any impulse. Exceptions: Movement Minimums (8.3) and Exploitation Movement (9.6.1).
- E. Unused MPs are lost. They may not be saved for Exploitation Movement, or a later impulse or turn.
- F. Retreats and advances after combat are free movement and do not cost MPs, nor do they activate previously unactivated units.
8.1 Movement Point (MP) Costs
- A. ARMs pay two MPs for each mountain, swamp, or jungle hex they enter, and one MP for each other hex they enter.
- B. All other unit types pay one MP per hex entered no matter the terrain.
- C. Rivers, straits, canals, fortresses and friendly and allied units in a hex do not add MP costs.
- D. It costs one additional MP to exit an enemy Zone of Control (8.5).
- E. Units may not enter Qattara Depression hexes or all-water hexes or hexsides using ground movement.
8.2 Restrictions
- A. Units may not enter hexes containing enemy ground units unless the moving units are conducting an amphibious assault (10.2.5) or airborne assault (13.1).
- B. Friendly and allied units do not block movement.
- C. Enemy ZOCs (8.5) do not block movement either, but can add to MP costs.
- D. Beachheads and airfields of all nationalities are not ground units and do not block movement.
8.2.1 Major Power Hexes.
- A. Ground units may enter hexes controlled by foreign Majors only if the two countries are at war or allied.
- B. Units of Soviet allies may not enter hexes inside the printed borders of the USSR, unless the USSR has surrendered.
8.2.2 Minor Country Hexes. Units of Majors may only enter hexes controlled by Minors with which they are at war or have Friendly (16.3.3), Client (16.3.4), or Ally (16.3.5) relations.
8.2.3 Minor Country Units. Each Minor has individual movement restrictions (26.1).
8.3 Movement Minimums
- A. Units are not required to move when activated.
- B. Each activated unit may always move one hex per impulse regardless of MP cost, unless blocked by adjacent enemy units or impassable hexsides (see TEC).
8.4 Stacking Limits
- A. The stacking limit is up to two ground units of any kind plus one HQ and one PARA in the same hex at the same time.
- B. Two divisions (13.7) constitute one unit for stacking purposes.
- C. Stacking limits apply at the end of regular movement (8.0), advance (9.5) and retreat after combat (9.4), exploitation movement (9.6.1), SR (7.0), and after all new units are placed (15.2) during each Production Segment.
- D. The active player may move as many units as desired through a hex, but stacking limit applies after movement is complete.
- E. If any hexes exceed the stacking limit when the limit applies, the owning player(s) must choose ground units to eliminate in the overstacked hexes until all meet the limit.
- F. Return eliminated units to the Force Pool unless they were unsupplied when eliminated (permanently removed, 12.3).
- G. Stacking limits apply only to ground units and are unaffected by the presence of air and naval units.
- H. See airbase (11.1) and port (6.2.1) capacity rules for how many air and naval units may stack in the same hex.
8.5 Zones of Control (ZOCs)
- A. Only ARMs exert Zones of Control (ZOCs). A ZOC represents a unit's influence on its immediate vicinity.
- B. Each ARM's ZOC extends into the six hexes adjacent to it, except into hexes and across hexsides that are impassable to the ARM (see TEC).
- C. [DC] A strait is considered impassible terrain for the purposes of ZOCs, thus a ZOC does not extend across a strait hexside.
Design Notes: This is a plausible restriction given the logistics of moving across a strait and armor capabilities abstracted in the ZOC rules. The Strait of Messina is the most likely area to see the variant applied.
- D. It costs one additional MP to exit a hex that contains an enemy ZOC.
- E. There is no extra cost to enter a hex containing an enemy ZOC.
ZOCs block enemy retreats (9.4), unless the ZOC hex contains a unit friendly or allied to the retreating unit.
9.0 Ground Combat
- A. During General Offensive or HQ Offensive impulses, after the active player has completed movement and airborne drops (13.1), all active ground units adjacent to enemy ground units (or in the same hex with them for airdrops or amphibious assaults) may attack.
- B. Attacking is voluntary; units are not required to attack. Exceptions: Airdrops (13.1) and Amphibious Assaults (10.2.5).
9.1 Allocating Attacks
9.1.1 Options. Active units may allocate their attacks in any of the following ways:
9.1.1.1 One Hex Attacks Many Hexes.
- A. Any or all active units in a given hex may attack enemy units in any or all six adjacent hexes.
- B. They may make one unified attack on all adjacent enemy units, or some or each of them may attack individual hexes separately.
Example: If a hex is completely surrounded by enemy units, active units in the surrounded hex may attack all six hexes adjacent to them in one attack. Or some active units may attack some hexes and others attack other hexes. Or they may all choose to attack just one or some of the adjacent hexes instead.
9.1.1.2 Many Hexes Attack One Hex.
- A. Any or all active units adjacent to the same enemy-occupied hex may attack it in one unified attack.
- B. The attacking units do not have to be adjacent to one other - they just have to be adjacent to the same defending hex.
Example: If active units are in some or all of the six hexes adjacent to an enemy-occupied hex, they may attack it in one unified attack. Or, some may attack it while others do nothing or attack different adjacent hexes.
9.1.1.3 Line Attacks Line. Active units in an unbroken line of two or more hexes may make a unified attack against enemy units in an unbroken line of two or more hexes adjacent to the attacking line.
Example: Germany attacks the USSR on the border of Eastern Poland. German units in an unbroken line in hexes 2110, 2210, 2211, 2212 and 2313 attack an unbroken line of Soviet units in hexes 2209, 2310, 2311, 2312, 2412 and 2413. Germany sends 5 TACs each into hexes 2310 and 2312 for OAS, and the USSR puts 5 TACs each into hexes 2310 and 2412 for DAS (DAS). First, the air units in hex 2310 fight an air battle, then all ground units and all surviving air unit factors in all involved hexes roll dice. Each side allocates hits among participating units per Resolving Hits (9.3). If hex 2311 were empty, the Soviet units in hexes 2209 and 2310 would have to be attacked separately from the Soviet units in hexes 2312, 2412 and 2413, because hex 2311 would be a break in the Soviet line.
9.1.2 Restrictions.
- A. Ground units must be adjacent to at least one enemy ground unit to participate in ground combat.
- B. If an active line of units attacks an enemy line of units, an active ground unit in the line that is not adjacent to at least one enemy ground unit may not attack, advance after combat or have hits assigned to it.
- C. A ground unit in an enemy line that is not adjacent to at least one attacking ground unit may not defend, retreat or have hits assigned to it.
- D. When a hex is attacked, all units stacked in the hex must be attacked together - a player may not attack individual stacked units separately.
- E. Units may not attack empty hexes (to gain an advance after combat), across impassable hexsides or into impassable hexes (see TEC).
- F. If players allocate (OAS) (11.3) and (DAS) (11.4) to hexes involved in a line attack (9.1.1.3), only opposing air units in the same hex with each other fight air battles (11.9).
9.2 Combat Sequence
- A. The active player announces all hexes to be attacked, moving active TACs and SACs as desired to hexes in range for OAS (11.3).
- B. Nations whose units are under attack may move any previously unactivated TACs to attacked hexes in range for DAS (11.4).
- C. The active player (or players) resolves each individual attack one at a time, in any order.
- D. Combat occurs in this order:
9.2.1 Air Battle Phase. Resolve any air battles (11.9).
9.2.2 Supply Phase.
- A. Check whether each ground unit involved in the battle can trace a supply path (12.1).
- B. Those that cannot are unsupplied and subject to extra damage from hits (No Quarter, 9.3.6).
- C. Air units do not need to check supply in combat.
9.2.3 Attack Phase.
- A. Total the combat strengths of all active units attacking the target hex(es), including air support.
- B. The active nation (or nations in the case of allies) rolls a number of dice equal to attacking units' total combat strength.
- C. Every 6 is a hit. Roll separately for all attacking ARMs, MARs conducting an amphibious assault (10.2.5), and TACs that get a Blitzkrieg Bonus (9.7), as they all hit on a 5-6.
- D. Do not apply hits to defending units until the Damage Phase. Dice rolled by defending units in the Defense Phase are not reduced by hits they take during the current Attack Phase.
9.2.4 Defense Phase.
- A. Defenders roll a number of dice equal to the total combat strength of ground units under attack (modified by any terrain, 9.8), plus air units providing DAS (11.4). Every 5-6 is a hit.
- B. Roll separately for defending ARMs and TACs receiving a Blitzkrieg Bonus (9.7). They all hit on a 4-6.
9.2.5 Damage Phase. Both sides take hits scored against them simultaneously. Each side allocates hits against ground units and reduces or eliminates units that take enough hits. Leftover hits (9.3.5) on participants reduce their BRP stockpiles, unless their units retreat (9.4).
9.2.6 Retreat Phase.
- A. If the defender takes a number of hits that equals or exceeds the total combat strength of all its units in the battle (after terrain modifiers, 9.8), then all defending units are reduced or eliminated (9.3.1), and the surviving defending units must retreat (9.4.1).
- B. Ignore excess hits (9.3.5) on retreating units - they do not cause BRP losses.
- C. Alternatively, if the defending side did not take enough hits to equal or exceed the total combat strength of all its units in the battle, and it wishes to avoid losing BRPs from leftover hits (9.3.5), then all defending units may retreat voluntarily (9.4.2).
9.2.7 Advance Phase. If the defending units retreat, then surviving attacking units may advance (9.5) into the hex(es) they vacated and possibly beyond.
9.2.8 Exploitation Movement Phase.
- A. In General Offensive and HQ Offensive impulses (only), active ARMs and CAVs may move again (9.6.1), even if they moved earlier in the impulse. Exception: Weather (22.4).
- B. Active PARAs that have not moved, attacked, or airdropped this impulse can airdrop (13.1) in this phase.
9.2.9 Exploitation Combat Phase.
- A. In General Offensive and HQ Offensive impulses (only) active ARM and CAV may attack (9.6.2), even if they attacked in the Attack Phase, (Exception: Weather, 22.4), as may active PARA (13.1.3) that airdropped in the Exploitation Movement Phase.
- B. The active player announces the hexes eligible units will attack, and players repeat steps 1-7 (but not 8 and 9; units may not exploit after exploiting).
- C. TACs (but not SACs) that provided OAS and DAS earlier in the impulse may continue doing so if combat continues in the hexes in which they were placed, and more eligible TACs in range may be added for OAS (11.3) and DAS (11.4).
- D. Once Step 9 is done (or Step 7 if there is no exploitation), proceed to the next attack.
- E. Once all units are done activating, the impulse ends, and all air units that flew OAS or DAS must return to base.
- F. Draw the next chit to start the next impulse.
9.3 Resolving Hits
9.3.1 Reducing and Eliminating Units.
- A. During normal or exploitation combat, if a side suffers enough hits to equal or exceed the combat strength of its weakest ground unit in the battle, that unit must take hits equal to its combat strength and flip to its reduced-strength side. Exceptions: Restrictions (9.3.2), HQ (9.3.3), Garrisons (13.6.1). This is called reducing the unit.
- B. If a unit is already on its reduced strength side or it has no reduced strength side, eliminate it and return it to its Force Pool. Exceptions: Fortresses (9.9), Last Stand (12.3.3), Unsupplied Units (15.4.1).
- C. If a side suffers enough hits to equal or exceed the total combat strengths of more than one of its units in the battle, then each of those units must take hits equal to its combat strength and be reduced or eliminated.
- D. The owner may allocate hits on its units in the battle as desired, except that lower-strength units must take hits before higher-strength units. Exceptions: Death from Above (9.3.8), Amphibious Assaults (10.2.5).
- E. Beyond that, players must always allocate hits so as to keep leftover hits to a minimum (9.3.5).
- F. Terrain that increases defending units' combat strengths also increases the number of hits it takes to reduce or eliminate them. Therefore, a defending unit with the lowest printed combat strength may end up taking hits after units with higher printed combat strengths, if the lower-strength unit is in terrain that increases its strength (9.3.4) above that of the other units.
Example: A German 3-3 INF and a German 5-6 ARM in adjacent hexes are attacked simultaneously by Soviets. If no terrain modifiers apply, then the INF must take hits first. If the INF is in a mountain hex, then its combat strength is doubled to 6. This gives the INF a higher modified combat strength than the ARM, so the ARM must take hits first. If the Soviets score six hits and the INF is in a mountain hex, Germany must satisfy five of the hits by flipping the ARM to its reduced side, and then satisfy the leftover hit by either reducing its stockpile by 1 BRP (9.3.5) or voluntarily retreating both units one hex (9.4.2).
9.3.2 Restrictions.
- A. A player may not apply more hits to a unit than an amount equal to its current combat strength (as modified by terrain, 9.3.4).
- B. A full-strength unit with two sides may not be both reduced and eliminated by the same combat die roll. Exceptions: Death From Above (9.3.8), Amphibious Assaults (10.2.5).
- C. TACs providing OAS or DAS take hits only in the Air Battle Phase.
- D. Hits scored in normal combat are separate from those scored in exploitation combat. They do not accumulate. Therefore, if a unit with a strength of 3 suffers two hits in normal combat and two more in exploitation combat, it is not reduced. If the unit does not retreat voluntarily, its owner loses 2 + 2 = 4 BRPs (leftover hits, 9.3.5).
9.3.3 Headquarters.
- A. HQs have a combat strength of zero.
- B. They do not suffer hits in battle, but are eliminated automatically if attacked while alone in a hex (whether the attacker scores any hits or not), or if all other units in their hex are eliminated in battle.
- C. Zero-strength units do not receive combat strength modifiers from terrain (9.3.4).
9.3.4 Defensible Terrain. Ground units defending in mountain, fortress, swamp, and certain objective city hexes have their combat strengths increased, as do units attacked exclusively across river, canal, and strait hexsides (Exception: HQs, 9.3.3), causing the number of dice rolled for the unit when defending in combat AND the number of hits it takes to reduce or eliminate the unit to both be increased by the same amount. See TEC and Terrain Effects (9.8).
Example: A full-strength 3-3 INF defending in a swamp hex gets a +1 terrain bonus to its combat strength. It rolls 3 + 1 = 4 dice in combat, and it flips to its reduced-strength side only if it takes 3 + 1 = 4 hits.
9.3.5 Leftover Hits.
- A. If a side takes hits in a battle, but does not take enough hits to reduce or eliminate its weakest unit, or if some but not all of its units are reduced or eliminated and there are unassigned hits remaining, then the nation's BRP stockpile drops by an amount equal to the leftover hits. Exception: Voluntary Retreat: defenders only, (9.4.2).
- B. This can cause stockpiles to go to zero and below (14.1.4).
- C. Ignore leftover or excess hits on retreating defenders, or on a side that has all its units eliminated - the leftover or excess hits do not destroy BRPs.
9.3.6 No Quarter.
- A. Reduce or eliminate each unit that takes at least one hit while unsupplied (12.3), or when making an amphibious assault (10.2.5), or whose owning nation's BRP stockpile is at or below zero. Exception: Defenders who retreat voluntarily (9.4.2).
- B. No leftover hits are allowed - all hits taken by a side in any of these three situations must be applied to its units.
- C. Units eliminated while unsupplied are permanently removed from the game. This does not apply to supplied units in amphibious landings, or whose BRP stockpile is at zero or below.
9.3.7 Hits Among Allies.
- A. If two or more allied nations have ground units in the same battle, allocate hits scored against the allied units normally, with weaker allied units taking hits first and leftover hits kept to a minimum.
- B. If two or more allied units in the battle are weakest, roll to see which nation's weakest unit must takes hits first.
Example: A German 3-3 INF, a Romanian 2-3 INF (German ally) and an Italian 2-3 INF activate on the same impulse and attack the same Soviet units. If the defending Soviets score one hit, Germany and Italy must roll dice to see if the hit is taken by the Romanian or the Italian unit. If the Soviets score two hits, Germany and Italy roll as above, and both hits must be taken by the same 2-3 INF so no hits are leftover. If the Soviets score three hits, the players roll as above and then the other 2-3 INF must take the third hit. If the Soviets score four hits both 2-3 INF take two hits each, and if the Soviets score five or more hits the excess over four are taken by the German unit.
9.3.8 Death from Above.
- A. When a PARA airdrops, it must take all hits scored by enemy units in the airdrop hex until it is reduced or eliminated, even if other units attack the hex simultaneously.
- B. Allocate remaining hits normally.
- C. If at least one enemy ground unit remains in the airdrop hex after combat is done, eliminate all active PARAs in the hex and place them in the Force Pool.
9.3.9 Combat Examples.
Example 1: Two Soviet 2-3 INFs attack a German 1-3 INF and a German 3-3 INF in a clear terrain hex. Both players roll four dice. The USSR rolls two sixes for two hits, and Germany rolls a 5 and a 6 for two hits. The two hits on the USSR eliminate a 2-3 INF (neither of which has a reduced-strength side). One hit on Germany eliminates the German 1-3 INF, and the other hit eliminates one German BRP unless Germany retreats its surviving 3-3 INF to avoid losing the BRP.
Example 2: Two Soviet 3-5 ARMs, three Soviet 3-3 INFs, and one reduced-strength Soviet 1-3 INF are lined up in 2714, 2814, and 2915. They attack two Romanian 2-3 INFs in mountain hexes 2715 and 2815. The USSR rolls separately for ARM and INF as they hit on different rolls. It rolls six dice for the ARM and rolls a 5 and a 6, for two hits. It rolls 10 dice for the INF and rolls three 6s for three more hits, a total of five hits, four of which eliminate a Romanian 2-3 INF (because mountains double its combat strength to 4 and it takes four hits to eliminate it - Romanian 2-3 INF have no reduced-strength side). The other hit is left over and destroys one Romanian BRP, unless Romania retreats its surviving 2-3 INF to avoid losing the BRP. The Romanian units do fire back before taking damage. The mountains double each 2-3 INF's combat strength to 4, for a total of 8. Romania rolls eight dice and gets two 5s and a 6 for three hits. One hit eliminates the reduced Soviet 1-3 INF, but as all other Soviet units in the battle are strength 3, the remaining two hits are leftover and destroy two Soviet BRPs. The Soviet units cannot retreat to avoid losing the 2 BRPs (only defenders can retreat, 9.4.4).
9.4 Retreats
9.4.1 Mandatory Retreat.
- A. If all defending ground units in a battle are reduced or eliminated, then all surviving defending ground units must retreat.
- B. If an attack targets just one hex, then all ground units in that hex must be reduced or eliminated for a mandatory retreat to occur.
- C. If an attack targets multiple hexes simultaneously, then all defending ground units in those hexes must be reduced or eliminated for a mandatory retreat to occur, and all surviving ground units in those hexes would have to retreat.
- D. One-sided units never retreat since they will be eliminated before they can do so. Ignore excess hits on retreating units - do not take BRP losses.
9.4.2 Voluntary Retreat.
- A. If defending units suffer hits in battle but are not required to retreat per Rule 9.4.1, they may voluntarily retreat to avoid losing BRPs to leftover hits (9.3.5).
- B. ALL defending units in the battle must retreat - not just the units that took hits.
- C. Unsupplied units cannot retreat voluntarily.
9.4.3 Procedure.
- A. The owning player decides where to move retreating units, moving them one at a time.
- B. Each retreating unit must move out of the hex in which it was attacked, and must move to the closest hex that is not an empty hex adjacent to an enemy ground unit.
- C. Units may end their retreat in hexes containing friendly units, even if the hex is adjacent to one or more enemy units.
- D. A unit may not end its retreat in any of these:
- a. a friendly occupied hex that would violate stacking limits;
- b. a hex adjacent to an enemy ground unit;
- c. a hex containing allied units with which it is not allowed to stack.
- E. If a unit would end its movement in a hex listed above, it must continue moving until it reaches the closest hex that is not in one of those three categories. It must stop and end its retreat in the first such hex it reaches.
- F. Retreating does not expend MPs.
9.4.4 Restrictions.
- A. Attacking units may never retreat.
- B. Defending units may not retreat if the units attacking them scored no hits.
- C. Units may not retreat through or into hexes containing enemy ground, air or naval units, or empty hexes containing enemy ZOCs.
- D. Units may retreat through or into hexes containing friendly or allied units, regardless of enemy ZOCs.
- E. Retreating units must move to the closest eligible hex by the shortest possible route.
- F. Units may not retreat into hexes or across hexsides that are impassable to them. Eliminate such units return them to the Force Pool.
Example: German units in hexes 2610, 2611, 2712 and 2811 all attack Kiev (2711.) The resulting hits cause all Soviet units in Kiev to be reduced or eliminated, so the surviving Soviet units there must retreat. Hexes 2710 and 2810 are both empty, but hex 2810 contains a German ZOC. The Soviet units in Kiev must start their retreat by moving into 2710. They must then keep moving since 2710 is an empty hex adjacent to the German units in 2610. Hex 2609 is empty but contains a German ZOC, and hexes 2709 and 2809 both contain Soviet units and are both already at the stacking limit. So, the retreating units enter hex 2809 and then continue moving to hex 2808, which is empty and is not adjacent to German units or in German ZOCs. They end their retreat there. Had there been a German ZOC in hex 2710, the Soviet units would have had nowhere to retreat and been eliminated.
9.4.5 Naval Evacuation [DC].
- A. If a port hex is attacked in ground combat and the defending ground units there conduct a mandatory retreat (9.4.1) or do so voluntarily (9.4.2), and there are LC or SURF factors in the port hex with them at the time of the attack, then those ground units may board the eligible naval units and move to another port with them via forced displacement (6.7.1).
- B. Units moved in this manner meet the retreat requirements from combat results.
- C. Normal capacity rules (10.1.1) apply.
Example: A 4-SURF cannot evacuate a non-division ground unit.
- D. Air units cannot retreat via naval evacuation.
- E. Naval units may perform evacuation even if they activated previously this turn, so a player could use SR or a Naval or General Offensive impulse to move LCs and/or SURFs to a port, and then evacuate ground units that retreat from that port on the same turn.
9.5 Advances
- A. When defending units vacate a hex (by retreating or being eliminated), any surviving attacking units adjacent to that hex may advance into it and may advance one hex beyond it (in any direction) if there are no enemy units adjacent to the vacated hex.
- B. Stacking limits (8.4) apply after all units finish advancing.
- C. The attacking player must decide immediately whether or not to advance, and must move all advancing units before doing anything else.
- D. Advancing costs no MPs and is not affected by enemy ZOCs.
9.6 Exploitation Movement and Combat
- A. Exploitation movement and combat are only possible during General Offensive and HQ Offensive impulses.
- B. Some weather conditions (22.4) prevent exploitation movement and combat.
9.6.1 Exploitation Movement.
- A. In each Exploitation Movement Phase, active ARM and CAV receive extra MPs to move in that phase.
- B. Active ARMs receive three MPs and active CAVs receive two MPs.
- C. Active PARAs that took no action earlier in the impulse may mount airborne drops in the Exploitation Movement Phase.
- D. All normal movement rules and restrictions apply to units using exploitation movement.
- E. Units using exploitation movement may always move one hex regardless of MP cost.
- F. Stacking limits apply at the end of the Exploitation Movement Phase.
- G. MPs not used in the Exploitation Movement Phase are lost - they may not be saved for later.
9.6.2 Exploitation Combat.
- A. After exploitation movement, active ARM and CAV may attack adjacent enemy units in ground combat, even if they did not move in the Exploitation Movement Phase, and even if they attacked in the Attack Phase (9.2.3).
- B. Each TAC (not SAC) that provided OAS or DAS earlier in the impulse may remain in the hex in which it was placed and provide support in any exploitation combat in that hex.
- C. Previously unactivated TACs in range may activate and provide OAS and DAS in exploitation combat.
- D. PARA that dropped in the Exploitation Movement Phase may attack units in the hex where they dropped.
- E. Repeat steps 1-7 of the combat sequence (9.2) for each attack, but not steps 8-9 (units cannot exploit after exploiting).
9.6.3 Exploitation Doctrine [DC].
- A. At the beginning of any 1939 Scenario, only German units may conduct exploitation.
- B. On the third turn after the turn Britain, France, or the USSR goes to war with Germany or Japan, that nation's units may conduct exploitation.
Example: Germany goes to war against the USSR in Winter 1940, the USSR may conduct exploitation in Fall 1941.
- C. This is determined separately for each Major.
- D. US ground combat units may conduct exploitation the turn after combat with German ground units,
- E. On the third turn after Japan has engaged in ground combat with the USSR (this can occur via event without a formal declaration of war), Japan's units may conduct exploitation.
- F. Italian units may conduct exploitation if stacked with German ARM and CAV, or by themselves the third turn following the play of the AFV License event.
- G. Minor units may conduct exploitation on the third turn following either alliance or war with a Major that is able to conduct exploitation.
- H. PARA may not drop in exploitation until their country's ARM and CAV have the ability to exploit.
- I. Option: All majors gain full exploitation capabilities in Spring 1943.
Design Notes: This variant provides country specific capabilities and models the understanding and application of exploitation doctrine by each Major. (The design note's attribution sentence is omitted as credit.)
9.7 Blitzkrieg Bonus.
- A. TAC factors providing OAS or DAS to friendly or allied ARM can obtain a Blitzkrieg Bonus.
- B. The number of TAC factors receiving the Blitzkrieg Bonus cannot exceed the total combat strength of all friendly and allied ARM participating in the same battle. Such TAC factors hit on a 5-6 when attacking, and hit on 4-6 when defending.
- C. In a line attack (9.1.1.3) TACs on OAS must be adjacent to attacking ARMs to receive the Blitzkrieg Bonus.
- D. TAC factors providing OAS in excess of the attacking ARM factors to which they are adjacent do not receive the Blitzkrieg Bonus.
- E. TACs on DAS must be in the same hex as friendly or allied ARMs to get the Blitzkrieg Bonus.
- F. TAC factors providing DAS in excess of the number of friendly or allied ARM factors in the same hex with them do not get the Blitzkrieg Bonus.
- G. Roll separately for TAC factors that get the Blitzkrieg Bonus.
9.8 Terrain Effects
9.8.1 Specific Terrain Effects. The combat effects of the various terrain types are listed below. All effects are cumulative. These are also contained in the Terrain Effects Chart.
9.8.1.1 Clear, Desert and Jungle. No effect.
9.8.1.2 Beach. No effect, but Amphibious Assaults (10.2.5) are enhanced.
9.8.1.3 Mountain and Fortress.
- A. Double ground units' combat strength when defending in a mountain or fortress hex. Exception: Garrisons (13.6.1).
- B. Units may not make airborne drops or amphibious landings or assaults in mountain hexes.
9.8.1.4 Swamp.
- A. Add one to the combat strength of each ground unit defending in a Swamp hex. Exception: HQs (9.3.3).
- B. Units may not airdrop into swamp hexes.
9.8.1.5 Objective City. Add one to the combat strength of each ground unit defending in an Objective City or Objective Capital City hex in mainland Europe, Britain, or Japan. Exception: HQs (9.3.3).
9.8.1.6 River, Canal or Strait Hexside.
- A. Add one to the combat strength of each defending ground unit attacked across one or more river, canal, or strait hexsides. Exception: HQs, (9.3.3).
- B. If the hex is attacked simultaneously across any hexside without a river, canal, or strait, it receives no increase in strength.
9.8.1.7 All-Water (not river) Hexside. All ground attacks are prohibited.
9.8.1.8 Qattara Depression Hexsides. All ground attacks are prohibited.
9.8.2 Defensible Terrain.
- A. When a defending unit's combat strength is increased by terrain, the number of dice it rolls in combat AND the number of hits required to reduce or eliminate the unit both increase by the same amount.
Example: If a full-strength 4-5 ARM in a clear hex is attacked only across a river hexside, it rolls 4 + 1 = 5 dice in combat, and it takes 4 + 1 = 5 hits to reduce it (9.3.1).
- B. Only ground units have their strength modified by terrain.
- C. OAS and DAS are not modified by terrain.
- D. Zero-strength units do not receive combat strength modifiers from terrain.
9.8.3 Multiple Terrain Types. All terrain effects are cumulative, except that additional strength for swamp, objective city and river, canal or straits is never doubled by other terrain.
Example: A full-strength 3-3 INF in a mountain hex is attacked across a river hexside only. The mountains double its combat strength to 6, and the river raises its combat strength to 7.
9.9 Fortresses
- A. If an enemy unit occupies a friendly fortress hex, or if the country in which a fortress is located surrenders, the fortress is permanently destroyed.
- B. Record this for fortresses printed on the board and permanently remove fortress markers.
10.0 Sealift
10.1 Sea Transport
- A. During Naval and General Offensive impulses, active SURFs and LCs may transport friendly and allied ground and air units.
- B. The ground and air units to be transported may not activated previously in the current turn.
- C. The SURFs or LCs and the unit(s) to be transported must begin the impulse together in the same port hex.
- D. Naval units may transport ground and air units to any friendly or allied-controlled port or beachhead within the naval units' movement range from their starting port.
- E. Transporting and being transported counts as being activated - turn all units involved in transport sideways.
- F. Ground and air units are considered supplied while being transported and for the rest of the turn during which they are transported, including after reaching their destination port.
10.1.1 Capacity.
- A. Nine SURF factors or 1 LC factor are required to transport one full-strength ground unit (one or two-sided) or one air unit with any number of factors.
- B. Five SURF factors or one LC factor are required to transport a reduced-strength two-sided ground unit or a division.
10.1.2 Restrictions.
- A. Ground and air units may not move by land or air in the turn they are transported.
- B. Naval units may not move before transporting other units, but may keep moving after dropping off the transported units, to any friendly or allied port within movement range of their starting port.
- C. Do not use sea transport rules to move units into or out of any US box - use SR for that. Exception: US Special Abilities (10.2.9).
- D. Each SURF or LC may only help transport one ground or air unit per impulse.
- E. To transport ground units to coastal hexes without ports or beachheads, or to enemy-controlled hexes, use amphibious landing/assault (10.2).
10.1.3 Combat.
- A. Naval units performing transport are subject to attack (6.8) in enemy-controlled sea zones.
- B. However, SURFs transporting other units may not fire back at their attackers. (LCs have no firepower.)
- C. If the number of SURF factors transporting a full-strength ground unit is reduced below nine in naval combat, flip the ground unit to its reduced-strength side or eliminate it if it has only one side.
- D. If the number of SURF factors transporting any ground unit is reduced below five, eliminate the ground unit.
- E. If the number of SURF factors transporting an air unit of any strength is reduced below nine, eliminate the entire air unit.
- F. If one LC factor is transporting one unit, eliminate the unit if the LC factor is eliminated. If two LC factors are transporting a single two-sided unit, reduce the unit if one of the LC factors transporting it is eliminated, and eliminate the unit if both the LC factors are eliminated.
- G. Units eliminated at sea are placed in the Force Pool.
10.2 Amphibious Landings
- A. During Naval and General Offensive impulses, each eligible active LC factor may transport one active friendly or allied ground unit and conduct an amphibious landing with it.
- B. Other naval units may escort (6.7.4) the LCs.
- C. Use the amphibious landing procedure when transporting units to coastal hexes without ports or beachheads, or to enemy-controlled ports, beachheads, or coastal hexes.
- D. Ground units that make an amphibious landing (amphibious assault or unopposed) are considered to be supplied for the entire turn during which they make the landing.
10.2.1 Eligibility and Capacity.
- A. Only LCs may transport units in amphibious landings.
- B. To perform an amphibious landing, one or more LCs must transport one or more ground units to an eligible coastal hex within the LC movement range (6.7.2).
- C. All non-mountain coastal hexes (including those with ports and beachheads) are eligible for amphibious landing, but beach hexes are best.
- D. All non-mountain coastal hexes on the Pacific map are considered beach hexes for amphibious landing purposes.
- E. Each island on the Pacific map that fits within one hex is considered a beach hex, but units may not move by land into adjacent island hexes after taking an island - they must land in each island hex separately.
- F. Hexes containing coastline on a Sea Zone (for example, London) may be amphibiously assaulted.
- G. One LC factor may transport one full-strength unit (one- or two-sided), or two reduced-strength two-sided units, or two divisions.
- H. A LC's carrying capacity is halved if the amphibious landing hex is not a beach hex, therefore, two LC factors are required to land one full-strength unit in a non-beach hex.
10.2.2 Restrictions.
- A. Only ground units may be transported in amphibious landings.
- B. PARAs may not be transported, but may airdrop into an amphibious landing hex.
- C. Units may not unload in a hex in excess of the stacking limit (8.4).
- D. Units may not land in coastal hexes that are not part of a sea zone. For example, units may not make amphibious landings in the coastal hexes southeast of Suez (hex 4227) since those hexes are not part of any sea zone - there is no Red Sea Zone.
- E. If a moving force of naval units is transporting more ground units than can stack in the amphibious landing hex, then the excess units must go to any other friendly-controlled port within 3 sea zones of the LCs' starting port - they may not remain at sea.
- F. If there is no such friendly port the excess units are eliminated and returned to the Force Pool.
10.2.3 Pre-Landing Naval Combat.
- A. If an amphibious landing hex contains a port or beachhead with previously unactivated enemy naval units, then those naval units may activate and fight one round of naval combat with the amphibious landing force before the transported units can land.
- B. Use the normal procedure for naval impulse combat (6.8).
- C. The non-moving naval units in the hex are the attackers, and they receive the coastal defense bonuses (6.8.3).
- D. Active TACs within range of the landing hex and previously unactivated enemy TACs of the same nationality as the non-moving naval units within two hexes of the landing hex may also participate in the naval combat. Exceptions: France and Britain (5.2.1), USSR (5.2.5).
- E. The only CVs that may participate in pre-landing naval combat are CVs moving with the landing force and non-moving CVs in or within two hexes of the landing hex.
- F. Air and CV factors that participate in pre-landing naval combat may not provide OAS or DAS in the subsequent amphibious landing.
- G. Once the naval combat round is over, surviving active units may proceed with the landing.
- H. If the landing units successfully take control of the hex, enemy naval units in the hex are displaced (6.7.1).
- I. If the landing is unsuccessful, the landing is repelled (10.2.7).
- J. Non-moving naval units in the landing hex may not attack the repelled naval units again on their way out of the hex.
10.2.4 Unopposed Landings.
- A. If the landing hex contains no enemy ground units, all active ground units that survive any pre-landing naval combat (10.2.3) may unload in the hex, subject to stacking limits (8.4).
- B. They may not move beyond the landing hex in the same impulse in which they land, unless they are ARMs or CAVs landing in a beach hex during a General Offensive impulse - these may use exploitation movement and combat after landing.
- C. The owning player places a beachhead marker (10.2.8) in the landing hex at no BRP cost, and rolls for any LC losses (10.2.6).
- D. Surviving naval units may remain at the beachhead or move on to another port within their movement range from their starting port.
10.2.5 Amphibious Assaults.
10.2.5.1 General Rule.
- A. If there are enemy units in the landing hex, landing units must attack them in an amphibious assault.
- B. To conduct an amphibious assault, at least one assaulting unit must be an INF or MAR.
- C. Alternatively, a PARA must airdrop into the landing hex in addition to any units that land there - this can only happen during General Offensive impulses.
- D. There are no restrictions on what types of units may participate in unopposed landings.
- E. Previously unactivated air and CVs within range of the landing hex may provide OAS and DAS.
- F. CVs with the landing force may provide OAS.
- G. In a General Offensive impulse, other active friendly and allied ground units adjacent to the landing hex may attack it with the landing units.
10.2.5.2 Procedure. Amphibious assault combat follows the standard ground combat rules (9.0), with the following Exceptions:
10.2.5.2.1 Non-Beach Hex.
- A. If the assault hex is not a beach hex: up to two ground units plus a HQ and an airdropping PARA may land and attack enemy units there.
- B. If they clear the hex of enemy units, they may occupy the hex after any surviving enemy units retreat.
- C. They may not move beyond the landing hex in the same turn as they land.
10.2.5.2.2 Beach Hex.
- A. If the assault hex is a beach hex, the active player may transport up to two ground units plus a HQ to it in a Naval impulse, and any number of units to it in a General Offensive impulse.
- B. However, in all cases only one or two of the transported units plus one PARA airdropping into the hex may actually attack the enemy units in the hex.
- C. If the active player transports more than two ground units and a HQ to the assault hex in a General Offensive impulse, they must be divided into an Assault Group and a Follow-Up Group.
- D. The Assault Group may contain no more than two units plus a HQ, so as to not violate stacking limits (10.2.2).
- E. The Follow-Up Group may contain any number of units.
- F. The Assault Group attacks the hex (with any PARA that may have dropped onto the hex).
- G. If enemy units are cleared, the attackers may advance into the hex then advance one hex beyond the landing hex if no other enemy units are adjacent to it after any surviving enemy units retreat. An airdropping PARA may not advance after combat.
- H. Then, any ARMs and CAVs from the Assault Group and the Follow-Up Group may use exploitation movement and combat, with the first hex entered by the Follow-Up Group being the landing hex.
10.2.5.2.3 Applicable to All Landings.
- A. Surviving SURFs that escorted the LCs to the landing hex provide fire support.
- B. In addition to dice rolled by ground units attacking the landing hex, the landing player rolls dice equal to half the number of escorting SURF factors (drop fractions).
- C. SURF factors hit on a 6.
- D. SURFs may roll no more than twice the number of dice rolled by assaulting ground units.
- E. All hits against amphibiously assaulting and/or airdropping units must be applied to them (not satisfied by BRP losses).
- F. Leftover hits are not allowed.
- G. Each landing or airdropping unit that suffers at least one hit is reduced or eliminated (9.3.6).
- H. If during a General Offensive impulse a coastal hex is attacked simultaneously by landing/airdropping units and units in adjacent ground hexes, then hits scored by defenders must be applied to amphibiously-assaulting and airdropping units before any hits are applied to other attacking units.
- I. This means assaulting/airdropping units must be eliminated before hits may be assigned to other attacking units.
10.2.6 LC Losses.
- A. If any units successfully unloads in a hex that was not friendly-controlled at the time of the landing, roll one die for each LC factor that unloaded.
- B. Subtract one from each result if the landing hex is not a beach hex, and add one if the landing was not opposed.
- C. On a modified result of 2 or less, the LC factor is eliminated and returned to the Force Pool - it may be rebuilt.
- D. Do not roll for LC losses in hexes that were friendly-controlled at the time of the landing, or if a landing is aborted or repelled.
10.2.7 Aborted and Repelled Assaults.
- A. If pre-landing naval combat eliminates all INFs and MARs in the landing force, no PARAs airdrop into the landing hex, and enemy units occupy the landing hex, then the landing must be aborted.
- B. All surviving units with the landing force must move to a friendly or allied port within their movement range from their starting port.
- C. If there is no such port, or if only some naval units in the force can reach such a port, eliminate the naval units that cannot make port and the ground units the eliminated naval units were transporting - put them in the Force Pool.
- D. If an amphibious assault fails to clear the landing hex of enemy ground units, or if all landing ground units are eliminated in the assault, then the landing is repelled.
- E. After combat is done and hits applied (in a repelled landing), reduce all surviving full-strength two-sided ground units that assaulted the hex, eliminate all surviving reduced-strength and one-sided ground units that assaulted the hex, and eliminate any PARA that airdropped into the assault hex.
- F. Units in a Follow-Up Group or that attacked by land from an adjacent land hex are not reduced or eliminated.
- G. Then move the units of the landing force to a friendly or allied port within its naval units' movement range.
- H. Eliminate naval units that cannot reach a port and the ground units they were carrying - put them in the Force Pool.
- I. Units moving to a port after an aborted or repelled assault are subject to naval attack in enemy-controlled sea zones, including the zone where the aborted or repelled assault took place if enemy-controlled. If they were attacked on the way in, they may be attacked on the way out, too.
- J. Naval units that attacked the landing force in pre-landing naval combat may not attack the landing force again on the way out.
10.2.8 Beachheads.
10.2.8.1 Procedure.
- A. If a landing is successful, the landing nation immediately places a friendly beachhead marker in the landing hex at no BRP cost.
- B. If more than one nation's ground units landed in the hex, the nation that landed the greatest surviving combat strength in the hex places a beachhead marker there. Roll dice to break ties.
- C. A beachhead marker is not a unit and does not count against stacking limits.
- D. A beachhead marker acts in all respects as a minor port, but may not act as an airbase.
- E. Naval units may remain there, and units may trace supply and be redeployed through it.
- F. Players may pay 5 BRPs apiece for beachhead markers in the Production Segment and place them in any friendly-controlled coastal hexes.
- G. Beachheads may not move, but the owning player may eliminate them voluntarily (15.8).
- H. If a ground unit enters a hex with an enemy beachhead but no enemy ground units, eliminate the beachhead, and put it in the Force Pool - it cannot be captured.
10.2.8.2 Hex in Two Sea Zones [DC].
- A. If a coastal hex transects two sea zones (shorelines exist on two different sea zones and the hex is not a sea zone boundary) a beachhead within it will operate on one coast and sea zone only.
- B. A beachhead placed in such a hex must be designated for and operate from one sea zone coast.
- C. A beachhead established by amphibious assault in such a hex will operate from the coast of the sea zone from which the assault occurred.
- D. A second beachhead in such a hex may be placed or established on the sea zone coast opposite of the existing beachhead.
Design Notes: A practical rule to account for the geography of a few hexes on the GPW map. You might think twice about playing with any player who argues otherwise, but having this agreed to ahead of time can eliminate any discussion about beachhead capabilities on these hexes.
10.2.9 US Special Abilities.
- A. During US General Offensive impulses in Europe, active units in the US box or the US East Coast box may amphibiously assault coastal hexes in the North Atlantic, Western Approaches, and Eastern Atlantic Sea Zones.
- B. During US General Offensive impulses on the Pacific map, active units in the US West Coast box may amphibiously assault coastal or island hexes in the Bering Sea 1, Bering Sea 2, Hawaiian Islands, Johnston Islands, and Phoenix Islands Sea Zones.
- C. These are the only exceptions to the rule that units may only move from or through off-map boxes by SR.
- D. The US (and Britain) may conduct amphibious assaults against Reykjavik (5.4.9) on the Off Map Movement Chart.
11.0 Air Operations
11.1 Airbases
- A. Air units may only be placed at friendly or allied airbases.
- B. Major and minor ports, cities, and airbase markers all act as airbases.
- C. Beachheads do not act as airbases.
- D. Up to five air factors may base at the same airbase.
- E. If the same hex contains a port and a city, then up to 10 air factors may base at that hex.
- F. If a player places an airbase marker in a hex, it increases the number of air factors that may base there by five. Thus up to 15 air factors may base at a hex with a city, a port, and an airbase marker.
11.1.1 Airbase Markers. During the Production Segment, players may spend 5 BRPs apiece to build airbase markers and immediately place the new airbase markers in any friendly controlled, supplied hex (but never more than one airbase marker per hex).
11.1.2 Restrictions.
- A. Airbase markers may not move, but may be voluntarily removed (15.8) by the owning player in the Supply Segment and rebuilt elsewhere later.
- B. Airbase markers do not block enemy movement.
- C. If a ground unit enters a hex with an enemy airbase marker but with no enemy ground units, eliminate the airbase - it may not be captured.
- D. Any enemy air units at the airbase are subject to land attack (11.5.2).
11.2 Air Movement.
- A. Air units move from hex to hex.
- B. Air units may move through land and sea hexes and fly through hexes containing enemy units and ZOCs.
- C. The numbers on the orange arrows on the GPW maps indicate the distance in hexes between the hexes at the two ends of the arrow for air movement purposes.
- D. Active air units must begin and end their impulse at a friendly or allied airbase, but not necessarily the same one.
- E. Air units may land at friendly or allied airbases that have the capacity (11.1) to base them.
- F. After an air unit takes an action (even actions that do not happen during its nation's impulse), it is considered activated - turn it sideways.
11.2.1 Range.
- A. Each air unit's range is printed in its lower right corner.
- B. The distance an activated air unit may move in an impulse depends on what it does in that impulse.
- C. Air units just moving from one airbase to another may move up to twice their printed range in hexes.
- D. Air units are limited to their printed range (from their airbases) for TACs or SACs performing OAS, Counter-Air, Naval Strikes, Strategic Bombing, or supporting a landing force in pre-landing naval combat.
- E. A CV may perform OAS or a naval strike in any coastal hex within two hexes of its starting port, or of any sea hex it moves to when activated.
- F. A unit performing DAS or supporting non-moving naval units in pre-landing naval combat has a range of two hexes.
- G. A TAC or CV performing Interception may only fly to target hexes within two hexes of its starting airbase or port (they may not move before intercepting).
Example: All TACs have a range of 4. Thus any activated TAC may move to any base within eight hexes of its starting base, or attack any target within four hexes of its starting base.
11.2.2 Landing.
- A. An air unit performing any type of combat mission (anything other than changing bases) may land at its starting airbase or at any friendly or allied airbase within the printed range of its starting airbase.
- B. An air unit may land at bases captured by friendly or allied forces during the impulse.
- C. If a unit's starting airbase is captured during the impulse and there is no other friendly or allied airbase within the air unit's printed range from that base, eliminate the air unit and put it in the Force Pool.
11.2.3 Restrictions.
- A. The active player must trace the flight path of its moving air units on the map, allowing enemy TACs within range the opportunity to intercept (11.8).
- B. Air factors that leave the same base and move to the same target/destination hex must move together as a group - they may not move one-by-one to avoid being intercepted all at once.
- C. Air units may only enter hexes of nations with which its nation is allied or at war, or has Friendly or Client relations.
- D. Air units activated by an Attrition chit, may only provide OAS.
11.3 Offensive Air Support (OAS)
In General Offensive, HQ Offensive, and Naval impulses, active TACs, CVs, and SACs may fly to hexes being attacked by active ground units and support those attacks. In Attrition impulses, one active TAC or SAC may provide OAS.
11.3.1 Procedure.
- A. Before launching ground attacks, the active player moves eligible, active air units to enemy-occupied hexes which active ground units will attack this impulse.
- B. CVs must be within two hexes of the attacked hex.
- C. The active player starts each ground attack by resolving air battles (11.9) between air units providing OAS and DAS in the same attacked hexes.
- D. Next, surviving TACs in each attacked hex add their combat factors to the combat strength of the attacking ground units.
- E. Surviving CVs and SACs add half their combat factors to the attack (drop fractions).
- F. Each die rolled by units providing OAS hits on a 6, except for TAC factors with the Blitzkrieg bonus hitting on a 5-6.
- G. Once placed in a hex for offensive air support, TACs (only) may stay there for the rest of the impulse and provide offensive air support to all ground and exploitation attacks on that hex in the current impulse.
- H. At the impulse's end, active air units land (11.2.2) and participating CVs that moved return to their port of origin. Turn all such units sideways.
11.3.2 Restrictions.
- A. Each active TAC or SAC may provide OAS in one impulse per turn, in one hex within its printed range (in hexes) from its airbase.
- B. Each active CV may provide OAS in one ground attack or amphibious assault within two hexes of it per turn.
- C. An active CV may move to any sea hex within its movement range within two hexes of the attack.
- D. If the total air factors providing OAS in a battle exceeds the total combat strength of friendly and allied ground units attacking the hex where the air unit is placed, then the excess air factors may not participate in the attack (owning player's choice as to which).
- E. Providing OAS counts as an air unit's activation for the turn.
- F. Air units that have activated previously in the same turn may not provide OAS.
11.3.3 Long Range SACs. LSACs do not provide OAS.
11.4 Defensive Air Support (DAS)
11.4.1 Procedure.
- A. After the active player announces the hexes selected for attack and allocates OAS (11.3), nations with friendly or allied ground units under attack may assign TACs (not CVs or SACs) that have not previously activated in the same turn to provide DAS.
- B. The TACs move from their airbases to the hex(es) under attack.
- C. After resolving air battles (11.9) with enemy units flying OAS, surviving TACs flying DAS add their combat factors to the total combat strength of friendly and allied ground units in the same hex.
- D. Terrain does not affect combat strength of air units.
- E. Each die rolled by units flying DAS hits on a 5-6, except for TAC factors with the Blitzkrieg Bonus hit on a 4-6.
- F. Once placed in a hex for DAS, TACs stay there for the rest of the impulse and may provide DAS against all attacks and exploitation attacks on that hex in the current impulse.
- G. At the end of the impulse, the TACs land (11.2.2) and should be turned sideways.
11.4.2 Restrictions.
- A. Each previously-unactivated TAC may provide DAS in one impulse per turn, in a single hex within two hexes of its airbase.
- B. TACs may provide support to friendly and/or allied ground units. Exceptions: France and Britain (5.2.1), USSR (5.2.5).
- C. TACs that have activated previously in the same turn may not provide air support.
- D. Providing air support counts as a TAC's activation for the turn. If, after resolving any air battles, the number of surviving defending TAC factors in a hex exceeds the combat strength of the defending ground units in the same hex, the excess TAC factors may not participate in ground combat.
11.5 Counter-Air and Displacement
11.5.1 Strafing Airfields.
- A. During General Offensive, HQ Offensive, and Air Effort impulses, active TACs may attack inactive enemy air units at airbases.
- B. Each active TAC may only attack one enemy airbase per turn. The airbase must be within the air unit's range from its own airbase.
- C. Resolve these attacks as air battles (11.9), except that the inactive air units may not fire.
- D. Previously unactivated enemy TACs based within two hexes of the attackers' path or based at the target airbase may intercept (11.8).
- E. If all units at the target base intercept the attacking air units, then the opposing units fight a normal air battle (11.9) and there is no Counter-Air attack.
- F. If not, surviving attacking TACs may proceed with the Counter-Air attack after air battle is done.
- G. Attacking TACs hit on a 6, unless they are not intercepted. Then they hit on 5-6.
11.5.2 Land Attack.
- A. Air units alone in a hex do not block enemy ground unit movement.
- B. When ground units enter hexes containing only inactive enemy air units and/or airbases, or when they advance after combat into a hex with enemy air units at their base, the player controlling the air unit(s) rolls one die for each air factor in the hex.
- C. On a 4-6, the air factor escapes and may move to any friendly or allied airbase within twice its printed range that has the capacity to base it.
- D. This counts as the escaping air unit's activation for the turn (though it can still escape even if it activated earlier in the turn).
- E. On a 1-3, or if there is no airbase within twice the air factor's range with the capacity to base it, eliminate the air factor and put it in the Force Pool.
11.6 Naval Strikes
- A. During General Offensive, Naval, and Air Effort impulses, active TACs and SACs may attack enemy naval units at ports within range.
- B. Active CVs may perform naval strikes in General Offensive and Naval impulses, but if they do not start their activation at a port within two hexes of the target, they must move to within two hexes of the target port (or just into the port's sea zone if the port is in a Pacific map sea zone that has just one hex in it).
- C. CVs are subject to naval attack in enemy-controlled sea zones while moving.
11.6.1 Procedure.
- A. Active TACs and SACs move to the target port.
- B. Then any participating CVs (plus any escorts, 6.7.4) move to within two hexes of the port, resolving and taking damage from any enemy naval attacks (6.8) on the way.
- C. Previously unactivated TACs and CVs that are friendly or allied to naval units in the target port may intercept (11.8) if within range of the attackers' flight path or the target port.
- D. Resolve any air battles (11.9) caused by interception.
- E. Then the active player rolls a number of dice equal to the number of surviving TAC and CV factors attacking the port, plus half the surviving SAC factors attacking the port (drop fractions). Roll dice for each unit type separately.
- F. SAC factors hit on a 6, and TAC and CV factors hit on a 5-6.
- G. The attacking player chooses which enemy naval units in port take hits.
- H. Return all attacking and intercepting units to their bases and turn them sideways.
11.6.2 Restrictions.
- A. Each active unit itself may only strike one port.
- B. A target port must be within the air unit's printed range (in hexes) from its airbase.
- C. LSACs may not perform naval strikes.
- D. Each hit on a CV in air battle or naval air battle reduces the number of dice it rolls in the naval strike by one (but not below zero).
11.7 Strategic Bombing
- A. During General Offensive and Air Effort impulses, active LSACs, SACs, and TACs may attack enemy-controlled objective and shipyard hexes within range.
- B. Every hit on such a hex eliminates 1 BRP from the stockpile of the nation controlling the hex.
- C. This can cause the target nation's BRP stockpile to drop to zero and below (14.1.4).
11.7.1 Procedure.
- A. Active units move to their target hexes after resolving any air battles with intercepting enemy units.
- B. Then, at each target hex with surviving active air units, the owning player rolls a number of dice equal to the total number of active SAC and TAC factors there, plus twice the number of active LSAC factors there.
- C. Each 6 is a hit.
- D. Units that reached their target hex without being intercepted hit on a 5-6.
- E. Starting in 1942, add one to the die roll for all bombing units (modified 7 is a hit).
11.7.2 Restrictions.
- A. Only objective city, objective capital city, and shipyard hexes are eligible targets for strategic bombing.
- B. Each eligible active air unit may only strike one hex, which must be within its printed range (in hexes) of its airbase. Exception: Entry into narrow seas (13.4) is prohibited.
- C. No more than 5 BRPs per turn can be destroyed by bombing the same hex inside the printed borders of any Major.
- D. No more than 3 BRPs per turn can be destroyed by bombing the same hex in a Minor.
- E. No more than 2 BRPs per turn can be destroyed by bombing the same hex elsewhere.
Examples: No more than 5 BRPs per turn can be destroyed by bombing Berlin, 3 BRPs per turn by bombing Budapest, and 2 BRPs per turn by bombing Malta.
11.7.3 Political Fallout.
- A. Roll one die each time a Major bombs a hex inside a country currently conquered by an enemy Major.
- B. On a 1, world opinion turns against the bombing Major for its callous disregard for non-belligerent citizens.
- C. This result causes ALL of the bombing Major's influence markers not in 10 boxes move down one box on their influence tracks.
11.7.4 Open Cities and Civilized Behavior [PG]. Allow Paris and Rome to be "open cities" such that they cannot be targets for strategic bombing.
11.8 Interception
Whenever active air units move or active PARAs make an airdrop, previously unactivated enemy TACs and CVs within two hexes of the moving units' flight path may intercept them. Exceptions: Restrictions (11.8.2).
11.8.1 Procedure.
- A. Moving air units or PARAs may be intercepted in any hex along their flight path, including their airbase's hex and the target hex.
- B. The intercepting player tells the active player to stop moving units in a specific eligible hex, then moves TACs and/or CVs to that hex to fight an air battle (11.9) with the moving units.
- C. Afterward, surviving intercepting units land (11.2.2) and are turned sideways - intercepting counts as their activation for the turn.
- D. Surviving active units continue their mission.
11.8.2 Restrictions.
- A. Each eligible unit may only perform interceptions in enemy flight path hexes that are within two hexes of the intercepting unit's airbase or port.
- B. Units may not move to a different port, airbase, or sea hex first and then intercept.
- C. CVs may intercept only naval strikes or OAS allocated to amphibious assaults.
- D. Each intercepting unit may participate in only one air battle per turn.
- E. If multiple groups of active air units or PARAs move through the same hex in the same impulse, each enemy air unit within range of that hex may only intercept one group. The interception nation decides which group or groups to intercept.
- F. The active player may not perform interceptions.
- G. Intercepting units and units performing DAS may not be intercepted.
- H. Only German and British TACs may intercept LSACs. Exception: Mitsubishi Jets chit.
11.9 Air Battle
- A. Whenever air battle happens (due to Interception or OAS and DAS in the same hex), each nation involved in the air battle rolls a number of dice equal to the total number of TAC and CV factors it has in the air battle hex.
- B. Every 6 is a hit. Exception: Bomber Vulnerability (11.9.2).
- C. The owner chooses which units in the air battle suffer hits inflicted by the enemy.
- D. Each hit eliminates one factor.
- E. One hit on a PARA reduces it, or eliminates it if already at reduced strength.
- F. Two hits eliminate a full-strength PARA - return it to the Force Pool.
- G. See Rule 11.9.1 for air battle hits on CVs.
- H. Hits take effect simultaneously, so hits scored by one side do not reduce the dice rolled by the other side in air battle.
11.9.1 CVs in Air Battle.
- A. Each hit a CV suffers in air battle eliminates 1 BRP from its nation's stockpile.
- B. A hit does NOT eliminate a CV factor - air battle hits on a CV are equivalent to shooting down its planes.
- C. This can drive its nation's BRP stockpile to zero and below.
- D. If a CV receives hits in air battle, reduce the number of dice it rolls in any subsequent combat during the same impulse by the number of hits (but not below zero).
- E. If a CV receives a number of hits in air battle that exceeds the number of CV factors in the unit, the excess hits are ignored.
- F. All hits taken by CVs outside air battle eliminate CV factors normally.
Example: Britain has conquered Sardinia. A British 5-4 TAC from Cagliari launches a naval strike on Italian SURFs at Napoli. An Italian 2-4 TAC from Roma scrambles to intercept, as do two Italian CV factors from Taranto (both are two hexes away from Napoli). Italy could intercept separately in two different hexes (fighting two separate battles), but chooses to have a single air battle over Napoli instead. Italy rolls four dice while Britain rolls five dice. Each side rolls one 6. The hit on Britain eliminates one TAC factor. Italy can allocate the hit against it to either a TAC factor (eliminating it) or a CV factor (eliminating one Italian BRP). The remaining four British TAC factors then attack the Italian SURFs at Napoli.
11.9.2 Bomber Vulnerability.
- A. LSACs and SACs may not fire in air battle. Exception: US Heavy Bombers (11.9.4).
- B. If one or more TAC (not CV) factors intercept LSACs or SACs that have no friendly or allied TACs moving with them, then each intercepting TAC factor hits on a 5-6. Exception: Flying Fortresses (11.9.5).
11.9.3 Defeated Escorts. If intercepting units eliminate all active TACs in air battle, all surviving intercepting units may fire again at any enemy LSACs and SACs in the air battle, hitting on a 6. Exception: Flying Fortresses (11.9.5).
11.9.4 US Heavy Bombers.
- A. Beginning in Spring 1943, all US SACs and LSACs may fire back when intercepted.
- B. The US rolls a number of dice equal to half the total SAC and LSAC factors in the air battle (drop fractions), and hits on each 6.
11.9.5 Flying Fortresses.
- A. Beginning in Spring 1943, intercepting units only hit US SACs and LSACs on a 6.
- B. If the intercepting units eliminate all TACs escorting the US bombers, the intercepting units do not get a second attack.
12.0 Supply
- A. To be in supply and function normally, each ground unit must be able to trace a clear supply path to a supply source (12.2).
- B. Those that can trace a clear supply path are in supply and function normally.
- C. Ground units that cannot trace such a path are unsupplied and suffer ill effects, as do air units that are unsupplied in the Supply Segment.
- D. Check the supply status of ground units during ground combat.
- E. Check the supply status of ground and air units in each Supply Segment, when trying to repair them, and when trying to voluntarily eliminate them.
- F. Supply rules do not apply to naval units.
12.1 Supply Paths
- A. For a unit to be supplied, it must trace an unblocked, unbroken path of hexes from itself to any friendly supply source (12.2).
- B. Units may not trace supply through hexes containing one or more enemy ground units, or empty hexes containing enemy ZOCs (8.5).
- C. Units may always trace supply through hexes occupied by at least one friendly ground unit, regardless of enemy ZOCs.
- D. Units may trace supply through enemy-controlled hexes if those hexes do not contain enemy units or enemy ZOCs.
- E. Players may trace supply through hexes controlled by Friendly, Allied, or Client nations, but not through hexes of nations that are Neutral or Hostile (meaning Hostile but not at war) to them).
- F. There is no limit to the length of a supply path.
12.2 Supply Sources
- A. There is no limit to how many units may trace supply paths to the same supply source.
- B. All of the following can serve as supply sources for friendly units:
- The unit's home nation's capital.
- All objective cities inside the original, printed borders of the unit's home nation.
- All colony capitals of the unit's home nation.
- Any friendly or allied fortress (12.6) in the same hex as the unit, but not for repair purposes, 15.3.2).
- Japan may use Fusan and any provincial capital in Manchukuo.
- Also see Japanese Supply in China (12.5).
- Also see 12.2.1-12.2.4 for supply sources for other nationalities.
12.2.1 Soviet Supply. Soviet units may trace supply to all map-edge hexes inside the USSR's printed borders or any city on the Pacific map within the USSR's printed borders.
12.2.2 British and US Supply.
- A. American, British, and Commonwealth (ABC) units may use Suez (hex 4227 on the Europe map) as a supply source, with restrictions (12.2.8).
- B. In GPW and SWW, ABC units may use all US off-map boxes, all objective cities in India, and all major ports in Australia (except for minor ports upgraded to major by FTs, 13.3.2) as supply sources.
- C. In JP3R, ABC units may use all sea hexes on the west board edge that are in friendly or allied-controlled sea zones as supply sources.
12.2.3 German and Italian Supply. German and Italian units may use Tripoli as a supply source, with restrictions (12.2.8).
12.2.4 Minor Country Supply.
- A. Finnish units may trace supply to all hexes on the north edge of the map inside Finland's borders.
- B. Turkish units may trace supply to any Turkish city.
- C. Chinese units of both factions are always in supply in any hex in China (but not Manchukuo).
- D. KMT units outside China may use any US supply source.
- E. CCP units outside China may use any Soviet supply source.
12.2.5 Other Capitals. If a unit cannot trace a supply path to any friendly supply source, then it can use the capital (only) of any of its allies as a supply source, but not for repair purposes.
12.2.6 Airborne Drops.
- A. A PARA performing an airborne drop is in supply for the rest of the turn on which it drops.
- B. Normal supply rules apply to PARA before they drop and on turns in which they do not drop.
12.2.7 Conquered Supply Sources. Supply sources under enemy control cease to function as supply sources until recaptured by the originally-controlling nation or one of its allies.
12.2.8 North African Restrictions.
- A. Nations other than Britain and the US can repair units in North Africa only if they can trace supply to an eligible source in Europe.
- B. Britain and the US may use Suez (4227) as a supply source, but at double the BRPs for repair purposes (due to the long distance in shipping troops and equipment).
Example: It costs 4 BRPs to flip a reduced British 1-4 INF to its 3-4 side when using Suez as a supply source.
12.2.9 Sea Transport and Amphibious Landings. Ground and/or air units transported by sea or those participating in an amphibious landing or assault are considered supplied during transport and the landing/assault, and for the rest of the turn during which they reach their destination port or landing hex.
12.3 Unsupplied Effects
- A. A ground or air unit that cannot trace a path to an eligible supply source is unsupplied. Exceptions: Airborne Drops (12.2.6), Sea Transport and Amphibious Landings (12.2.9).
- B. Supply rules do not apply to naval units.
- C. The effects of being unsupplied vary with the situation.
12.3.1 Unsupplied Ground Units in Combat.
- A. If ground units are unsupplied at the instant they attack or defend in combat, then all hits suffered by their side in that battle must be applied to units.
- B. No leftover hits or voluntary retreats are allowed.
- C. An unsupplied unit that suffers at least one hit is reduced or eliminated.
- D. This does not apply to air units.
12.3.2 Unsupplied in the Supply Segment (Ground and Air).
- A. Ground units unsupplied during the Supply Segment are flipped to their reduced-strength side or are eliminated if they are already on their reduced side or have no reduced side. Exception: Bushido (12.3.4).
- B. Eliminate half the air factors at each airbase unsupplied in the Supply Segment (owning player's choice, round fractions up).
12.3.3 Last Stand.
- A. All ground units, except HQs, eliminated while unsupplied (either in combat or during the Supply Segment) are removed from play permanently and may not be rebuilt.
- B. Return air factors eliminated in the Supply Segment to the Force Pool. They may be rebuilt.
- C. HQs eliminated while unsupplied may not be rebuilt until the Production Phase four turns after elimination.
Example: A HQ eliminated while unsupplied in Spring 1940 could not be rebuilt until Spring 1941.
12.3.4 Bushido.
- A. Roll one die for each unsupplied Japanese ground (not air) unit during the Supply Segment.
- B. Subtract one from the result if the unit is in a jungle hex or one-hex island hex.
- C. The unit is not reduced or eliminated on a modified result of 3 or more.
12.3.5 Supply Dock [DC]. Supply paths are blocked by three or more enemy controlled hexes (they do not need to be adjacent) that are unoccupied and not in a ZOC.
Design Notes: This additional restriction to supply routes forces players to be even more careful about protecting supply routes and can also eliminate some unusual routes traced via a strict interpretation of the rules.
12.4 Overseas Supply
Players may trace supply through friendly or allied-controlled sea zones, or controlled by no one, including sea zones that are friendly/allied and enemy controlled simultaneously.
12.4.1 Procedure.
- A. Tracing supply overseas requires:
- A friendly or allied-controlled port on a sea zone through which to trace supply; and
- An overland supply path from a supply source to that port (unless the port itself is a supply source); and
- A supply path from that port through a path of sea hexes that goes through eligible sea zones, to another friendly or allied-controlled port; and
- A supply path overland from the second port to the unit(s) requiring supply (unless the units are in the second port).
- B. There is no limit to the number of eligible sea zones through which units may trace supply.
Example: Italy controls the Central and Eastern Mediterranean. Italian units in Damascus may trace supply from Roma (supply source) to the port of Taranto, across the Central and Eastern Med to the Italian-controlled port of Beirut, and then to Damascus.
12.4.2 Restrictions.
- A. Units may not trace supply through sea zones that are solely enemy-controlled.
- B. They may trace supply through sea zone border hexes that border solely enemy-controlled sea zones, IF another sea zone bordering the hex is friendly or allied-controlled.
- C. Units may not trace supply through off-map movement boxes. Exceptions: British and US Supply (12.2.2), German and Italian Supply (12.2.3).
- D. They may only trace supply through a Narrow Seas hex (13.4) if it or a coastal hex within two hexes of it is friendly or allied-controlled.
12.4.3 Sea Transport and Amphibious Landings/Assaults. Ground and air units transported by sea or making an amphibious landing (either unopposed or amphibious assault) are considered supplied during transport and during the landing, and for the rest of the turn during which they make the landing or reach their destination port.
12.5 Japanese Supply in China
Japanese units in China may be supplied in any of these ways:
- By tracing a supply path of no more than two hexes to any hex adjoining a river, and then following a path of unblocked hexes adjoining the river to the Yellow Sea or East China Sea Zone, and then by sea to any Japanese supply source.
- By tracing a supply path of no more than three hexes to a friendly-controlled Chinese provincial capital.
- By tracing a supply path of no more than four hexes to a Japanese beachhead that itself can trace supply to a Japanese supply source.
- By tracing a supply path of no more than two hexes to a Japanese HQ unit that is itself supplied under 1, 2, or 3 above.
12.6 Fortress Supply
Units in a hex with an intact friendly or allied fortress are always in supply. A fortress may not act as a supply source for 1) units outside its hex, nor 2) for repair purposes, but any other eligible supply source in the same hex with a fortress may do so, such as the objective city of Leningrad.
12.7 Supply via Air [DC]
- A. Activated SACs and LSACs may use the Strategic Bombing procedure (11.7) to supply friendly and/or allied ground units from the air.
- B. To do this, the SACs and/or LSACs must move to a hex occupied by one or more friendly or allied ground units (not an enemy-controlled objective or shipyard hex per the standard rule).
- C. Each such SAC or LSAC then designates the ground unit that it wishes to supply from the air.
- D. Multiple units may attempt to supply the same unit.
- E. The SAC or LSAC then rolls dice normally per Rule 11.7.1.
- F. Subtract one from each die roll if the target ground unit occupies a mountain hex.
- G. Add one to each die roll if the target ground unit occupies a city hex of any kind.
- H. If the target unit is in a mountain hex with a city, do not modify the die roll.
- I. A modified result of 7 (or 7-8 in 1942 onward) equals a 6 per Rule 11.7.1.
- J. If the number of hits scored on the target unit is at least the target unit's current combat strength, then the unit is considered supplied for all purposes except repair for the rest of the turn.
- K. The owning player should record the numerical designation of the supplied unit to track its supply status.
- L. If the number of hits scored on the target unit is less than its current combat strength, the air supply attempt fails and the unit is not supplied from the air that turn (unless another air supply attempt later in the turn succeeds).
Example: In 1942 the Allies take control the Western Med Sea Zone. An Italian 2-3 INF in beach hex 1827 on Sardegna is cut off from all supply. So when an Italian Air Effort chit is drawn, Italy sends two 2-8 SACs from Roma to the INF on Sardegna in an attempt to supply it from the air. The SACs are not intercepted on the way, so each die roll will hit on a 5-6 and will also receive a +1 modifier since the current date is 1942 or later. Italy rolls four dice and gets modified results of 3, 4, 5, and 7, making two hits on the Italian 2-3 INF, equaling its combat strength of 2. Therefore, the INF is considered supplied for the rest of the turn for all purposes except repair. Italy notes the INF's number designation to keep track of its supply status. If the unit had been in Cagliari (hex 1927) the SAC would have scored 3 hits due to the extra +1 modifier for being in a city, but if the unit had been in mountain hex 1826 the SAC would have scored only one hit (and the INF would have remained unsupplied) due to the -1 modifier for being in a mountain hex.
12.8 Jungle Supply Limitations
- A. Each supply path may not enter more than three jungle hexes.
- B. If a unit cannot trace a supply path without entering more than three jungle hexes, it is unsupplied.
- C. Supplied HQs may act as supply sources for units in tracing supply through jungle hexes, thus extending the supply chain.
13.0 Special Rules
13.1 Airborne Drops
- A. Active PARAs may make airborne drops in General Offensive and HQ offensive impulses.
- B. PARAs may drop into empty hexes, hexes containing friendly units, or enemy-occupied hexes.
13.1.1 Procedure.
- A. Each PARA may make up to one drop per turn, either before ground combat or during exploitation movement (9.6.1).
- B. Each PARA that wishes to drop must activate and must begin its activation in an airbase hex.
- C. The owning player moves the PARA to any land, coastal or island hex within four hexes of its starting hex. Exceptions: Restrictions (13.1.2).
- D. Airdrop movement is the same as air movement and is not blocked by anything that blocks ground movement.
- E. A PARA may drop into an enemy-occupied hex and attack enemy units there in ground combat (13.1.3).
- F. PARAs are subject to interception (11.8) by enemy TACs during airdrops, but previously unactivated friendly or eligible allied TACs at the base where the airdrop originates may activate and move along with the airdropping PARA to fight any intercepting enemy TACs.
13.1.2 Restrictions.
- A. Only PARAs that start their activation at airbases may perform airdrops.
- B. PARAs may not drop into sea, mountain, or swamp hexes.
- C. All active, eligible PARAs may drop during General Offensive impulses, but only one PARA may drop per HQ Offensive impulse.
- D. PARAs that airdrop may not move in any other way in the same turn. Exception: PARAs may retreat from a hex if attacked in a later impulse.
13.1.3 Airdrop Combat.
- A. If one or more PARAs drop into an enemy-occupied hex, they must attack the enemy unit(s) there during ground combat or exploitation combat (whichever comes immediately after the drop).
- B. Other active ground units eligible to attack the airdrop hex may do so with the PARA.
- C. Treat PARAs as INF in combat. Resolve combat normally. Exception: Death from Above (9.3.8).
- D. If at least one enemy unit remains in the airdrop hex after combat is done, eliminate all active PARAs in the hex and put them in the Force Pool.
13.1.4 Air Supply.
- A. PARAs are automatically supplied during the turn in which they drop.
- B. On all other turns, normal supply rules apply to them.
13.2 Aircraft Carriers
- A. Aircraft Carriers (CV) are naval units that sometimes act as air units.
- B. CV air has a range of two hexes, and may perform OAS (11.3) and naval strikes (11.6) in Naval and General Offensive impulses, and may intercept enemy naval strikes (11.8).
- C. If more than two hexes from the target, CVs performing such a mission must move to a sea hex within two hexes of the target (or into the port's sea zone if the port is in a Pacific sea zone with just one hex).
- D. CVs are subject to naval attack when moving through enemy-controlled sea zones.
- E. CV air may be intercepted normally, but may not be attacked by Counter-Air.
- F. Hits suffered by CVs in air battle do not eliminate the CV factors - the owning player loses 1 BRP per hit instead. Loss of its planes does not cause the aircraft carrier to sink.
13.3 Fleet Trains (FTs)
FTs represent the huge collections of support craft (repair ships, floating docks, transports, refrigerator ships, tankers, ammunition ships and more) assembled for the war, and have several special abilities:
13.3.1 Increasing Range.
- A. If a FT starts its activation in a port but does not move or flip to its Major Port side, increase the movement range and box placement radius of every other naval unit that starts its activation in the port with the FT by one.
- B. Two such FTs in the same port increase these by two, and so on.
- C. [DC] If a FT is eliminated, the sea zone range bonus it applied to units earlier that turn still applies for the purpose of sea zone control or raiding return to port.
13.3.2 Port Upgrade.
- A. In Naval and General Offensive impulses, an activated FT may upgrade one minor port to major port status.
- B. The FT must start its activation in a minor port and flip to its major port side.
- C. The port becomes a major port as long as the FT remains there on its major port side.
- D. A FT on its major port side acts only as a major port and may not move or provide any other benefits.
- E. On any subsequent turn, the owner may follow the same process to flip it back to its FT side, reverting the port to minor status.
- F. The FT may then undertake normal actions.
- G. FTs on their port side may not flip to their FT side if the number of naval units in port with them exceeds the basing capacity of a minor port.
- H. FTs on their port sides are not eligible targets for strategic bombing.
13.3.3 Fleet Train Damage.
13.3.3.1 General Rule.
- A. One hit in naval impulse combat or from a naval air strike eliminates a FT.
- B. FTs are immune to damage while on their major port sides, but are eliminated if the port falls under enemy control.
13.3.3.2 Optional Rules for FT Damage [DC]. One of the following options may be substituted for the general rule.
13.3.3.2.1 Two Hits in an Impulse.
- A. Two hits in a single impulse eliminate a FT.
- B. Hits against FTs are not cumulative, so an attack against a FT that sustained a single hit in a previous impulse requires two hits to eliminate it in a later impulse.
- C. A single hit has no effect on a FT. It may continue to provide movement bonuses or act as a major port.
13.3.3.2.2 BRP Loss. If a FT is hit once in an impulse but is not eliminated, reduce its controlling Major's BRP stockpile by five. BRP levels can go to zero or below.
Design Notes: FTs are expensive, and justifiably so given their ability to enhance maneuver and basing capacity in the expanses of the Pacific. Requiring a single hit to eliminate makes them extremely vulnerable, particularly when based in a hex susceptible to naval strikes from multiple sea zones. Given what they represent and the effort required to protect them, it is a justifiable defensive value. However, should they be too defenseless for your liking, this option requires a more substantial naval strike to have a greater likelihood of removing the possibility of a statistically unlikely single hit destroying it. This option provides a simple means to recognize the damage inflicted on some of a FT's ships and the resources necessary to sustain its full operational capabilities.
13.4 Narrow Seas
The striped sea and coastal hexes are narrow waters easily controlled by mines and small craft.
- A. Active LCs, SURFs and CVs may not enter a narrow sea hex, nor may friendly units SR or trace supply through the hex, unless the hex or a coastal hex within two hexes of it is friendly-controlled or controlled by an allied or Client nation.
- B. SUB movement is not blocked by this rule.
- C. Oslo is considered two hexes from the top Denmark hex for the purposes of narrow seas control.
- D. Pacific hexes 1323, 1422, 1423, and 1523 are considered narrow seas.
13.5 Long-Range Bombers
- A. Starting in Spring 1943, double the printed range of active British and US SACs during Air Effort and General Offensive impulses.
- B. Starting in Spring 1944, double the printed range of active US LSACs during Air Effort and General Offensive impulses.
- C. Halve the number of dice rolled by SACs and LSACs hitting targets beyond their actual printed range during strategic bombing.
- D. Reduce the number of dice rolled by SACs to one-third during naval strikes and offensive air support outside their printed range.
- E. Drop all fractions.
13.6 Garrisons (GAR) and Fortresses
13.6.1 Garrisons.
- A. GARs may not attack (they may only defend), but it takes two hits to eliminate each GAR factor in ground combat.
- B. Defending GARs get combat strength bonuses from terrain and fortresses like other units, but their strength may never be more than doubled.
Example: A 1-0 GAR in an objective city would have a strength of 2 and take four hits to eliminate as would a GAR in a city hex with a fortress.
- C. GARs may only move by SR (7.0) or sea transport (10.1), but otherwise act as INF.
- D. They may not conduct amphibious assaults
- E. Each GAR counts as one unit for stacking purposes.
13.6.2 Fortress Markers (Spring 1944). Beginning in Spring 1944:
- A. A Major may flip any of its GARs in its Force Pool to their Fortress sides.
- B. It may remove any of its GARs from the board, flip them and put them in the Force Pool on their Fortress sides (it does not recover BRPs for doing so).
- C. It may then build those fortress markers for 20 BRPs each outside its borders, or 15 BRPs each inside its printed borders (due to native volunteers or forced labor).
- D. Newly-built fortresses may be placed in any friendly-controlled hexes (not just city hexes) that are not adjacent to any enemy units.
- E. Once placed, fortress markers may not move but may be voluntarily eliminated and then rebuilt elsewhere.
- F. Fortress markers have no combat strength and do not count for stacking purposes, but they give defensive bonuses to friendly and allied units in the same hex with them and supply those units as well.
13.7 Divisions
Division-size land units are only used in GPW and SWW. Division-size units have the XX symbol. Only Japan, Britain, and the US have divisions.
13.7.1 Using Divisions. In GPW or SWW, divisions are placed in their owning nations' Force Pools per scenario rules. The owning nations may build divisions just like other units, or use them to break down activated ground units into their component divisions.
13.7.2 Unit Breakdowns.
- A. Units may be broken down when they activate during impulses.
- B. To break down a unit, remove it from the board and set it aside (not in the Force Pool), then replace it with a number of divisions depending on its type and strength per Table 9: Unit Breakdowns.
- C. Some of the variants have divisions that are components of larger units: Hungary 1-4 CAV [DC], China 1-4 ARM [ROW]. A US 2-4 CAV division can be exchanged for a 2-4 INF division [DC].
- D. The component divisions may immediately move and fight normally, even in the same impulse in which they were placed.
- E. The larger-size units do not return to play unless all their component divisions end any impulse together in the same hex. In that case, the owning player may remove the reassembled divisions from the board, place them in the Force Pool, and put the original unit back in play in the reassembly hex.
- F. If all of a unit's divisions are eliminated, put them and the original unit back in the Force Pool (all may be rebuilt).
13.7.3 Division Penalties. Divisions are not as effective as normal units:
- A. If any divisions attack or defend in ground combat without any friendly or allied non-division ground units on their side, add one to all enemy combat die rolls (a modified 7 equals 6).
- B. ARM divisions do not have ZOCs.
13.8 Off-Map Boxes
13.8.1 Australia.
- A. The five off-map boxes in the southwest corner of Pacific Map 3 are Australian areas not represented by map hexes.
- B. Each off-map Australia box also contains a sea zone connected to other sea zones as indicated by arrows.
- C. Whoever controls an Australian off-map box controls the associated ports and may move units in or out of the box by naval movement, SR, and sealift.
- D. Units may not move into or out of Australia boxes by normal land movement.
- E. Off-map boxes have no stacking limits and are considered clear terrain.
- F. Units in Suez or the Middle East off-map movement box may SR to any Australia box.
- G. Amphibious landings may be launched from or against off-map Australia boxes that have at least one port.
- H. Enemy units in the Sea Control section of the box may attack the landing force.
- I. To land in an off-map Australia box, the landing player places the landing units that survive any naval impulse combat in the box, rolls for LC losses, and places a beachhead counter there.
- J. Because the landing does not take place in a hex, no pre-landing naval combat or amphibious assault combat occurs, even if there are enemy ground or naval units in the off-map box or port.
- K. In later impulses, active units in the box may attack enemy ground units there, using the ground combat procedure.
- L. Opposing ground units may coexist peacefully in a box, and a landing player does not take control of the box or any port there until there are no enemy ground units there.
- M. If units in an off-map Australia box wish to attack enemy ground units there, they must attack all of them at once.
- N. TACs based in the box may provide OAS or DAS.
- O. Once a Major has landed units in a box and established a beachhead, it may bring in more by sealift, naval movement, or SR. It may also bring in TACs or SACs if an airbase is built in the hex.
Example: Japan lands a 3-3 INF in the Sydney box, which contains an ANZAC 2-3 INF. Japan puts a beachhead marker there with the INF, but the ANZAC maintains control of Sydney. Later in the turn, Britain SRs a 1-4 TAC to Sydney, and on the next turn the Japanese INF attacks the ANZAC INF. The TAC can provide DAS. Britain retains control of Sydney until all its ground units in the box leave or are eliminated. The TAC by itself cannot keep control of Sydney.
13.8.2 Atlantic.
13.8.2.1 General Rule.
- A. The Off-Map Movement Chart (SWW only) includes three Atlantic Sea Zone boxes that units may enter during the Sea Zone Box Placement and Strategic Redeployment segments.
- B. Normal sea control, raiding, and SR can occur there, but units may not enter these sea zones through regular naval movement, nor may they conduct amphibious assaults there. Exception: US (10.2.9).
- C. The number of BRPs that raiding units can destroy is noted for each zone.
13.8.2.2 Reykjavik.
- A. Reykjavik is a Danish port. Until Denmark is conquered, the only non-Danish units that may occupy the Reykjavik box are US and British units, but only if the US or Britain is allied to Denmark.
- B. Reykjavik falls under British control if Denmark is conquered.
- C. If the US or Britain declares war on Denmark before Denmark is conquered by another nation, it may mount amphibious assaults against Reykjavik (5.4.9) to take control of it.
13.9 Fall 1939 Scenarios
- A. Draw the Europe political chit before unit setup and starting the game for JP3R and SWW Fall 1939 scenarios.
- B. If the Why Die for Danzig chit is drawn, follow the instructions for it in the Political Marker Explanations, and do not draw a political chit during the first turn's Production Segment.
- C. If the chit is not Why Die for Danzig, return it to the cup, remove the Why Die for Danzig chit and proceed with play normally. This means that the chit drawn on the first turn may not be the same one drawn before the game.
13.10 Mountain Units (MTN) [ROW]
Mountain units (an INF symbol with a thin triangle at the bottom-center, such as the Romanian Alp unit) have several special abilities.
13.10.1 Movement. Russian Winter (22.4.2) does not affect MTN movement.
13.10.2 Combat.
- A. When a mountain hex comes under attack, the defender does not have its combat strength doubled if it has no MTNs AND at least half of the total attacking combat strength comes from MTNs.
- B. MTNs are tripled in strength when defending in a mountain hex (not doubled as is normal).
13.10.3 Cost.
- A. The cost to build an MTN is 1 BRP per strength point plus 2 BRPs per unit.
Example: A 3-3 MTN costs 5 BRPs to build (3 x 1) + 2 = 5.
-
B. Treat MTNs as INFs for repair cost purposes.
-
C. When using this variant, add MTN units to the armed forces of nations per the list below and remove the replaced INFs from play.
-
Germany: In all scenarios, replace 2 x 3-3 INF with 2 x 3-3 MTN. They can appear as Units At-Start or in the Force Pool, as Germany wishes.
-
Romania: In all scenarios, replace 1 x 3-3 INF with 1 x 3-3 MTN.
-
France: In scenarios before 1941, replace 1 x 3-3 INF with 1 x 3-3 MTN.
-
Italy: In scenarios before 1942, replace 1 x 3-3 INF with 1 x 3-3 MTN.
-
Poland: In scenarios before 1940, replace 1 x 1-3 INF with 1 x 3-3 MTN. This increases Poland's strength.
-
Austria: In the 1938 scenario, add 1 x 3-3 MTN to Austria's Units At-Start. This increases Austria's strength.
-
Switzerland: In all scenarios, add 1 x 3-3 MTN to Switzerland's Units At-Start. This increases Switzerland's strength.
-
[DC] US: In all scenarios, replace 1 x 3-4 INF with 1 x 3-4 MTN (RNG).
13.11 Marines
13.11.1 Europe's Marines [ROW].
-
A. Three Marine (MAR) units appear in Rumors of War.
-
B. These pieces only appear in JP3R and SWW.
-
C. MAR are treated as divisions per Rule 13.7.
-
D. They are independent units that cannot be used to break down other units.
-
E. Like marine units in GPW, they hit on a 5-6 when conducting an amphibious assault.
-
Britain: In scenarios after 1938, add the 1-3 RM unit (the Royal Marines division) to the Force Pool. In the 1938 scenario, add it to the 1939 Force Pool Additions.
-
Italy: In scenarios after 1938, add the 1-3 SM (San Marco) unit to the Italy's 1940 Force Pool Additions. In the scenarios beginning in 1940 or later, add it to the Units At-Start.
-
USSR: In scenarios before 1941, add the 1-3 Balt MAR to the 1941 Force Pool Additions. In scenarios beginning after 1940, add it to the Units At-Start (Europe for SWW).
13.11.2 World's Marines [DC]. More MAR units can appear in SWW combined game. Like Europe's Marines, they also hit on a 5-6 when conducting an amphibious assault.
- Britain: In scenarios after 1937, add the British 3-3 RM unit to the 1941 Force Pool Additions.
- Italy: In scenarios after 1937, place the 3-3 SM unit to the 1942 Force Pool Additions.
- USSR: In scenarios after 1937, add the 3-3 Balt MAR to the 1942 Force Pool Additions.
- Germany: In scenarios after 1937, add 1 x 3-3 MAR (KM: Kriegsmarines) unit each to the 1941 Force Pool Additions and to the 1942 Force Pool Additions.
- Japan: In scenarios after 1936, add a 3-3 MAR (TR: Tokubetsu Rikusentai) to the 1941 Force Pool Additions and one to the Force Pool upon US entry at war in Pacific map unit.
14.0 Basic Resource Points
BRPs are the currency of the game. They represent the natural resources and industrial and agricultural output necessary to fuel modern war.
14.1 BRP Base and Stockpiles
- A. Each nation keeps track of its current level of BRPs (BRP stockpile) on its national display card's BRP tracks.
- B. Move the BRP markers up or down the track as BRPs are gained, spent, or destroyed.
- C. The number of BRPs a nation receives from its home nation each Spring turn Production Segment (3.1.1) is its BRP base.
- D. The BRP base with that each Major starts the game is listed in scenario instructions.
- E. Each Major's starting BRP base includes all BRPs it earns each year from colonies, sea zones, and overseas possessions - do not add those onto its BRP base unless scenario instructions say otherwise.
- F. Each Minor with a BRP track also has a starting BRP base listed in scenario instructions, and it receives BRPs each Spring turn Production Segment equal to its BRP base plus any economic growth.
14.1.1 Modifications. Economic growth, loss of home-nation territory, the political and military situation, and other events can modify BRP bases.
14.1.2 Restrictions. BRPs gained from conquering other nations or territories are not part of the BRP base but are additional BRP earnings during Spring BRP production.
14.1.3 Leftover BRPs. While BRPs are lost if not used, those remaining in stockpiles at the end of each Winter turn cause economic growth beginning Winter 1940.
14.1.4 Zero and Negative BRPs.
- A. Nations may not voluntarily spend their BRP stockpiles below zero, but raiding (6.6), strategic bombing (11.7), and leftover hits in combat (9.3.5) can reduce BRP stockpiles to zero or below.
- B. There is no limit to how low BRP stockpiles can go.
- C. Flip over BRP markers to indicate negative values.
- D. Nations with negative BRP stockpiles can gain BRPs during the year by receiving BRP transfers from allies (14.9).
- E. In each Winter End Segment, record negative amounts to help calculate BRP production in the following Spring turn.
- F. If a nation's BRP stockpile is at zero or below during combat, its units can suffer ill effects (9.3.6).
14.2 Spring BRP Production
14.2.1 General Rule.
- A. During the Production Segment of Spring turns, each Major receives BRPs per Table 10: Spring BRP Calculations.
- B. Colonies and Minors have their BRP values printed on the map.
Example: In the Spring 1943 Production Segment, the USSR calculates BRPs: base of 122, +4 for conquering Estonia, -9 because Germany controls Smolensk, Kharkov, and Sevastopol, for a total of 117 BRPs.
14.2.2 Final Scenario Year Allocation [DC]. In the last year of a scenario, the BRP allocation for each Major for that year is proportional to the number of seasons remaining in the scenario.
Example: For a scenario ending in summer, (half of the seasons are played that year) the total BRPs allocated to the Major will be 50% of the BRP total calculated for that year.
Design Notes: Majors on the defensive at the end of a game must carefully allocate their spending, just as Majors on the defensive in the war's early years had to during later seasons. Play can be distorted by Majors with a full year allocation to spend in fewer seasons, as they do not need to be as concerned about a low stockpile in their final turn. For example, raiding and strategic bombing may not have a role in final seasons if there is no chance those operations can have an impact by the final turn. Powers with a full year's allocation can repair or build more units than they otherwise might. Some players may prefer those options, but this variant may more accurately reflect the operations and economic state of powers in the final seasons of a game.
14.3 Economic Growth
- A. Starting with Winter 1940, record BRPs remaining in each nation's stockpile in the End Segment of each Winter turn. Exceptions: US Growth (14.3.1), Peace in the Valley (14.3.3).
- B. Multiply each nation's leftover BRPs by its growth rate (printed on its National Display card), (Exception: German Autarky, 14.3.2), and permanently increase its BRP base by the result, rounding fractions up. Exception: Colonialism and Agrarianism (14.3.4).
- C. Leftover BRPs are only used to calculate economic growth, then they are discarded.
Example: The USSR has a growth rate of 30%. It has 12 BRPs left at the end of Winter 1944, so its BRP base for Spring 1945 increases by 12 x .3 = 4.
14.3.1 US Growth. The US experiences no economic growth until it is at war with at least one Major.
14.3.2 German Autarky. Once a Minor becomes allied with Germany, the Minor's growth rate can be no more than 10%.
14.3.3 Peace in the Valley. Neutral Minors do not experience growth.
14.3.4 Colonialism and Agrarianism. Territories on the Pacific map that are outside Japan's printed borders do not experience economic growth. Chinese provinces receive no economic growth.
14.3.5 Economic Overheating.
- A. A nation's economy may only expand a certain amount before it runs out of labor and raw materials - a situation that eventually leads to economic collapse.
- B. Each nation has a ceiling beyond which its BRP base cannot grow:
- Britain: 200 (125 GPW)
- France: 150
- Germany: 300
- Italy: 150
- Japan: 150
- Minors: 150% of 1939 BRP base
- USSR: 250 (30 GPW)
- US: No Limit
- C. This applies to only the BRP base (14.1). There is no limit to how many BRPs a nation may have in its stockpile.
14.4 Sea Zone BRPs
- A. Most Sea Zones include BRP values for various nations.
- B. These values are included in those nations' At-Start BRP bases - do not add them onto those nations' BRP bases.
Example: The BRPs listed for Java in the Indian Ocean 5 and Java Sea Zones (1 BRP in each zone) do not increase Java's BRP value of nine - they are part of that value.
- C. The BRPs listed for each sea zone equal how many BRPs raiders can destroy (6.6) each turn in the sea zone from the stockpiles of the nations that own the territories listed for the sea zone.
Example: Raiders in the Java Sea can destroy 1 BRP per turn in the stockpile of whoever owns Java, and 1 BRP in the stockpile of whoever owns Borneo.
- D. Control of a sea zone (6.5) has no effect on who receives BRPs from the sea zone (Europe 14.4.1; Pacific, 14.4.5).
14.4.1 Europe. The Europe map's sea zone BRPs are listed on the Maximum BRP Values for Sea Zones table (separate chart). These BRPs always go to the listed nations in the Spring Production Segment (unless they surrender), but those nations are vulnerable to losing BRPs to raiding (6.6).
14.4.2 North Atlantic Convoys. At the start of the game, raiders can destroy up to 5 British BRPs per turn in the North Atlantic Sea Zone. The first time the USA sends BRPs to Britain by trans-Atlantic transfer (14.9.2), this number increases to 20 BRPs per turn for the rest of the game.
14.4.3 Murmansk Convoys. At the start of the game, raiders can destroy just one Soviet BRP per turn in the Norwegian Sea Zone. Once any nation sends the USSR BRPs by trans-Atlantic transfer (14.9.2), this number increases to 3 BRPs per turn for the rest of the game.
14.4.4 Bay of Biscay.
- A. At the start of the game, raiders can destroy up to 3 French BRPs per turn in the Western Approaches Sea Zone.
- B. Once the USA or Britain sends France BRPs by Trans-Atlantic transfer, this number increases to 5 BRPs per turn for the rest of the game.
14.4.5 Pacific. In the Pacific, the BRP values of each sea zone and the nation(s) or land area(s) that receive BRPs from them are printed on the sea zones and in a separate chart.
14.4.6 Off-Map Movement Chart. The numbers listed below the Eastern Seaboard, Western Atlantic, and Central Atlantic off-map Sea Zone boxes are the number of British and US BRPs that enemy raiders can destroy each turn in those sea zones.
14.5 Minor Countries
14.5.1 Minor Countries with BRP Stockpiles.
- A. Some Minors have their own BRP stockpiles, receiving BRPs in each Spring Production Segment just like Majors.
- B. The BRP base of these Minors is listed in scenario instructions. They can also experience economic growth.
- C. Majors may transfer BRPs to or from their Minor allies with BRP stockpiles, but not to or from those without stockpiles.
14.5.2 Minor Countries without BRP Stockpiles. Minors without BRP tracks add their BRP values (printed on the map) to their controlling Major's (5.53) stockpile. That Major may use any of its BRPs (not just those from the Minor) to build units from the Minor's Force Pool.
14.6 BRPs from Conquered Territory
Majors can gain BRPs by conquering territory. BRP gains and losses are only calculated during Spring turn Production Segments. Exceptions: Conquered Minors (14.6.1), Conquered Majors (14.6.2). So, if a territory changes hands more than once during a year, only the nation that owns it during the next year's Spring Production Segment gains its BRPs.
14.6.1 Conquered Minor Countries.
- A. If a Minor with no BRP track is conquered, its printed BRP value goes to the Major owning it in each subsequent Spring Production Segment.
- B. The first time a Minor with a BRP track surrenders, half its current BRP stockpile (round fractions up) immediately transfers to the conquering Major's stockpile.
- C. Whoever owns the conquered Minor during each subsequent spring Production Segment (the original conqueror or any intervening conqueror) receives the BRP value printed on the map for it plus any economic growth it experienced before it was conquered. Exception: Liberation (26.3).
14.6.2 Conquered Major Powers.
- A. When a Major surrenders, half its current BRP stockpile immediately transfers to the conquering Major's stockpile (round any fraction up).
- B. In subsequent Spring Production Segments when the conquered Major is under enemy control, the owner at that time receives half its current BRP base.
- C. Include previous economic growth (14.3), but deduct the BRP values of its colonies (14.7) overseas possessions (14.8) and associated sea zones (14.4). The conquered Major keeps the other half.
Example: Germany conquers France in Summer 1940. Germany receives half of France's current BRP stockpile at the time of France's surrender. Then in the Spring 1941 Production Segment, Germany receives half of France's BRP base. Vichy has been established (19.6), so France's BRP base is 85 minus 10 (for mainland Vichy) minus 18 (for France's on-map colonies) minus 2 (for France's off-map colonies; Japan has not yet declared war on a Major) minus 9 (for sea zone BRPs) = 46. Germany receives 46/2 = 23. France keeps the other 23.
14.6.3 Conquered Cities.
- A. In each Spring Production Segment, France (19.5), the USSR (22.1), and Turkey (26.7) lose BRPs for each city inside their borders under control by an enemy nation.
- B. Half the BRPs lost for each controlled city go to the enemy Major.
- C. Cities in other nations are not affected by this rule.
14.7 Colonies
14.7.1 General Rule.
- A. Some countries receive BRPs from colonies.
- B. Each colony has its controlling nation printed on it.
- C. The colony's BRPs are part of that nation's starting BRP base.
- D. When a nation conquers a colony, it gains the BRPs for that colony and the original owner loses them in subsequent Spring Production Segments, unless the original owner reconquers the colony.
- E. If a Major is conquered, any colonies it owns at that time or owned previously are not counted as part its BRP base (14.6.2).
14.7.2 Territorial Control of Captured Colonies [DC]. At the time a colony is captured, all territory within the colony is immediately under the control of the conqueror, except hexes occupied by enemy units (as with captured Minors).
14.8 Overseas Possessions
14.8.1 Major Powers.
- A. JP3R scenario rules specify the Majors receiving BRPs from overseas or off-map possessions and the amounts. These BRPs are part of the owners' BRP bases - do not add them.
- B. Whenever a Major receiving overseas BRPs is conquered, deduct the overseas/off-map BRPs from its BRP base when calculating the number of BRPs the conquering nation receives each Spring production phase.
- C. Overseas possession totals are not always the same in JP3R and SWW - JP3R players get half the BRPs from Pacific map territories, whereas SWW players see the whole picture.
14.8.2 Dutch East Indies. In JP3R, the Netherlands receives an extra 10 BRPs for its overseas colonies (16 BRPs if using the variant Ertsberg Deposits Discovered, 26.9.7.1) each Spring Production Segment (for 22 BRPs total) when its controlling Major controls the North Sea. These BRPs are lost if the Pearl Harbor chit is drawn, or if the Netherlands is conquered.
14.8.3 Required Deployments.
- A. In GPW and SWW, Majors must have a certain number of units in Pacific colonies and territories during the Spring Production Segment to receive the full BRP values of those areas.
Example: Britain has a minimum deployment for India.
- B. The number of units for each country and area depends on the nation's war status.
- C. Failure to comply with the requirements during the Spring Production Phase means the owning nation gets half the normal BRPs from the territory or colony (round fractions up).
- D. The required deployments are specified in each scenario's rules.
14.9 BRP Transfer
- A. Majors may transfer BRPs to and from their Major and Minor allies with BRP stockpiles.
- B. This occurs during the Strategic Redeployment Segment.
- C. All SR rules and restrictions (7.0) apply to BRP transfers.
- D. Giving or receiving BRPs counts as one SR spent that turn for both the receiving and the giving nation.
14.9.1 Restrictions.
- A. Nations must be allied to each other and be at war with at least one common enemy nation to transfer BRPs between them. Exception: US Peacetime Transfers (14.9.4).
- B. They must be able to trace a SR path between their capitals at the time of the transfer (except for the US, which has no on-board capital).
- C. No more than 40 BRPs per turn may transfer between a given pair of Majors.
- D. The number of BRPs a nation can receive per year may not exceed its current BRP base.
- E. No nation may give and receive BRPs in the same turn.
14.9.1.1 Reduced BRP Transfers via Air [DC]. SR paths traced between capitals for BRP transfer that can only be traced by air (a land/sea route is blocked) result in receipt of only half of the BRPs sent by the transferring power.
14.9.1.2 BRP Transfers with Japan.
- A. Japan may not exchange BRPs with any of its European allies unless Japan or one of its allies controls both Suez and the Arabian Sea or the Indian Ocean 1 Sea Zone at the time of the transfer. The same nation must control both Suez and the Pacific Map zone in question.
- B. [ROW] When using the Central Asia map, Japan can also exchange BRPs with its European allies if Japan or one of its allies controls the Indian Ocean 1 Sea Zone plus at least one of the following at the time of the transfer: Abadan (hex 5523) and Basra (hex 5524).
- C. [ROW] The same nation must control both the Indian Ocean 1 zone and one of the Abadan, Basra, and Suez.
14.9.2 Trans-Atlantic Transfers.
- A. Special rules apply to BRP transfers from the US to countries in Europe while the US is at war, and also to transfers from Britain and France to the USSR.
- B. In these cases, each nation may transfer 20-BRP increments (no more, no less) per turn to each receiving nation.
- C. Each nation may receive no more than 20 BRPs per turn and no more than 40 BRPs per year from each individual giving nation. Therefore, the US, France and Britain could each send the USSR 20 BRPs per turn (for up to 60 BRPs total in a turn), but no more than 40 BRPs per year each (for up to 120 BRPs total per year between them).
- D. Each nation sending BRPs must activate 9 SURF factors to escort every 20 BRPs it sends. The US may do this even if not at the war yet.
- E. The BRPs may not be sent without sufficient SURF factors for escort duty.
- F. The US may not transfer BRPs to Britain if both the North Atlantic and Western Approaches Sea Zones are solely under enemy control.
- G. The USSR may not receive trans-Atlantic transfers if the Norwegian Sea Zone is solely under enemy control or if Gorki (hex 2901) is under enemy control. The latter simulates enemies capturing the port of Murmansk or blocking the land route from it. Exception: Middle East Transfers (14.9.3).
- H. LCs may not participate in BRP transfer. Transferring BRPs and their escorts may not be attacked - raiding (6.6) is the method for commerce warfare.
14.9.3 Middle East Transfers.
- A. Britain and the US may transfer BRPs to the USSR through the Middle East.
- B. The rules for these transfers are the same as for Trans-Atlantic transfers (14.9.2), except that control of the Norwegian Sea is irrelevant.
- C. They may not transfer BRPs to the USSR through the Middle East if the Eastern Atlantic or Aegean or any Mediterranean Sea Zone is solely under enemy control.
- D. Middle East transfers are blocked if at least three of the following hexes are under enemy control: 3120, 3219, 3220, 3319 (Dardanelles/Bosporus).
- E. It takes two turns for the BRPs to reach the USSR, and both the sending and the receiving nation must spend two SRs on the first of the two turns.
14.9.4 US Peacetime Transfers.
- A. Before going to war, the US may transfer BRPs to Britain, France, the USSR, and KMT.
- B. All rules for trans-Atlantic transfer (14.9.2) or Middle East transfer (14.9.3) apply, but the receiving nation must be at war with Germany or Japan at the time, and the US may not transfer BRPs in increments of less than 20. Exception: KMT (23.4.8).
- C. In GPW and SWW the number of BRPs the US may transfer to other nations is limited by the current US Entry Pacific and/or US Entry Europe status and by scenario special rules.
- D. If a Major declares war on a nation that was not at war before the declaration, public outcry at home prevents the US from sending the attacking Major any BRPs for that turn and the following three turns. This restriction goes away as soon as the US enters the war.
14.9.5 Tribute.
- A. In the SR segment, each Major may take up to half the current BRP stockpile of each of its Minor allies (those that have its marker in the 10 box on their influence tracks).
- B. The Netherlands and Belgium have no influence tracks, so Britain (always their Major ally) may take up to half of the each country's current BRP stockpile in each SR segment when they are in the war.
- C. All normal BRP transfer restrictions (14.9.1) apply.
- D. Majors may not take BRPs in the SR segment from allied Minors with no BRP stockpiles - that occurs during the Production Segment.
- E. If more than one Major has its influence marker in a Minor's 8-10 boxes, then those with markers in the 10 box may not take BRPs from the Minor unless all Majors with markers in the 8-10 boxes give their permission. In that case, the Majors with markers in the Minor's 10 box may take up to half the Minor's current stockpile if they can agree on how to split the BRPs.
14.9.6 No Reverse Lending. Once a nation has transferred BRPs to another, the receiving nation may never transfer BRPs to the giving nation.
15.0 Building and Repairing Units
- A. Each scenario specifies the number of units starting on the board and in the Force Pool for each nation.
- B. To place new units on the board, a nation must spend BRPs to build units that are in its Force Pool.
- C. Nations may also spend BRPs to repair ground units that are on their reduced-strength sides, or to add factors to existing naval and air units on the board.
- D. Nations may scrap naval units to recoup some of their BRP costs.
- E. Nations may also spend BRPs to build airbase and beachhead counters. Such counters are not units and do not go in the Force Pool - any such counters not currently on the board can be built.
- F. Nations build, place and scrap units and airbase and beachhead counters in the Production Segment in Order of Play: the nation with the lowest current BRP stockpile goes first and must finish building, placing, and scrapping units before the nation with the second lowest starts. This continues until all nations have taken their turn.
- G. Minors that have BRP stockpiles spend BRPs from their own stockpiles to build (15.7) and repair their units, just as Majors do.
15.1 Construction
15.1.1 Force Pool.
- A. Some units and factors begin the game in the Force Pool.
- B. Other units, reinforcements and eliminated units, are placed there during the game.
- C. All ground units and air and naval factors in the Force Pool may be constructed as new, no matter how they got there.
- D. Air and naval factors in the Force Pool may be constructed in any increments desired, and newly-constructed factors may be added to air and naval units (15.2.3) on the board.
- E. Air and naval units on the board and in the Force Pool may be broken down into weaker units at any time.
15.1.2 Construction Costs. During the Production Segment, each nation builds airbase and bridgehead counters and units in the Force Pool, paying the BRP costs for each unit type according to Table 11: Construction Costs.
Example: It costs 4 BRPs (3+1) to construct a 3-3 INF. Exception: Waves of Humanity (15.1.5). Each player reduces the BRP stockpile by the amount spent to build new units.
15.1.3 Construction Timeframe.
- A. All newly-built units, factors, and counters (except SURF and CV factors) may be placed in any eligible hexes on the board (15.2) immediately once the BRP cost is paid. Exceptions: Ground Unit Restrictions (15.2.2), Commonwealth Troops in Europe (15.2.4).
- B. Factors built to increase the strength of air or naval units in eligible hexes may be added to those units immediately except for SURF and CV factors (15.2.3).
- C. One newly-built SURF factor per Production Segment may be placed in each shipyard hex containing a SURF with a strength less than nine.
- D. One newly-built CV factor per Production Segment may be placed in each shipyard hex containing a CV with a strength less than two (or less than four for nations that have 4-factor CVs).
- E. The added SURF or CV factor must be of same type and nationality as the unit to which it is added.
- F. All other newly-built SURF and CV factors do not appear on the board until three turns after they are built. Place them on the TRT three turns ahead of the current turn. They may all be placed on the board in that turn's Production Segment in any friendly-controlled shipyard hexes that have the capacity to base them.
Example: Italy's only SURF is a 6-SURF at Trieste. Italy spends 12 BRPs to build three SURF factors from its Force Pool. It may add one SURF immediately to the unit at Trieste, replacing it with a 7-SURF. Italy then places a 2-SURF three turns after the current turn on the TRT to be placed in any Italian-controlled shipyard hex in that turn's Production Segment.
15.1.4 Restrictions.
- A. A nation's builds are limited only by the content of its Force Pool and its available BRPs.
- B. Nations may only build units or factors that are in its Force Pool during the current Production Segment.
- C. Political events and other factors may limit a nation's builds.
- D. Airbase and beachhead counters do not go in the Force Pool and can be built in any Production Segment, but each nation cannot build more airbase or beachhead counters than those provided for it in the counter mix.
- E. Players can remove airbase and beachhead counters (15.8) voluntarily just like units to rebuild elsewhere later.
15.1.5 Waves of Humanity. Turkey and the USSR have abundant manpower, so they do not pay the extra BRP to construct INFs. The only cost to construct a Turkish or Soviet INF is 1 BRP per factor.
15.2 New Unit Placement
During the Production Segment, each nation places on the board newly-built units, airbase and beachhead counters, and SURFs and CVs built three turns ago (waiting in the current turn's box), subject to stacking limits and port and airbase capacities.
15.2.1 Home Nation Placement.
- A. All new ground units must be placed in friendly-controlled city hexes inside the printed borders of their home nation (not a colony). Exceptions: Garrisons and Fortresses (13.6), Commonwealth (15.2.4), Italy (15.2.5), US and Canada (15.2.6), Repair (15.3), Post-Surrender Production (18.4.3).
Example: New German ground units must be placed at any German-controlled city within Germany's printed borders (the solid lines, not the dashed ones).
- B. If all of a nation's home cities are enemy-controlled, it may place a maximum of one ground unit per Production Segment in any one city in one of its colonies.
- C. All new air units and factors must be placed at friendly-controlled airbases in their home nation.
- D. New naval units and factors (except LCs) may be placed in ANY friendly-controlled shipyard hex (not just those in their home nation).
- E. New LCs and LC factors may be placed at any friendly-controlled ports (including shipyards).
15.2.2 Ground Unit Restrictions.
- A. New ground units must be placed (15.2.1) in eligible city hexes. This does not apply to fortresses (13.6.2), airbases, and beachheads (15.2.9), which are not units.
- B. Stacking limits (8.4) apply after all new units are placed - new ground units may not be placed in a hex if it would violate stacking limits.
- C. If a nation has no colonies and all its home cities are enemy-controlled during a Production Segment, then it may not place any ground units in that segment.
- D. If all eligible placement hexes are stacked to the limit or become so after placing new units, then the nation may not place any more new ground units in that segment.
- E. All ground units prevented from being placed go in the next turn's box on the TRT.
- F. New ground units may not be placed in hexes from which they cannot trace a supply path (12.1).
- G. New ground units MAY be placed in eligible hexes adjacent to enemy units. Exception: Fortresses (13.6.2).
15.2.3 Air and Naval Unit Restrictions.
- A. New air units and newly-built air factors must be placed at friendly-controlled airbases inside the printed borders of their home nation.
- B. All such airbases must be able to trace a path (12.1) to a supply source at the time the new air units or factors are placed.
- C. New naval units and naval factors may be placed at ANY friendly-controlled shipyards (not just those in their home nation), except for new LCs and LC factors, which may be placed at friendly-controlled ports anywhere on the map.
- D. There are limits to how many newly-built SURF and CV factors may be added to SURFs and CVs (15.1.3).
- E. Air and naval factors added to units must be of the same type and nationality as the units.
- F. Some Minors have their own shipyards and can build naval units and factors there.
- G. Nations that do not have shipyards of their own may add factors to their naval units only when they are at shipyards of their allied Majors.
- H. Eliminated naval units that belong to nations with no shipyards of their own are removed from play permanently.
15.2.4 Commonwealth Troops in Europe (JP3R). In JP3R, Britain places all newly-built South African, ANZAC, and Indian units at Suez (4227). If Suez is enemy-controlled, do not place such units on the board when built. Put them in the next turn's box on the TRT, and place them in any British-controlled port in Britain or Ireland in that turn's Production Segment.
15.2.5 Italy. Newly built Italian ground units may be placed in any Italian-controlled city in Italy, Sicily, or Sardinia.
15.2.6 US and Canada.
- A. In JP3R, place all newly-built US and Canadian units in the US box. The units may move out later via SR (7.4) or amphibious landing (10.2.9).
- B. In SWW, place new US units in the US East Coast or West Coast boxes, and new Canadian units in the US East Coast box.
- C. In GPW, place all new US units in the US West Coast box (7.4).
15.2.7 Britain in the Pacific (GPW). In GPW, place all new British units in the British off-map box (7.4.2).
15.2.8 Pacific Map (GPW and SWW).
- A. Place new Indian units in any Indian city.
- B. Place new ANZAC ground units in any Australian city.
- C. Place a maximum of one new British TAC factor per turn in any Australian city.
- D. Place new Chinese units in provincial capitals controlled by their faction.
- E. Place all other new units of countries on the Pacific map in friendly-controlled cities within their home nation's printed borders.
15.2.9 Airbases and Beachheads.
- A. New airbase counters can be placed in any supplied, friendly-controlled land, coastal, or island hexes.
- B. No more than one airbase counter can be placed in the same hex.
- C. New beachhead counters can be placed in any supplied, friendly-controlled coastal or island hexes that do not already contain ports or beachhead counters.
- D. No more than one beachhead counter can be placed in a hex.
- E. Airbase and beachhead counters can be placed outside the home nation.
15.3 Repair
- A. During the Supply Segment (after checking the supply status of all ground and air units), each nation may spend BRPs to flip its reduced-strength, supplied ground units to their full-strength sides. Exceptions: Irreplaceable Units (15.4), KMT Armies (25.6).
- B. Players may repair otherwise-eligible units that are adjacent to enemy units.
- C. Do not use the repair rules to add factors to air and naval units - that happens in the Production Segment. RESTRICTIONS: Construction Timeframe (15.1.3), Air and Naval Unit Restrictions (15.2.3).
15.3.1 Costs.
- A. To repair a ground unit, the owning player spends BRPs equal to the difference between the unit's combat strength when it is reduced and when it is at full strength. Exception: Restrictions (15.3.2)
- B. Costs are doubled to repair ARMs, PARAs, and MARs.
- C. After expending BRPs for each ground unit to be repaired, the owning player flips them to their full-strength sides.
Example: During the Supply Segment, the Italian Alp INF is in supply and on its reduced-strength side. Italy can spend 2 BRPs (the difference between the unit's full strength of three and its reduced-side strength of one) to flip the piece to its full-strength side. To do the same for the Italian COR ARM, Italy would pay 4 BRPs (the difference between its reduced strength of two and its full strength of four, times two).
15.3.2 Restrictions.
- A. Unsupplied ground units may not be repaired.
- B. Fortresses may not act as a supply sources for repair purposes, unless there is another eligible supply source (12.2) in the same hex with the fortress (for example, Leningrad in hex 2103).
- C. Units in a fortress hex must trace a supply path to a non-fortress supply source to be eligible for repair.
- D. Malta (hex 2530) may not act as a supply source for repair purposes.
- E. Allied capitals may not act as supply sources for repair purposes.
- F. Units in North Africa must trace a supply path to an eligible supply source outside of North Africa to be eligible for repair, except for British, Commonwealth and US units, which may use Suez (hex 4227) as a supply source for repair purposes.
- G. Nations that use Suez as a supply source for repair purposes pay double normal BRPs to do so (for shipping troops around Africa).
Example: It costs Britain 4 BRPs to flip a reduced 1-4 INF to its 3-4 side when using Suez as a supply source.
15.4 Irreplaceable Units
15.4.1 Unsupplied Units. Units that are eliminated while unsupplied (12.3) may not be rebuilt. Do not put them in the Force Pool - remove them from the game permanently.
15.4.2 Exiles and Colonials.
- A. South African and Polish Exile units may never be repaired nor rebuilt if eliminated - do not put them in the Force Pool.
- B. ANZAC units may not be rebuilt or repaired in JP3R, but may be repaired and rebuilt in GPW and SWW.
- C. Indian INFs may not be rebuilt or repaired after the Pearl Harbor chit is drawn in JP3R.
- D. Indian INFs may be rebuilt and repaired once Britain and Japan are at war in GPW and SWW.
15.5 Strategic Bombers
- A. At the start of the game, only Britain, the US, Japan, and Italy may build SACs.
- B. Other nations may build SACs only if granted permission by a Major Power ally that currently is allowed to build SACs.
- C. Only the US may build LSACs - no other nation may ever build them.
- D. The US may not build LSACs until they appear in the Force Pool per scenario instructions.
15.6 Scrapping Naval Units
During the Production Segment, nations may remove naval units of any type from the board and remove SURFs and CVs from the TRT to recoup some of the BRPs spent on them. This is called scrapping.
15.6.1 Procedure.
- A. Nations permanently remove their scrapped units from the game. Exception: LCs may be scrapped and removed permanently from the game, or they can be removed from the board, placed in the Force Pool, and rebuilt (even in the same Production Segment when they were removed).
- B. A country that scraps naval units increases its BRP stockpile by half the total BRP construction cost of the units removed from the TRT, plus a third of the total BRP construction cost of the units removed from the board. (New is better than used.)
15.6.2 Restrictions.
- A. On-board naval units to be scrapped must be in a shipyard hex in their home nation.
- B. LCs may also be scrapped from any friendly/allied port.
- C. Players never receive BRPs for scrapping or removing LCs.
15.7 Minor Country Units
15.7.1 Repair.
- A. Minors with BRP stockpiles may repair their units normally by spending BRPs from their own stockpiles. The controlling player chooses which units to repair.
- B. Majors may spend their own BRPs to repair units of controlled Minors without BRP tracks.
15.7.2 Construction.
- A. Minors with BRP stockpiles may build units in their Force Pools normally. The controlling player chooses which units to build.
- B. Unbuilt and eliminated units belonging to Minors without BRP stockpiles go in the Force Pool of their controlling Major. The controlling Major may build or rebuild those units with its own BRPs.
- C. New or rebuilt Minor units are placed in any unconquered city inside the Minor's borders.
- D. Units of conquered Minors may not be rebuilt unless the Minor is liberated (26.3).
15.8 Reducing and Eliminating Units Voluntarily
- A. During the Supply Segment, nations may voluntarily flip their supplied ground units to their reduced-strength sides.
- B. Nations may also voluntarily eliminate supplied ground units and air unit factors, returning them to the Force Pool so they can be rebuilt elsewhere later.
- C. Unsupplied ground and air units may not be voluntarily reduced or eliminated. Reduced units stay reduced until repaired (15.3).
- D. Players do not receive BRPs from voluntarily eliminated or reduced ground or air units, but they do receive BRPs from scrapped naval units (15.6).
- E. Airbase and beachhead counters can be removed voluntarily just like units to be rebuilt elsewhere later.
15.9 Staffing Shortages [DC]
As the war dragged on, some of the Majors found it increasingly difficult to replace losses. Use the rules below to reflect this:
15.9.1 Britain.
- A. Starting in the Production Segment of Spring 1942, add 1 BRP to the production cost of all British ground units.
- B. Increase to 2 BRPs starting in the Spring 1944 Production Segment. Commonwealth and non-ground units are not affected.
15.9.2 United States. Starting in the Spring 1945 Production Segment, add 1 BRP to the production cost for all US INF.
15.9.3 Germany.
- A. Starting in Winter 1943, if Germany's BRP stockpile is at a negative number in any Winter turn End Segment, then Germany cannot repair (15.3) any reduced-strength ground units on the following Spring and Summer turns. For example, if the stockpile is below zero BRPs in the Winter 1944 End Segment, it cannot repair any reduced-strength ground units on the Spring and Summer 1945 turns.
- B. It may repair reduced-strength ground units normally on the subsequent Fall and Winter turns if it has the BRPs available.
15.9.4 USSR. Starting in the Production Segment of the turn that marks the third anniversary of the USSR's first declaration of war on any Major, Waves of Humanity (15.1.5) no longer applies.
Example: Germany attacks the USSR in Summer 1941, and if the USSR were not at war with any Major before then, Waves of Humanity (15.1.5) no longer applies starting in the Summer 1944 Production Segment.
15.9.5 France and Italy. France and Italy are not affected by this rule.
16.0 Diplomacy
- A. In JP3R and SWW, some Minors may be influenced to cooperate or even ally with Majors.
- B. Diplomatic influence also determines the Major controlling a non-allied Minor at war.
- C. Each scenario lists the Majors that can influence specific Minors, what each Major's starting level of influence is for each Minor, and special event-driven influence modifiers.
- D. There is no diplomacy in GPW - skip the Diplomacy Segment when playing GPW scenarios.
16.1 Influence
- A. The following Minors may be influenced by diplomacy:
| Bulgaria | Romania |
| Finland | Spain |
| Greece | Sweden |
| Hungary | Turkey |
| Iran [DC] | Vichy France (if established) |
| Poland | Yugoslavia |
- B. Each of these nations has an influence track. Place Majors' influence markers on the Minors' influence tracks per scenario instructions.
- C. In the Diplomacy Segment, each Major may try to improve its status with Minors through foreign aid (16.1.1) or by transferring territory (17.1) to them, and may try to reduce the status of rivals through counter-bribery (16.1.2).
- D. Players act in Order of Play, with each one completing all bribes, counter-bribes, and territory transfers before the next one starts.
- E. Vichy France's attitude marker (19.6.2) may be influenced in the same way.
16.1.1 Bribery.
- A. A Major wishing to increase influence on a specific Minor pays from 1-4 BRPs, rolls a die and adds the number of BRPs just spent to the result.
- B. If the modified result is 7 or more, the influence marker moves one box to the right on that Minor's influence track, unless it is currently in box 1 or 9.
- C. It takes a result of 8 or more to move an influence marker from the 1 box to the 2 box, or from the 9 box to the 10 box.
- D. Nations may not use bribery to move other nations' markers into higher boxes.
16.1.2 Counter-Bribery.
- A. If a nation wishes to decrease another Major's influence on a Minor, it pays from 1-4 BRPs, designates which Major it is defaming, rolls a die, and adds half the number of BRPs just expended to the result. Round any fraction down. (For example, 3 BRPs yields +1).
- B. If the modified result is 7 or more, move the target Major's influence marker one box to the left on the Minor's influence track, unless it is currently in box 2 or 10.
- C. It takes a result of 8 or more to move an influence marker from the 2 box to the 1 box, or from the 10 box to the 9 box. Exception: War (16.1.5).
- D. Nations may use counter-bribery to reduce the influence of allied nations, but they may not reduce their own influence markers.
16.1.3 Restrictions.
- A. Each Major may spend no more than 4 BRPs total per Minor per diplomacy segment.
Example: Italy could spend up to 4 BRPs per turn to bribe Spain, or up to 4 BRPs to counter-bribe Spain, or up to 2 BRPs to bribe and 2 BRPs to counter-bribe Spain. It can do the same with each other Minor it can influence in each diplomacy segment.
- B. Each Major may make only one bribery or counter-bribery roll per Minor per turn.
- C. Majors that do not have an influence marker currently in play for a given Minor may not bribe or counter-bribe it.
16.1.4 Automatic Bribes [DC].
- A. A Major with Client or Allied status in a Minor may pay to increase its influence level by one, or reduce the influence level of another Major by one on that Minor's diplomacy track.
- B. This result of this bribe is automatic and does not require a dice roll.
- C. The Major may pay 10 BRPs to move itself from Client (8) to Client (9), and may pay 15 BRPs to move its influence from Client (9) to Ally (10).
- D. The Major may pay 20 BRPs to reduce another Major at Ally (10) or Neutral (2) status, otherwise the cost is 15 BRPs to reduce another Major's influence by one for that Minor.
- E. During the diplomatic segment an automatic bribe occurs, no other diplomatic bribes, counter bribes, or automatic bribes (this variant) may be made by the bribing Major for that Minor, though it may still transfer territory.
- F. The Major may only make one automatic bribe per diplomacy segment for a given Minor - the Major cannot pay to both increase its influence and reduce that of another Major.
- G. The BRPs from automatic bribes do not transfer to or otherwise increase the Minor's BRP level.
Design Notes: Cash and territory talk in diplomacy, and if the price is right a Minor can be enticed to look a more or less favorably on a Major. Spending 4 BRPs per turn on bribery, you can expect a 66% chance of improving your client (8) status to the cusp of allied (9), or a 50% chance of advancing from client (9) to ally (10). At 4 BRPs expended per turn on counter-bribery, you have a one in three chance of reducing an adversary's influence level by one (if not Allied or on the brink of Hostile), and on average you will expend 12 BRPs to lower an opponent's influence. A substantial bribe can prove very persuasive in changing attitudes and removes this unpredictability, albeit at a high cost. This variant will not usually see much action, but it is another diplomatic instrument and can increase diplomatic tension. Realistically, you will only consider such a large expenditure to bring a Minor into the war on your side. For example, when Rule 5.5.2 prohibits a Minor from joining your side due to the diplomatic status of your enemies - a Minor may not declare war on any Majors whose influence markers are in its 8-10 (Client or Ally) boxes, or on any allies of those Majors - your strategic calculations may justify the expense.
16.1.5 War. If a Major declares war on a Minor, immediately remove any of its influence markers from the Minor's influence track. The Major may not bribe or counter-bribe the Minor for the rest of the game.
16.1.6 Comrades in Arms.
- A. An influence marker in a Minor's 10 box can be moved out of that box through counter-bribery or event-driven modifiers (16.2.2), as long as the Minor is at peace with all.
- B. Once a Minor goes to war with any nation, any influence markers that are in its 10 box at that time or afterward must stay there until the Minor or the Major(s) owning the marker(s) in its 10 box is is/are conquered. Exceptions: Switching Sides (26.4), Finland (26.5), Sweden (26.6), and Magyar Honor chit.
16.2 Minor Country Reactions
16.2.1 Minor Neutrals.
- A. There are a number of events that may influence relations between specific Majors and Minors. For example, Romania likes Majors that go to war with Hungary, but Poland dislikes Majors that do the same.
- B. These effects all occur during the Diplomacy Segment and can be found on the JP3R Minor Party Reactions Chart.
16.2.2 World Opinion.
16.2.2.1 Procedure.
- A. Some events affect many or all Minors in the same way. Move Major Power influence markers for events on Table 12: Minor Country Reactions.
Example: If a marker is in the 8 box and an event occurs to adjust it by -2, move the marker to the 6 box.
- B. These modifiers are in addition to modifiers listed in scenario instructions.
Example: In the 1939 scenario, if Germany declares war on the USSR while Finland is at war with the USSR, Germany's influence with Finland goes up by +4 (+2 for declaring war on the USSR per scenario rules, and +2 for declaring war on a Major with which Finland is at war).
- C. In all cases, declaring war includes counter-declarations.
16.2.2.2 Minor Country Goes to War [DC]. The +1 each turn for a Minor goes to war does not apply when the Major eligible for the increased influence has at least one hex in its home country occupied by a ground unit of a Major with which it is at war.
Design Notes: The existing world opinion rules are elegant, but do not prohibit improbable diplomatic alliances in certain situations. If Finland declared war against the USSR later in the war (in the case where the Soviets' poor diplomacy left them Hostile and Finland rolled a 1), Germany would receive the increased influence bonus as long as it remained in the war, even as the allies inexorably advanced on Berlin.
Certainly, this variant creates potential for what some players may consider gamey tactics. For instance, a single British unit landing on the German coast in 1941, if it remains in place in a subsequent diplomatic phase, will freeze any automatic increases Germany was enjoying, even with the Wehrmacht positioned for continued victories throughout the theater. However, it is plausible that the significance of an enemy capturing and holding territory in a Major's homeland could create some uncertainty on the diplomatic front and force a Minor to pause in deciding where its allegiances lie. Used as described in the example, it is also expensive in terms of resources and reduced operational flexibility on other fronts. However, it does provide players another option for diplomacy. This variant will not eliminate all situations where a Minor, by virtue of the automatic influence increase, could ally with a Major clearly on the defensive (though whether they lose within the game timeframe is a separate matter), but it is a simple mechanism that prevents automatic influence increases when a Major may be near or making surrender rolls.
16.3 Diplomatic Status
- A. Each box on a Minor's influence track is printed with the diplomatic status level corresponding to that box.
- B. The different diplomatic status levels are: Hostile, Neutral, Friendly, Client and Ally.
- C. If a Minor is at war with a Major, it has no diplomatic status at all with that nation - it is at war with that nation rather than Hostile to it.
- D. The effects of the various status levels on major-minor relations are as follows:
16.3.1 Hostile.
- A. Units may not enter, fly over, SR or trace supply paths through hexes of nations that are Hostile to them.
- B. At the end of the Diplomacy Segment (after resolving bribes, counter-bribes and territory transfers), Majors check to see if each Minor that has one or more influence markers in its Hostile box declares war on the Major(s) owning the marker(s).
- C. In Order of Play, each Major rolls one die for each of its influence markers in a Hostile box.
- D. All results of 2-6 have no effect.
- E. A result of 1 causes the Minor to declare war on the Major owning the marker. Exceptions: Minor Country Restrictions (5.5.2) and Molotov-Ribbentrop chit.
- F. The Major on which the Minor declared war must immediately declare war on the Minor, and so must all of the Major's allies. Exception: France and Britain (5.2.1).
- G. Permanently remove the influence markers of all Majors declaring war on the Minor (16.1.5).
- H. After making any influence marker adjustments caused by the war declarations (World Opinion, 16.2.2, and scenario special rules), the Minor falls under the control of the Major whose influence marker is in the Minor's highest-numbered box. Roll to break ties.
- I. Once a Major rolls a 1 for a marker in a Minor's Hostile box, do not make any more war declaration rolls for that Minor this segment, but roll for other Minors normally.
16.3.2 Neutral. See Neutral Nations (5.1). Units may not enter, fly over, SR or trace supply paths through hexes of nations that are Neutral to them.
16.3.3 Friendly.
- A. Majors may move and SR their air units through hexes of Minors with which they have Friendly relations (flying over them).
- B. Air units may not end their move in any hex of Friendly Minors.
- C. Majors may trace supply paths through hexes of Friendly Minors.
16.3.4 Client.
- A. Majors may move their ground and air units through hexes of Client Minors, and may end their movement in client hexes.
- B. Majors may trace supply paths through hexes of Client Minors.
- C. Majors may use their clients' ports and airbases normally.
- D. Majors' ground units may not attack while in Client hexes, even if attacking a hex outside the client.
- E. Enemy units may not attack Majors' units that are in a Client nation unless the owning enemy nations are at war with the client.
- F. Majors' air units may not fly combat missions while based in clients.
- G. If on any turn a Minor ceases to be a Major's client, all of the Major's units must leave the Minor's territory by the end of the following turn. If they do not leave and the Major does not regain the Minor as a Client, the Minor must declare war on the Major in the following Diplomacy Segment.
- H. A Minor can be the client of more than one Major at the same time.
- I. If a Minor is the client of two or more Majors who are not allied to each other, then none of those Majors' units may enter or trace supply through the Minor's hexes, and any of their units that are in the Minor's territory must leave as soon as possible.
- J. No Minor may declare war on a Major of which it is a client, unless the Major declares war on the Minor first.
16.3.5 Ally.
- A. All aspects of Client status apply to Allied status plus additional aspects.
- B. Major units may attack and be attacked while inside or based in the territory of their Minor allies.
- C. Minors that become allied to a Major immediately declare war on all nations with which the Major is at war at the time or with which it goes to war later.
- D. If a neutral Minor is simultaneously the Ally and/or Client of two Majors who are at war with each other, then the Minor cannot declare war on either of them until it is no longer the Ally or Client of one of them - they have stalemated each other in the political arena.
- E. Each Major's impulse chits can activate units of its Minor allies, which may enter and attack units of nations with which the Minor is at war (Restrictions, 26.1). Majors may transfer BRPs (14.9) to and from their Minor allies.
16.3.6 Doh! Diplomatic Retreat [DC].
- A. If a Major has units in a territory controlled by another Major with which it is not at war, it must remove all units from the territory no later than the following turn if it does not declare war against the Major that following turn.
- B. If on the following turn the Major does not declare war and the units remain in the territory at the conclusion of the SR segment, all supplied units remaining in the territory are returned to the Force Pool and unsupplied units are permanently removed from play.
- C. The hexes formerly controlled by the vacating Major automatically fall under the control of the territory's controlling Major at the conclusion of the SR segment.
Design Notes: It is unlikely to encounter a scenario requiring this rule, unless playing someone with as little strategic foresight as the author (again, highly unlikely). Game excerpts:
- "Britain will decline declaring war against Italy."
- "Wow, I didn't think you could make it to Paris this turn."
16.4 Minor Country Interrelations
- A. Minors are considered allied to each other if allied to the same Major, or if they share a common border and are at war with the same enemy Major. Exception: Greece and Bulgaria may never ally with Turkey.
- B. In all other cases, they are considered neutral to each other.
Example: If both Greece and Yugoslavia are at war with the USSR, they are allied to each other because they share a common border. If Finland goes to war with the USSR, it does not ally with Yugoslavia and Greece since it has no common border with them.
- C. Being allied to a given Minor does not mean that a Major is automatically allied to that Minor's other Minor allies. A Major only allies to a Minor if its influence marker is in the Minor's 10 box.
16.5 End of Influence
- A. When a Major goes to war with a Minor, permanently remove its influence marker (if any) from that Minor's influence track.
- B. At the end of any Diplomacy Phase when any Major's influence marker is in a Minor's 10 (Ally) box, permanently remove from that Minor's influence track all other influence markers that are not in the Minor's 8-10 (Client or Ally) boxes.
- C. The Minor remains an ally of the Major until it is conquered (26.2), switches sides (26.4), or the Major's influence marker exits the Ally box (the latter is not possible once the Minor is at war, 16.1.5).
17.0 Territory
For several centuries, territory was the currency of international power politics. Some events allow the division of conquered territories. Minors may be influenced by transfer of territory.
17.1 Territorial Transfer
- A. During the Diplomacy Segment, each Major may transfer any territory it has conquered to another country.
- B. The Major simply announces the transfer, and all rights and benefits of ownership for that territory immediately transfer to the receiving nation and stay that way until the receiving nation transfers it to someone else, or another nation conquers the territory.
- C. Territorial transfer is not allowed in GPW.
17.1.1 Restrictions. Nations may only transfer territory they conquer during the game - they may not transfer territory with which they started. The exceptions to this are:
- Italy may transfer Rhodes to Turkey or Greece at any time;
- Germany may transfer Slovakia to Hungary or Poland at the start of the 1939 scenario;
- the effects of the Südtirol chit.
17.1.2 No Returns. Territorial transfers may not be revoked, but the transferring nation can reconquer the territory it transferred if it goes to war with the receiving nation.
17.1.3 Minor Country Deployment. Territory transferred to a Minor is considered part of that country for all purposes, including deploying units and restricting movement of other nations' units (Diplomatic Status, 16.3; Movement Restrictions, 26.1).
17.1.4 Dire Straits. A territory may not be transferred if enemy ground units are in it during the Diplomacy Phase.
17.2 Yugoslavia
17.2.1 Disposition of Conquered Yugoslavia.
- A. If Germany or Italy conquers Yugoslavia, it may deal with the country one of two ways.
- B. It may take control of the country normally and reap the BRPs, or declare Croatia an independent Minor ally.
- C. In the latter case, the country fragments into its component republics, and whoever controls each republic gets its BRPs, as follows:
- Slovenia (control both hexes): 3 BRPs
- The Banat (control both hexes): 1 BRP
- Remainder of Yugoslavia (control Belgrade): 8 BRPs
- [DC] If the Kosovo variant is played, Yugoslavia is worth 7 BRPs.
- D. The conquering Major must decide which way to deal with Yugoslavia immediately when it surrenders, before doing anything else.
- E. Once the decision is made it stands for the rest of the game - the conquering player may not opt for the other choice later.
- F. If Germany has conquered Yugoslavia and declared Croatia independent, it may declare Slovenia part of Germany if the South Styria chit is drawn.
17.2.2 Kosovo [DC]. Kosovo is probably not important enough to deserve a role in JP3R but that is no impediment to DC variants.
- A. If Germany or Italy conquers Yugoslavia and either Major controls Albania, then Yugoslavia's conqueror may assign Kosovo (hex 2621) to Albania.
- B. The same Major need not control both Yugoslavia and Albania to make this transfer.
- C. Kosovo becomes part of Albania for all game purposes, increasing Albania's worth to 4 BRPs.
17.3 Ruthenia
17.3.1 General Rule. In all scenarios (except 1938), Ruthenia (a former Czech province) begins as a conquered territory of Hungary (which may deploy units there). Any nation may conquer Ruthenia by controlling both its hexes. It is worth 2 BRPs to the conqueror.
17.3.2 Ruthenia Variant [DC]. If the Independent Ukraine chit (probably the game's closest nod to outright fantasy) is drawn, Ruthenia can be added to Ukraine and Ukraine is worth 12 BRPs (treat hexes 2412, 2413, and 2514 as part of Ukraine). Ruthenia can also be transferred to Romania or Poland by a conquering Major.
17.4 Romania
17.4.1 Transylvania. The Vienna Award chit transfers Transylvania from Romania to Hungary. Transylvania is worth 3 BRPs. Romania can reconquer Transylvania by occupying all of Transylvania's hexes.
17.4.2 Bessarabia. The Molotov-Ribbentrop chit transfers Bessarabia from Romania to the USSR, ending hostilities between Romania and the USSR if they are at war and if Romania is a German client at the time. Bessarabia is worth 3 BRPs. Anyone (including Romania after Molotov-Ribbentrop expires) can conquer Bessarabia by occupying both its cities.
17.5 Finland
The Molotov-Ribbentrop chit transfers Karelia from Finland to the USSR, and ceases hostilities between Finland and the USSR if they are at war. Karelia is worth 2 BRPs. Anyone (including Finland after Molotov-Ribbentrop expires) can conquer Karelia by occupying all its hexes.
17.6 Divided Poland
17.6.1 Molotov-Ribbentrop Effects. If Germany conquers Poland while the Molotov-Ribbentrop chit is in effect, Poland becomes divided as follows:
- Eastern Poland is worth 5 BRPs (control all three of its cities).
- Masovia is worth 6 BRPs (control all four hexes).
- The remainder of Poland is worth 9 BRPs (control Warsaw).
17.6.2 Reunification. If the same Major controls Masovia, Eastern Poland, and Warsaw, treat Poland as one conquered country worth 20 BRPs (capital: Warsaw).
17.6.3 No Pact. If the Molotov-Ribbentrop chit is not in effect when Poland is conquered, then Poland is not divided and its 20 BRPs belong to whoever controls Warsaw in the Spring Production Segment (14.6.1).
17.7 Danzig
The free city of Danzig (hex 1810) is a separate entity worth 3 BRPs to whoever controls it.
17.8 Unconquered Colonies
When a nation is conquered, its colonies do not surrender until they are conquered separately. For example, if the Netherlands is conquered on the Europe map, its colonies in the Pacific are not considered conquered until it is conquered separately.
17.9 Conquered Cities
In each Spring Production Segment when a city inside the printed borders of France (19.5) or the USSR (22.1) is under enemy control, the conquering Major receives half the BRPs the home country loses due to loss of the city.
18.0 Britain
18.1 Mediterranean Trade
- A. Britain loses 10 BRPs in each Spring Production Segment when Suez is under enemy control.
- B. Britain loses 10 BRPs in each Spring Production Segment when Gibraltar is under enemy control.
- C. No raiding of British BRPs is possible in the Central Med, Eastern Med, or Western Med Sea zones in any impulse when Suez and Gibraltar are both under enemy control.
18.2 Trade Detour
- A. During any Production Segment, Britain may choose to route merchant shipping around Africa.
- B. Routing around Africa causes Britain to lose 10 BRPs in all subsequent Spring Production Segments, including the current one if it is Spring.
- C. The loss of 10 BRPs cases when Britain stops routing trade around Africa.
- D. No raiding of British BRPs in the Central Med, Eastern Med, or Western Med Sea Zones is possible while British trade is being routed around Africa.
18.3 South Africa
18.3.1 Neutrality.
- A. Roll one die the first time Britain declares war on a Major if Britain starts a scenario at war with no one, or in the Production Segment of the first turn of any 1939 scenario when Britain starts the game at war with Germany.
- B. On a 1-2, South Africa declares neutrality.
- C. If this happens, permanently reduce Britain's BRP base by five and permanently remove the SA INF from play.
18.3.2 Loyal Subjects. On a 3-6 South Africa remains loyal to the Commonwealth. Britain's BRP base is unaffected, and the SA INF remains in play.
18.3.3 SA INF Restrictions.
- A. The SA INF may not be repaired or rebuilt.
- B. Before 1943, it can only enter hexes in Egypt, Libia, Morocco, Tunisie, Algeria, Palestine, Trans-Jordan, Syria, and Spanish Morocco.
- C. After 1942, its movements are unrestricted.
18.4 British Surrender
If at least one city in Britain is occupied by at least one enemy ground unit during any End Segment, Britain rolls two dice and adds all applicable modifiers from Table 13: British Surrender Modifiers to the result, surrendering on a modified roll of 0 or less.
18.4.1 Surrender Effects.
- A. When Britain surrenders, all shipyards on the island of Britain immediately become unusable to Britain.
- B. Remove all British (not Commonwealth) SURFs and CVs currently on the TRT and put them in the Force Pool - Britain does not get BRPs back for naval units removed due to surrender.
- C. Objective cities in Britain no longer act as British supply sources (until it is liberated, 18.5).
- D. British and Commonwealth units may continue the war using other eligible supply sources, such as example, capitals of unconquered British colonies.
18.4.2 Aftermath. Surviving British units may not SR out of Britain or Belfast (hex 0314) on the turn after the British surrender - units that can leave by other means may do so. All surviving British units that are still in any hex of Britain or in Belfast at the end of the turn after the turn of the British surrender are permanently removed from play - do not put them in the Force Pool.
18.4.3 Post-Surrender Production.
- A. Britain may keep building and repairing British and Commonwealth units post-surrender.
- B. Commonwealth unit production is unaffected by surrender (except for loss of BRPs from Britain: JP3R 18.4.4; SWW 18.4.5).
- C. Britain may place one newly-built British ground unit per production phase in any one British-controlled city in a British colony, and may build British naval units normally in the port of Halifax on the Off-Map Movement Chart - it is considered to have a shipyard.
- D. One new British SAC or TAC factor per turn (not both) may also be built at Halifax.
- E. One new British TAC factor per turn may be built in any Australia box that has a city or airbase.
18.4.4 JP3R BRP Base. In JP3R, Britain's BRP base after surrender becomes the BRP amount listed for Britain under Other off-map territories in scenario instructions, plus 5 for South Africa (unless SA is neutral). If the Pearl Harbor chit has been drawn or is drawn after British surrender, reduce Britain's BRP base by 25.
18.4.5 SWW BRP Base. In SWW, Britain loses 65 BRPs every Spring production phase after its surrender.
18.4.6 Conquered Value. The BRP value of Britain is 65. The Major conquering Britain receives half of Britain's base BRP value (33 BRPs, after rounding up) plus half the BRP value of any economic growth Britain experienced prior to surrender.
Note: Because of factors not shown in the game, the BRP values of Britain and its empire do not add up exactly among JP3R, GPW, and SWW.
18.5 British Liberation.
- A. In any End Segment after British surrender, if British, French and/or US forces control all objective cities (including London) on the isle of Britain, then Britain is immediately liberated, and remains liberated unless and until it surrenders again.
- B. Once liberated, Britain may immediately start taking normal actions, but does not regain any units that were permanently eliminated when it surrendered.
- C. Britain's BRP Base returns to normal the next Spring Production Segment, unless France or the US is at war with Britain and their forces are occupying British cities.
18.6 New British Colonies [ROW]. Though Iraq was ostensibly independent, both Iraq and Kuwait begin all scenarios as British colonies when using the Central Asia map. Increase Britain's BRP base at the start of each scenario by 4 for Iraq and 1 for Kuwait.
18.7 Australian Variants.
18.7.1 Australian Army [DC].
- A. Australia deployed the army during the SWW. In 1941 add a 2-4 CAV (LH: Light Horse) to Britain's Force Pool. This unit must be placed in friendly-controlled city hexes inside the Australia territory.
- B. In 1943, British player can replace the 2-4 CAV (LH) with the 4-5 ARM Australian at a cost of 5 BRPs and can replace two 2-3 INFs (ANZAC) with two 3-4 INFs if they are in Australia.
- C. Australian army units may not leave the Pacific in SWW scenarios.
18.7.2 Australian Armour [CPS]. Only one division of the Australian Imperial Force failed to see combat overseas. Impressed by the results of the German campaign in France, in July 1940 the Australian High Command decided to form an armored division of its own. The division became a reality exactly one year later along with an armored corps headquarters to control two additional armored divisions to be formed from the Australian Militia's two cavalry divisions. The plan died with Japan's attacks on Pearl Harbor and Malaya. Within days, Australian troops were in action in Malaya, and the Australian government canceled 1 Armoured Division's deployment, insisting on keeping the unit for home defense. The two Australian pieces probably should have been included in GPW from the start, so there's no penalty to Britain for adding them.
- A. Add the LH CAV to the British Force Pool in the 1939 scenario. Add it to Units At-Start in all other scenarios where it sets up anywhere in Australia (including the off-map boxes).
- B. Add the 1 ARM division to the British Force Pool for all scenarios.
- C. Both units are subject to the same rules as other ANZAC units even though they lack the AZ indicator.
18.8 Isle of Man [DC]. The Isle of Man did not seem large enough to include in our JP3R game, but we've had requests and we always strive the honor them.
- A. Place the Isle of Man map over hex 0414. Man is British and worth 1 BRP if conquered; do not increase the British BRP total.
- B. Add the Manx landing craft to the Units At-Start in all scenarios. It may not leave Europe but otherwise is treated exactly like a British LC factor.
18.9 Indian Armoured Division [DC]. We included a playing piece for the Indian 31st Armoured Division in Co-Prosperity Sphere so you can add the division to Great Pacific War as well as use it in the Co-Prosperity Sphere scenarios. We had to cut this section from the book for reasons of space - we had way more good stuff than we could cram between its covers. It's just one fairly weak piece, representing a division usually accounted for amid the British capability to field armored units, but it's a fun little addition since Indian units appear in play a little differently from standard British ones.
- A. The 31st Armoured Division is an Indian unit. Add it to the 1941 Force Pool Additions in the 1939 campaign, and to Units At-Start in all other GPW and SWW scenarios.
- B. It is subject to the same rules as other Indian units even though it lacks the IN indicator.
- C. It is a division, subject to all the special rules for divisions.
19.0 France
If France surrenders, it is permanently out of the game.
19.1 French Armistice
If any city inside mainland France's printed borders is enemy-controlled during the End Segment, France rolls two dice, applies modifiers from Table 14: French Surrender Modifiers and must request surrender terms on a modified 0 or less. The modifiers are cumulative.
19.2 Surrender Terms
Once France requests terms, the nation at war with France whose units occupy Paris or are closest to Paris (roll to break ties for either case) must offer France Complete Surrender or Peace with Honor as a complete package. Players may not select, modify, or ignore terms from either rule.
19.2.1 Complete Surrender Terms.
19.2.1.1 Occupation. Units that are friendly and allied to the player who offered surrender terms have complete freedom of movement and basing in all French hexes.
19.2.1.2 Disarmament. All French INFs, CAVs, ARMs, TACs, and GARs in France, Belgium and any countries bordering France and Belgium are permanently removed from play. All French units in other areas and in the Force Pool remain in play.
19.2.1.3 Naval Transfer.
- A. First, if Britain is in the war, any of its previously unactivated air and naval units may launch Naval Strikes (11.6) on any French naval units in range.
- B. Next, each previously unactivated British SURF factor may fight one round of naval combat with surviving French naval units at ports within range, using the rules for pre-landing naval combat (10.2.3). This is the only exception to the rule saying moving naval units may not initiate attacks on inactive units.
- C. After all British attacks, the nation offering surrender terms rolls one die for each port in France containing French naval units.
- D. On a 1-4, the rolling nation takes control of all French naval units in the port, and may keep them or divide them between allies.
- E. On a 5 all French naval units there are scuttled (permanently removed from play).
- F. On a 6 the French naval units escape and may move to any port controlled by a French ally (or to a British port if France has no allies).
- G. Escaping units are subject to attack in enemy-controlled sea zones through which they move, and may not move the turn after they reach port.
19.2.1.4 Troop Movement.
- A. The nation offering surrender terms and/or its allies may immediately SR up to 3 units (total) to any French-controlled hexes.
- B. These do not count against any nation's SR limits.
- C. The units may SR even if activated earlier that turn.
19.2.1.5 Free France.
- A. No French impulse chits may go in the cup the turn after France surrenders, but at the end of that turn replace all French units still on the board after disarmament with Free French (19.7) units.
- B. No defection die rolls are required - all surviving units defect.
- C. Free France becomes a Minor at war with the country that offered surrender terms (and all its allies).
- D. Free France is allied to and controlled by the US.
- E. Free France consists of all French-held colonies and other territories outside France that France controlled at the time of surrender.
Example: Tunisie would be Free French unless Italy had conquered it prior to France's surrender, in which case it would remain Italian conquered territory.
19.2.2 Peace with Honor Terms.
19.2.2.1 Occupation. Units friendly or allied to the player who offered surrender terms have complete freedom of movement and basing in all hexes of mainland France outside the borders of Vichy France.
19.2.2.2 Vichy Territory. Vichy consists of that portion of mainland France designated as Vichy on the map, plus all French-held colonies and other territory outside France that France controlled at the time of its surrender.
19.2.2.3 Disarmament.
- A. Permanently remove all French ground units (from the board and Force Pool) other than CAV or INF.
- B. All French CAV and INF in the Force Pool remain there.
- C. France rolls one die for each French CAV and INF on the board.
- D. Permanently remove the unit from play on each roll of 1-4, 1-3 if the unit is in a French colony.
- E. After all rolls are done, France places two-thirds of its surviving on-board units in Vichy France and the remainder in any French-held colonies or territories, relocating them freely.
- F. Vichy becomes a neutral Minor consisting of the Vichy portion of mainland France and all territories and colonies outside France that were under French control at the time of its surrender.
19.2.2.4 French Navy.
- A. First, British air and naval units may attack French naval units in port as in Rule 19.2.1.3.
- B. All surviving French naval units on the board remain there, and those in the Force Pool stay there.
- C. Up to one-third of all surviving on-board French naval factors of each type (SURF, CV, and SUB) may move immediately to ports in French-controlled colonies, and the remainder must move to Marseille.
- D. If the Armée Navale: Allies chit is drawn any time after France surrenders, the SURF factors to be transferred must come first from locations outside France, and the rest from Marseille.
- E. If the Armée Navale: Axis chit is drawn any time after French surrender, the SURF factors to be transferred must all come from Marseille.
- F. If fewer than nine French SURF factors are available, only the number surviving are received through play of either Armée Navale chit.
- G. The one French SURF factor that begins in Indo-China remains in the Pacific and may not move to Europe; any other French naval factors on the Pacific map are returned to Marseille.
19.2.2.5 French Air Force.
- A. Up to four French TAC factors on the board and/or in the Force Pool may remain in play. Remove the rest permanently.
- B. Immediately place up to two of the remaining TAC factors in French colonies (except French Indochina) and up to two in the Vichy portion of mainland France.
- C. There is no BRP cost to do this.
19.3 Acceptance
- A. Once the conqueror offers surrender terms, France rolls one die and modifies the result using Table 15: French Surrender Terms Acceptance Modifiers.
- B. If the modified result is 1 or less, France accepts the offered surrender terms. Its surrender and the accepted terms are implemented immediately.
19.4 Refusal
- A. If France refuses surrender it stays in the war, but must roll to see if it requests surrender terms in future End Segments when enemy forces occupy at least one of its cities.
- B. If France requests and refuses surrender a second time, it will never request terms again and will remain in the war until all French units are eliminated and all French cities and colonies are enemy-occupied. Once that happens it does surrender.
19.5 Economic Loss
Each Spring Production Segment prior to French surrender, France loses 10 BRPs for Paris and 3 BRPs for every other city in mainland France under enemy control. The enemy nation that controls each such city receives half the BRP value France loses from that city (14.6.3).
19.6 Vichy France
- A. Vichy France is a Minor neutral with special rules.
- B. If a nation other than Germany conquers France and creates Vichy, the conqueror fulfils Germany's role in this section.
- C. Vichy has a value of 10 BRPs plus that of any colonies and other territories outside Vichy it controls.
- D. Vichy receives no BRPs from French Indochina until Japan, Britain or the US is at war with Vichy.
19.6.1 Vichy Attitude (VA).
- A. Upon Vichy creation, it is treated as a Minor neutral with a different influence track from other nations. See Vichy's national display card.
- B. There are no Major Power influence markers for Vichy; instead, there is a Vichy Attitude (VA) marker that begins in box 5 of Vichy's influence track upon Vichy's creation.
- C. Britain, the US, Germany, and Italy may move this marker through bribery (16.1.1). Bribery by Britain and the US moves the marker left, while bribery by Germany and Italy moving the marker right.
- D. If Vichy is not at war and the VA marker is in an A# box, British and US units (only) may enter Vichy territory as if Vichy were a Client of Britain and the US.
- E. Until the US is at war with any Major, no US units may enter any Vichy colony or territory outside Vichy France.
- F. If Vichy is not at war and the VA marker is in a G# box while, German units (only) may enter Vichy territory as if Vichy were a Client of Germany.
- G. This client-like status also applies to the Narrow Seas rule (13.4), meaning British/US or German non-SUB naval units may move into Vichy controlled Narrow Seas hexes or within two hexes of a Vichy-controlled coastal hex when the VA marker is the A or G range.
- H. If the marker moves out of the A or G range, units previously allowed into Vichy must move out by the end of the following turn or their nation must declare war on Vichy.
- I. Remove the VA marker when any Major declares war on Vichy (19.6.6).
19.6.2 Vichy Attitude Adjustments.
- A. Nations may move the VA marker through bribery. (The US is limited to 2 BRPs per turn while neutral.) The VA marker also moves when the events on Table 16: Vichy Attitude Adjustments.
- B. Each event can occur only once unless noted.
Example: If a marker is in the 8 box and an event occurs to reduce it by 2, move the marker to the 6 box.
19.6.3 Vichy and War.
- A. During the Diplomacy Segment (after bribery, counter-bribery and territory transfers), if Vichy is currently neutral and the VA marker is in an A# or G# box, the nation whose box the Vichy marker is in may attempt to bring Vichy into the war as an ally.
- B. The nation declares the attempt and rolls one die.
- C. If the result is less than or equal to the A or G number in the box, Vichy declares war on all of that Major's enemies and becomes that Major's Minor ally (16.3.5).
- D. If the result is greater that the A or G number in the box, Vichy does not join the war and the marker moves one box toward the other player.
19.6.4 Colonial Conflict.
- A. British and US units may attack Vichy units in Syria, Algeria, Morocco, and Tunisie without declaring war on Vichy.
- B. German and Italian units may not attack Vichy units anywhere without declaring war on Vichy first.
- C. However, if the VA marker is in any G# box, German and Italian units may attack British and US units inside Syria, Algeria, Morocco, and/or Tunisie.
19.6.5 Control. If Vichy is at war with Britain, the US, or the USSR, then Germany controls its units (5.5.3). If Vichy is at war with Germany or Italy, the US controls it. No one controls Vichy's units if not at war.
19.6.6 Making War on Vichy.
- A. Countries are free to declare war on Vichy during any DOW segment.
- B. If a Major other than Germany declares war on Vichy, Vichy immediately allies with Germany, and the declaring Major must also declare war on Germany (5.4.8) if it has not already done so.
- C. If Germany declares war on Vichy, Vichy comes under US control but does not automatically ally with the US.
- D. Germany pays 5 BRPs for declaring war on an unallied Minor unless Vichy is allied with the US already.
- E. Remove the VA marker as soon as any Major declares war on Vichy.
19.7 Free France
If Vichy France has been established, the US may attempt to create Free French forces.
19.7.1 Vichy Defections.
- A. At the end of any impulse when any US unit (except for SUB) is adjacent to any Vichy ground or air unit AND the VA marker is in any A# box, the US rolls one die for each Vichy unit adjacent to a US unit and uses the modifiers from Table 17: Vichy Defection Modifiers.
- B. On a modified result less than or equal to the A number in the box with the VA marker, remove the Vichy unit from the map and put it the US Force pool.
- C. If the modified result is greater than the A number of the box with the VA marker, the Vichy unit is unaffected and remains in play.
Example: if the marker is in the A3 box, a modified result of 3 or less removes the Vichy unit while a modified result of 4 or greater has no effect on the Vichy unit.
- D. During any subsequent Production Segment, the US may replace French units in its Force Pool with Free French ground units of equal or lesser total combat strength that are not currently on the board.
- E. Combat strength is all that matters - units need not be replaced with others of the same type.
- F. Place units in the Force Pool on their reduced side if necessary to avoid exceeding the combat strength of units they are replacing.
19.7.2 Great Scuttle.
- A. Once three or more Vichy units of any type have defected and been placed in the US Force Pool, permanently remove all Vichy naval units in France from play.
- B. Move all Vichy naval units elsewhere to British or US-controlled ports within their movement ranges.
- C. Permanently eliminate Vichy naval units that cannot reach British or US-controlled ports within range.
- D. Vichy SURFs and CVs moving to British or US-controlled ports are subject to attack in enemy-controlled sea zones through which they move.
- E. Vichy naval units that move to such ports may not move for the rest of that or the subsequent turn.
- F. They then become Free French units controlled by the US.
19.7.3 Retaliation.
- A. If Germany declares war on Vichy, permanently remove from play all Vichy ground and air units within three hexes of a German unit.
- B. Place all other Vichy ground and air units in the US Force Pool (or Britain's Force Pool if the US is not in the war).
- C. The US may replace them with Free French units per Rule 19.7.1 (no defection rolls necessary).
- D. Deal with Vichy naval units per Rule 19.7.2.
19.7.4 Limits. The number of Free French units in the game is a strict limit, so no more than 15 combat strength points of Free French ground units may ever be built. Use French naval units to represent Free French naval units.
19.7.5 Cross of Lorraine.
19.7.5.1 General Rule. If France has been conquered when this chit is drawn, put the Free French 2-4 INF in the British Force Pool with no defection die roll necessary.
19.7.5.2 Cross of Lorraine Variant [ROW].
- A. If this marker is drawn, in addition to the 2-4 INF, add a Free French 1-SURF.
- B. The SURF may be built normally by Britain but cannot be rebuilt if eliminated.
19.8 They Shall Not Pass.
- A. If France has not surrendered by the Spring 1941 Production Segment, place one US airfield marker in the French Force Pool. France may build it normally.
- B. France may also replace 1 x 2-3 INF (on the board or in the Force Pool) with 1 x 3-3 INF in that Production Segment and each subsequent Production Segment (at no BRP cost). France may upgrade up to eight of its 2-3 INF in this manner.
- C. Permanently remove each replaced 2-3 INF - they are discarded.
- D. If France has not surrendered by the Spring 1943 Production Segment, it may replace 1 x 3-3 INF with 1 x Free French 3-4 INF, and 1 x 2-3 INF with 1 x Free French 4-5 ARM. This is at no BRP cost, one upgrade per turn.
19.8.1 They Shall Not Pass Variant [ROW]. Had France held off the Nazi blitzkrieg, the French General Staff would have seen the development of both airborne and amphibious warfare, expanding France's ability in those fields.
- A. If France does not surrender by the Spring 1941 Production Segment, add 1 x 2-3 PARA, 1 x 2-LC and 2 x Airfield/Beachhead markers to the French Force Pool.
- B. This is in addition to all the other units and upgrades it receives per They Shall Not Pass (19.8). The fact that the French would have been such late comers to vertical envelopment means the airborne unit does not rate elite status (meaning its values are 2-3 rather than 3-3).
- C. Do not use with Gloire (19.8.2).
19.8.2 Gloire. To change or drop the surrender rules would bend the game far out of sync, and it would also ignore the political realities of the time. Still, the military could have been better prepared, had far-sighted generals such as Charles De Gaulle and Pierre Hering gained the collective ears of the General Staff.
- A. In in all scenarios before 1941, place two Airfield markers in the French Force Pool, replace 4 x 2-3 INF from France's Units At-Start with 4 x 3-3 INF, and replace 4 x 2-3 INF from France's Force Pool with 4 x 3-3 INF. Discard the replaced units.
- B. Add 1 x 3-4 Free French INF and 1 x 4-5 Free French ARM to France's 1943 Force Pool Additions.
- C. Do not use with They Shall Not Pass (19.8) and They Shall Not Pass Variant (19.8.1).
Design Notes: Playing this way can be a lot of fun. Militarily, Germany should still be able to force France to surrender. The ability to redeploy units to the east for use against the Soviets, however, is severely hampered. A German player must be a skilled diplomat indeed in this variant, both with neutrals and the Kremlin.
19.9 Liberation.
- A. If Britain and/or the US reconquers all three objective cities in France,
- B. France is liberated. This does not cause its armies to reappear - the Free French continue to operate as before.
- C. The Major controlling the majority of the three objective cities receives 33 BRPs for controlling France each Spring Production Segment. This is more than a hostile conqueror would get because France's sea zone BRPs become available again after liberation.
19.10 Far Eastern Fleet [ROW]. This variant does not require any new counters, as the lone SURF in GPW is a sure casualty in one way or another. To represent the mighty battleship Richelieu and other assets, add 1 x 1-SURF (French) to Britain's Force Pool in 1944. The unit cannot be replaced if eliminated and is treated as a British asset for all game purposes.
19.11 Maginot to the Sea [PG].
- A. France extends the Maginot Line fortifications all along the border with Luxembourg and Belgium to the English Channel. Treat all the hexsides along the border as fortified.
- B. Such a building program comes with a huge cost. France loses 5 BRPs from its base and the following from its 1939 Force Pool (they are removed from the game): 1 x 3-5 ARM, 1 x 2-CV.
- C. Remove 4 x 1-0 GAR and deploy in hexes 0917, 1017, 1118, and 1218 as fortresses (their reverse sides).
- D. The 2-3 INF/3-3 INF conversions do not begin until 1942.
19.12 French Restrictions in GPW. When playing GPW (only), French units are restricted to French Indochina and the adjoining sea zones.
20.0 Italy
20.1 Economic Loss. Italy loses 3 BRPs each Spring Production Segment when at war with Britain if Suez (hex 4227) is not under the control of Italy or an Italian ally.
20.2 Italian Surrender. If an enemy ground units occupies any hex in mainland Italy (excluding Sicily and Sardinia) during the End Segment, Italy rolls two dice and surrenders on a modified roll of 0, applying the values from Table 18: Italian Surrender Modifiers.
20.2.1 General Rule.
- A. If Italy surrenders, it is permanently out of the game.
- B. All Italian ground and air units are immediately removed from the board, though some may return later (Republic of Saló, 20.3; Italian Co-Belligerency 20.4).
- C. If any Italian naval units are on the board at the time of surrender, Germany (assuming it has not surrendered) rolls one die, adding two to the result.
- D. The modified total equals the number of Italian naval unit factors on the board that Germany may select and immediately move to any German-controlled port. If there are fewer factors than the result, all are taken.
- E. Italian naval units moving this way are subject to attack if they move through enemy-controlled sea areas.
- F. Germany controls such units for the rest of the game, but may not rebuild them if destroyed.
- G. Permanently remove all other Italian naval unit factors.
20.2.2 Arrivederci: Fleet seizure [PG].
- A. Even if Republic of Saló is not created (20.3) Germany rolls a die to see how much of the Italian fleet is seized.
- B. Roll one die and add two to get a number from two to eight.
- C. This is the max number of SURF factors that are relocated immediately to a German-controlled port in Italy.
- D. Every third factor can be a SUB if desired; choose immediately.
- E. These factors can never be replaced if lost.
Example: If the roll was the maximum of eight then Germany could choose six SURF and two SUB.
20.3 Republic of Saló.
- A. During the End Segment in which Italy surrenders, Germany may attempt to form a Fascist Italian state if Germany is currently at war with any Major that had ground units in mainland Italy when Italy surrendered.
- B. For this possibility, at least five Italian cities must not be controlled by enemies of Germany (including any in mainland Italy, Sardinia and Sicily), allowing Germany to roll a die.
- C. On a 4-6, the Fascist Italian state is formed as a German Minor ally.
- D. Fascist Italy has no BRPs - only German BRPs can build or repair Fascist Italian units.
- E. Place 1 x 2-3 Italian INF, 2 x 1-3 Italian INF and 1 x Italian TAC factor in the German Force Pool.
- F. When built, the Fascist Italian units appear in any German-controlled city in Italy.
- G. They may not leave Italy and may not be rebuilt if eliminated, but are otherwise treated as German units.
20.4 Italian Co-Belligerency.
- A. In the End Segment of the fourth turn after Italy surrenders, if Germany has not formed the Republic of Saló (20.3) and at least five Italian cities (mainland Italy, Sardinia and Sicily) are US or British-controlled, the US may add 1 x Italian 2-3 INF to the US Force Pool as an US Minor ally.
- B. When built, this unit appears in any US or British-controlled city in Italy, and it may only enter hexes in Italy or Germany.
- C. Co-Belligerent Italy has no BRPs.
- D. Only the US can build or repair the Co-Belligerent Italian unit.
- E. It may not be rebuilt if eliminated.
20.5 Italian Preparedness: Esercito Reale [PG].
- A. If Italy does not declare war until 1942, replace all Italian 2-3 INF with 3-4 INF.
- B. Replace 2 x Italian 1-3 INF with 3-4 INF and the rest with 2-3 INF.
- C. If the AFV License chit has not yet been drawn, its effects occur with or without German permission.
- D. This upgrade occurs in Spring 1942.
- E. This conversion also occurs if another Major declares war on Italy, though the INF upgrades do not take place until Spring 1942.
- F. This event is lost only if Italy initiates war against a Major before Spring 1942.
- G. Italy can attack Minors without losing this military cornucopia.
- H. To be upgraded, Italian units must be in supply.
20.6 Libia If Italy Neutral [DC]. Libia is a key territory in JP3R, the potential springboard for an Axis invasion of the Middle East. It's not worth much in terms of resources, as it should be. Had Italy not intervened in the Second World War in June 1940, its investment in the colony would have continued.
- A. If Italy is not at war with any Major at the start of Spring 1941, it must expend 10 BRPs on Libyan infrastructure. Libia's BRP value becomes 3 rather than 2.
- B. If Italy is not at war with any Major at the start of Spring 1942 (the Axis players have likely already lost the game), it must expend 10 BRPs on Libyan infrastructure and Libia's BRP value becomes 4.
21.0 Germany
21.1 Luxembourg. Due to its historic ties to the Grand Duchy, Germany pays no BRPs to declare war on Luxembourg.
21.2 Iron Ore.
- A. Germany loses 10 BRPs every Spring Production Segment when Sweden is Hostile to or at war with Germany, or when Norway or Narvik (hex 1301) is enemy-controlled and Sweden is not a German ally.
- B. In years when Germany loses these BRPs, no nation may raid German BRPs in the Baltic Sea Zone. German raiding in the Norwegian Sea Zone is not available during Winter if Iron Ore is not available.
21.3 German Surrender.
- A. If any German city (including those in East Prussia) is occupied by an enemy ground unit during the End Segment, Germany rolls two dice and surrenders on a modified roll of 0 or less, applying the values from Table 19: German Surrender Modifiers. All modifiers are cumulative.
- B. If Germany surrenders, it is out of the game. Remove all German units from the game permanently. Exception: East-West War (28.1).
21.4 Dora: Heavy Artillery [DC].
- A. Add the heavy artillery to the German Force Pool in the 1939 campaign scenario.
- B. The gun is used against enemy fortresses.
- C. The gun costs 5 BRPs and when built is placed on the TRT three turns ahead of the current turn, to be deployed in that turn's Production Segment.
- D. When deployed, it may be placed on the board in any friendly-controlled city in Germany.
- E. The gun may move by SR only.
- F. It may end its SR adjacent to an enemy unit.
- G. The gun may be used during a Headquarters or General Offensive impulse. It may not be used during an Attrition impulse.
- H. Germany spends 1 BRP during an Operations Segment in which it has been activated.
- I. Germany rolls one die. On a 6, one adjacent enemy fortress is destroyed.
- J. The gun may make only one attack per turn, and the BRP is expended regardless of the result.
21.5 Nazi War Machine [DC]. This new variant for JP3R (SWW) forces Germany to allocate resources between the Army, Air Force, and Waffen SS. Germany receives more units, but the units are usually very weak and Germany loses the ability to build and repair them exactly as desired. When using this variant Germany must use Hitler Killed event variants.
21.5.1 Required Builds.
- A. Before 1943, Germany may build or repair units in any manner, within the usual confines of the game rules.
- B. Starting in 1943, Germany must build or repair ground units one at a time, in the following order: Waffen SS, German Air Force, German Army. German Navy units have their own special rule below.
Example: The German Force Pool contains 2 x Army 4-6 ARMs, 8 x Army 3-3 INFs, 5 x Air Force 1-3 INFs, 1 x Waffen SS 1-4 CAV and 4 x Waffen SS 1-3 INFs. Germany wishes to build the 8 x 3-3 INFs and 2 x 4-5 ARMs, but must also build all of the Air Force and Waffen SS units in order to do so. If there are not enough BRPs to do so, or Germany does not wish to spend that many BRPs, the units would be built in order: 1 x Waffen SS 1-3 INF, then 1 x Air Force 1-3 INF, then 1 x Army 4-6 ARM, then another Waffen SS unit, an Air Force unit, an Army unit, repeating this order.
- C. Repair takes place in the same sequence: If an SS unit is at cadre strength and eligible to be repaired, it must be repaired before an Army unit may be built or repaired.
21.5.2 Removals. Remove both 3-3 PARAs from play. Remove 1 x 5-6 ARM added to the Force Pool in 1943. Remove 3 x 1-3 INF, 1 x 3-3 INF and 1 x 4-6 ARM added to the Force Pool in 1944.
21.5.3 In the Navy.
- A. 2 x German Navy 1-3 INFs are added to the German Force Pool in Spring 1943.
- B. Starting in Spring 1943, if Germany scraps any SURFs or CVs, it must build in the same Production Phase at least one Navy 1-3 INF (if any are in the Force Pool).
- C. Otherwise, Germany is not required to build a Navy ground unit, though it may choose to do so - these count as Army units for build sequence purposes.
21.5.4 Off We Go.
- A. The German Air Force begins with 1 x 3-3 PARA in the Force Pool.
- B. In Spring 1941, add 1 x 3-3 PARA to the Force Pool.
- C. In Spring 1942, add 6 x German Air Force 1-3 INFs to the Force Pool.
- D. In Spring 1943, add 1 x German Air Force 4-6 ARM to the Force Pool.
21.5.5 Les Boys.
- A. The Waffen SS begins with 1 x 3-4 INF on its 1-4 cadre side. It may not be rebuilt to its 3-4 side until the Spring 1940 turn.
- B. In Spring 1941, add 1 x Waffen SS 3-4 INF to the Force Pool.
- C. In Spring 1942, add 1 x Waffen SS 1-3 MTN to the Force Pool.
- D. In Spring 1943, 2 x Waffen SS 3-4 INF may each be replaced with a 5-6 ARM at a cost of 10 BRPs each.
- E. In Spring 1944, add 1 x Waffen SS 5-6 ARM, 4 x Waffen SS 1-3 INF and 1 x Waffen SS 1-4 CAV to the Force Pool.
21.5.6 Brothers in Arms. Waffen SS ARMs may only be repaired in a hex in Germany not adjacent to any enemy unit.
21.5.7 Money for Nothing. Thanks to the corruption endemic to the Nazi system, Navy, Waffen SS, and Air Force units cost an additional 2 BRPs to build from the Force Pool (instead of the usual 1 BRP).
Example: An Army 1-3 INF costs 2 BRPs to build, but a Waffen SS or Air Force 1-3 INF costs 3 BRPs.
21.5.8 Suicide is Painless.
- A. If the Hitler Killed chit is drawn, all SS units are immediately removed from play and may not be rebuilt.
- B. Any Army units stacked with them are flipped to their cadre side, or placed in the Force Pool if they have no cadre side or are already on it. (Fighting breaks out between Hitler's adherents and his assassins.)
- C. All Air Force ground units are permanently removed from play and replaced with corresponding Army units in the Force Pool. (There are only 3 x Army 1-3 INF available for this purpose.)
- D. Germany may build and repair units in any order; the Air Force has lost its influence.
- E. Navy units are not affected.
- F. The special building rules and extra BRP costs no longer apply.
21.6 Z-Plan [PG]. This assumes Grand Admiral Erich Raeder got his way.
- A. Add 1 x 9-SURF, 1 x 2-CV and 5 x-SUB to Units At-Start, removing the SUBs from its Force Pool.
- B. Permanently remove 1 x 4-6 ARM from the Units At-Start and shift 1 x 5-4 TAC from the Units At-Start to the Force Pool.
- C. Do not use with No Scuttle (21.7).
21.7 No Scuttle [PG].
- A. If this marker is drawn, add 3 x 9-SURF to the German Units At-Start and 2 x 9-SURF to British Units At-Start.
- B. Permanently remove one German 3-3 INF and one British 3-4 INF from the Units At-Start.
- C. Do not use with Z-Plan (21.6).
21.8 Jet Research [PG]. Aeronautical expert Adolf Hitler ignores Luftwaffe engineers long enough to allow German efforts at jet-powered flight to pay off.
- A. The two German Winter 43 Jets chits are placed in the container at the beginning of the Winter 42 turn instead of the Winter 43 turn.
- B. The other nations' Jets chits are placed in the container as usual.
21.9 Rhineland Demilitarized [PG]. This variant assumes that Hitler passed on this gamble, one in some ways more insane than his aggressions against Austria and Czechoslovakia. Those actions, after all, did not threaten France directly.
- A. German forces may not set up in hexes 1519, 1518, 1417, 1416, 1317, and 1316.
- B. If Why Die for Danzig is drawn, Germany may not enter these hexes unless at war with France, though German air units may fly over them.
- C. Germany's At-Start BRPs are 145.
21.10 Early Start Paratroop Program [ROW].
- A. In scenarios before 1942, add 1 x 3-3 PARA to the Units At-Start, taking it from the Force Pool. It begins on its reduced side.
- B. If it does not move or participate in any combat (as attacker or defender) for the first four turns of the game, it is automatically flipped to its full strength side at no BRP cost during the Supply Segment of the fourth turn.
- C. It can also be repaired during the Supply Segment of any turn by spending BRPs normally.
21.11 Russian Fascists [ROW]. Facing slow and painful death by starvation in German camps, hundreds of thousands of Soviet POWs escaped this fate by "volunteering" to assist the German Wehrmacht as cooks, drivers, wood-cutters, and general laborers. By the end of 1942 possibly a million such men and women were attached to German units, and in some they had been issued weapons and formed into small units. Hitler and his henchmen were not fighting a war to liberate the Slavs - in the New World Order, such people were not fit to live, much less bear arms. But under the pressure of looming defeat, in late 1944 Hitler authorized formation of five divisions of Russian collaborators, led by former Red Army General Andrei Vlasov. Only two were eventually formed.
- A. If the Hitler Killed political chit is drawn, or in the Production Segment of the Spring 1945 turn (whichever comes first), add the five dark green Russian Fascist units (4 x 1-3 INF and 1 x 1-4 CAV) to the German force pool.
- B. Germany only receives these units if it has been at war with the USSR for at least four full turns. If not, remove them permanently.
- C. Whenever a Russian Fascist activates while next to a US or British unit, Germany rolls one die for each unit. The unit defects on a 1-2, and is permanently removed from play. A 3-6 has no effect.
21.12 User Friendly Fascists [PG]. It is hard to imagine WWII occurring if Hitler had not become a national figure, through another strategic level game explored Germany as a communist country in a "what if" situation. Let's assume, for argument's sake, that Germany was led by a fascist more along the lines of Mussolini, sans the Nazi racist ideology. What effect would this have on world history? I think we can safely say the war would still have happened, as the appeals to nationalism and vendetta toward the Allies would still be there. Yet, without persecution, some of Germany's brightest minds (such as Einstein) would obviously not leave. How do we allow for this in game terms?
- A. Remove the Beneath Contempt, Hitler Killed, Magyar Honor, and Manhattan Project chits from the pool. Hitler's death is no longer a prerequisite for the Ukrainian Nationalism chit.
- B. Add the Messerschmitt Jets and German Secret Weapon chits one year earlier.
- C. Germany's economic overheating limit becomes 350 BRPs, per Rule 14.3.5.
22.0 USSR
22.1 Economic Loss.
- A. In each Spring production phase, the USSR loses 10 BRPs if Moscow is enemy-controlled, 10 BRPs if Leningrad is enemy-controlled, and 4 BRPs for each other city inside the USSR's printed borders that is enemy controlled.
- B. The enemy Major controlling each city receives half the BRP value the USSR loses from that city (14.6.3).
- C. No nation may raid Soviet BRPs in the Baltic if Leningrad is not under Soviet control.
22.2 Red Army. The USSR pays only 1 BRP per factor to build INFs and does not pay the extra BRP per unit.
22.3 Soviet Surrender. In JP3R and SWW, the USSR surrenders in any End Segment when all Soviet objective hexes are enemy-controlled. Remove all Soviet units from the game permanently. The USSR never surrenders in GPW.
22.4 Weather. Mother Nature did at least as much to save Mother Russia as did Uncle Joe.
- A. During Winter Production Segments, the USSR rolls two dice and consults the Russian Winter Table.
- B. In Spring Production Segments, the USSR rolls for mud (22.4.5).
- C. Baltic Ice effects (22.4.1) apply for the entire turn in the listed sea and coastal hexes.
- D. All other results (22.4.2-22.4.5) apply for the entire turn in all hexes of Finland, Estonia, Latvia, Lithuania, Eastern Poland, and the USSR (including Ukraine).
- E. Effects are summarized in Table 20: Weather.
22.4.1 Baltic Ice.
- A. Naval Movement, Amphibious Landings/Assaults, and SR by Sea are not allowed in Baltic Sea Zone hexes north of hexes 1506, 1606, 1707, 1806, 1907, and 2007 (inclusive).
- B. Naval units at ports in these hexes must stay in port, but naval units in other Baltic ports and ports elsewhere within range may enter Baltic Sea Zone boxes.
22.4.2 Russian Winter.
- A. Baltic Ice effects apply.
- B. Movement allowances of ground units starting activation in affected hexes are reduced to 2 (ARM and CAV to 3), even if they move out of affected hexes.
22.4.3 Severe Russian Winter.
- A. Baltic Ice and Russian Winter effects apply.
- B. No ZOC nor exploitation movement and combat are possible in affected hexes.
22.4.4 Extreme Russian Winter.
- A. All effects of Baltic Ice, Russian Winter, and Severe Russian Winter apply.
- B. Airborne drops and all air missions except DAS are prohibited in affected hexes.
- C. Trans-Siberian SR is not available.
- D. Halve the number of dice rolled by TACs performing DAS in affected hexes (drop fractions).
22.4.5 Mud.
- A. On each Spring turn, the USSR rolls one die, -1 DRM if weather conditions on the previous turn were Baltic Ice, +1 DRM if the weather conditions were Extreme Russian Winter.
- B. On a modified result of 4 or more, spring rains and excessive snow melt cause muddy ground conditions slowing vehicle movement.
- C. ARMs that begin their activation in affected hexes have their movement allowance reduced by two and may not perform exploitation movement or combat that turn in all affected hexes.
- D. CAV and all other unit types are not affected.
22.4.6 Poland and Sweden [DC]. All Russian Winter rules apply to all hexes of Poland and Sweden.
22.5 Soviet Operational Limitations [DC].
- A. In scenarios beginning before Spring 1943, treat Soviet HQ Offensive impulse chits as Attrition chits per Table 21: Limits on Soviet Offensives.
- B. In Spring 1941 (or on the first turn of any scenario that starts in 1941), the USSR records which HQ chits to treat as Attrition chits for the current game year.
- C. This occurs during the Impulse Chit sub-segment of the Spring 1941 Production Segment (or the Production Segment of the first turn if the scenario starts in 1941).
- D. In the Spring 1942 turn (or on the first turn of the game if the scenario starts in 1942), two HQs chits are designated as HQ Offensive chits.
- E. In the Spring 1943, turn (or on the first turn of any scenario starting in 1943 or later) all Soviet HQs are treated as HQ Offensive chits on that turn and for the rest of the game.
- F. Due to Red Army bureaucracy, once a chit has been designated as a HQ Offensive Chit it can never be changed back to an Attrition chit.
- G. This rule does not prevent or alter use of the Soviet General Offensive impulse chit. It may be purchased normally or as per scenario instructions.
Example:
- The 1939 Campaign scenario of JP3R begins on the Fall 1939 turn.
- All three Soviet HQ Offensive chits are treated as Attrition chits for all turns of 1939 and 1940, and may be bought for 2 BRPs apiece just like the normal Soviet attrition chit.
- When drawn during 1939 and 1940, Soviet HQ chits act as Attrition chits for all purposes.
- In the Impulse Chit sub-segment of the Spring 1941 Production Segment, the USSR may designate one HQ chit as an actual HQ Offensive impulse chit, and chooses the West Offensive chit, so that will be the only Soviet HQ Offensive impulse chit for all of 1941.
- The USSR may purchase the West Offensive chit normally during 1941 Production Segments for 5 BRPs, and may purchase the other HQ chits as Attrition chits for 2 BRPs each just like normal Attrition chits.
- In the Spring 1942 turn, the USSR must again designate the West Offensive chit as a HQ Offensive chit, and designates the South Offensive chit as a HQ Offensive chit for 1942, leaving the North Offensive chit as an Attrition chit for the rest of 1942.
- Starting in Spring 1943, all Soviet HQs are treated as HQs for the rest of the game.
22.6 Soviet Tank Corps [DC].
Background: War came to the USSR in the early morning hours of 22 June 1941 in a well-coordinated surprise attack. German planes struck targets deep in Soviet territory, German artillery pounded border positions, and German troops and tanks surged over the frontier.
On paper, the Red Army of Workers and Peasants should have been well-positioned to blunt the Nazi onslaught and throw the fascist invaders back. Serious mobilization efforts had begun a month before, and the Soviet inventory numbered over 23,000 tanks - more than the total of every other nation on the planet combined.
And the tanks had been concentrated into a staggering total of 29 mechanized corps, each of two tank divisions and one motorized division. In addition, two more tank divisions and four motorized divisions were present in the Far Eastern military districts without corps headquarters.
Yet the German attackers crashed through the Red Army and brushed off its attempted armored counterattacks. How did such huge armored forces manage to do so little to stem the invasion?
Even though Red Army commanders listed most of the vehicles (over 18,000 of them) as fit for service, this does not seem to have actually been true. When the divisions received their marching orders and set out to fight the fascists, thousands of tanks promptly broke down. Others ran out of gas; still others had no ammunition. Trained crews and officers also proved to be in short supply thanks to the rapid expansion - few Soviet citizens learned how to drive in civilian life, adding extra steps to the training process.
Given the widespread lack of familiarity with motor vehicles, it is of course possible that some of those breakdowns were caused by tank crews unwilling to enter battle. Many armies, from Finland to the United States, experienced similar behavior. That would still fall under the overarching problem with these units: the oldest were less than a year old, and the newest had been in existence only a few weeks. Only one tank division had managed to conduct full-scale exercises before the war broke out.
Within weeks, almost all of the pre-war mechanized corps had been put out of action, managing to field only small mixed battle groups. Only bravery could be found in mass quantity: tankers of 2nd Tank Division, not issued any 76mm ammunition before the outbreak of war, used their heavy KV tanks to ram smaller German vehicles. But bravery would not be enough.
With a few more months to train specialists, conduct large-unit training, and bring reserves of fuel and ammunition to their concentration points, the Soviet mechanized corps could have become the powerful formations that their advocates wished.
JP3R History: Our JP3R (SWW) game does not delve into the intricacies of corps organization: that is the sort of detail that gets sorted out well below the command level represented by the player. We constructed the Soviet order of battle to even out the Red Army's capabilities over the 1939-1945 period and overall the effect is reasonably accurate. The USSR starts with three 3-5 armor units and can build three more. Four 4-5 armor units are available to be built starting in 1942 and a 4-6 in 1944. That last began as a typographical error and was intended to be a fifth 4-5 unit, but the developer thought it better reflected growing Soviet capabilities toward the end of the war and changed the counter sheet to match it. (The developer's name is omitted as attribution.)
For the most part, JP3R models the ability to make war, not the effect of better equipment. The arrival of new tank models is not something that shows up in the game. But doctrine and organization definitely play a role in rating units, and we can reflect the Soviet approach with a much more complicated system.
- A. When the Molotov-Ribbentrop chit is drawn, the USSR rolls one die.
- B. On a roll of 1-3, there is no effect. Ignore all remaining rules in this variant.
- C. On a roll of 4-6, remove all Soviet 3-5 ARMs from play.
- D. For each 3-5 ARM on the map, put 2 x 1-5 ARM in its place and 1 x 1-5 ARM in the Force Pool.
- E. If this would result in a violation of stacking limits, place the new unit in an adjacent hex (USSR's choice).
- F. Replace each 3-5 ARM in the Force Pool with 3 x 1-5 ARM.
- G. If eliminated, a 1-5 ARM is removed from play. It may not be rebuilt.
- H. Starting with the first turn after any Major has surrendered, the USSR may each turn replace 1 x 1-5 ARM on the map with 1 x 3-5 ARM at a cost of 4 BRPs.
- I. The unit may not be adjacent to any enemy unit and must be within the USSR (not merely Soviet-controlled territory or areas taken by the Molotov-Ribbentrop chit).
- J. If another Major declares war on the USSR, each turn the USSR may replace up to 2 x 1-5 ARMs (each) on the map or in the Force Pool with 1 x 3-5 ARM at a cost of 4 BRPs (each).
- K. Starting in Spring 1943, the USSR on every turn may upgrade 2 x 3-5 ARMs on the map or in the Force Pool with 1 x 4-5 ARM at a cost of 2 BRPs (each).
- L. Starting in Spring 1944, the USSR on every turn may upgrade 2 x 4-5 ARM on the map or in the Force Pool with 1 x 4-6 ARM at a cost of 2 BRPs (each).
- M. A unit may only be upgraded one level on the same turn - the USSR cannot spend 8 BRPs to turn a 1-5 ARM into a 4-6 ARM at once. The unit must progress from 1-5 to 3-5 to 4-5 to 4-6.
- N. Under this variant, do not add armor units to the Soviet Force Pool at any point after the initial replacement of 3-5 units with 1-5 pieces.
- O. The USSR may upgrade its armor, and in the unlikely event that no 1-5 ARMs are lost, it could potentially have 18 x 4-6 ARM in play if the game continues into 1946.
22.7 Soviet Carriers [DC]. We gave the Soviet Navy no aircraft carriers, but they clearly had the ability and the will to build them, with only a little outside help. We corrected this somewhat with a pre-war variant in the Player's Guide that swaps an additional SURF and a CV for one 3-5 ARM. But realistically, the Red Navy does not need a "deus ex machina" event to bring it a carrier, only a Willing Disciple of Lenin willing to allocate BRPs to carriers rather than tanks or aircraft.
- A. Add both the 9-SURF and the 2-CV from the Player's Guide to the Soviet Force Pool at the start of 1940.
- B. Do not use with Red Navy (22.9).
22.8 Staff Purges [PG]. Stalin does not purge the military prior to the war. This is similar, but much lessened from the Trotsky variant suggested elsewhere in the Players' Guide. The Red Army is more flexible in its strategy and tactics.
This option allows the USSR to have a second Attrition Marker available for purchase.
22.9 Red Navy [PG]. Due to massive industrialization and concentration on the army, the Red Navy went downhill badly after World War I.
- A. Assuming a better case scenario, add 1 x 9-SURF and 1 x 2-CV to the Units At-Start in Leningrad.
- B. Permanently remove 1 x 3-5 ARM from the Units At-Start.
- C. Do not use with Soviet Carriers 22.7.
22.10 A Pen Stronger Than Steel [PG]. This variant assumes Trotsky succeeded Lenin instead of Stalin doing so. Trotsky would have promoted a worldwide socialist revolution far more aggressively than Stalin. Changes in JP3R from a Trotsky regime are manifested as below.
- A. Reduce USSR BRP base to 100 and the growth rate to 25%.
- B. Germany gains only 1 BRP for Russian objective cities (other than Moskva and Leningrad), and USSR loses only 2 BRPs for those cities.
- C. The Molotov-Ribbentrop chit becomes the Litvinov-Ribbentrop chit. The USSR must choose Masovia and is not required to pay 10 BRPs to Germany each Spring.
- D. The USSR's starting influence is increased by one in Bulgaria, Greece, Hungary, Sweden, and Yugoslavia.
- E. USSR can build two LC factors.
- F. USSR PARAs become 3-3 with 1-3 reduced strength.
- G. USSR gets an extra Attrition chit.
- H. Independent Ukraine chit becomes Ukraine Uprising. It can only be played if Germany and the USSR are at war and the Axis controls at least one Ukrainian city. The Ukrainian INF are under Soviet control and can be deployed on any hex not occupied by an Axis unit, even out of supply. They may not move out of Ukraine and cannot be replaced if eliminated.
23.0 United States
23.1 Deployment Limits.
- A. US units may not enter Europe while the US is at peace on that map (other than in the US box in JP3R).
- B. Once the US is at war in Europe, it may use up to 6 SRs per turn to move units from the US box to ports in Europe (or vice-versa) in JP3R, or from the US East Coast box to ports in Europe (or vice-versa) in SWW.
- C. The maximum number of SRs that the US may use to move units from the US West Coast Box to the Pacific (or vice versa) is either the SR limit at the current Pacific Entry Level, or five (whichever is less).
23.2 US Surrender. The US never surrenders.
23.3 Declaring War in JP3R.
23.3.1 Procedure.
- A. In JP3R the US declares war through play of the Pearl Harbor chit or America Joins chit.
- B. When this happens, place all At-Start units in the US box (Europe map).
- C. If the chit is drawn after the date of any Force Pool Additions, those units are placed in the Force Pool.
23.3.2 Additional Modifiers [DC]. In JP3R add these US Europe entry status-modifiers to the list of existing modifiers:
- A. +3: Japan declares war on US Winter 1941 (no Pearl Harbor events).
- B. +1: Each turn starting Summer 1942.
23.4 Declaring War in GPW and SWW.
- A. The US player has two entry status tracks that monitor US relations with other nations and determine the US ability to enter the war.
- B. The US Entry: Europe track monitors US relations with Germany, Italy, the USSR and (to a lesser extent) France and Britain. The US Entry: Pacific track monitors US relations with Japan.
- C. See scenario books and influence tracks for events that cause markers to move on status tracks.
23.4.1 Declaration Procedure.
- A. The US may declare war automatically on any nation that declares war on it first.
- B. For nations that do not declare war on the US, in GPW and SWW the US must ask Congress to declare war.
- C. The US may attempt to declare war by announcing the attempt and paying 10 BRPs. This cost is for the attempt only - it does not count toward the cost for declaring war, (23.4.2).
- D. The US then rolls three dice on the Europe Entry Track if it wants to go to war on the Europe map.
- E. If the result on the Europe entry track is less than or equal to the number in the box containing the Europe Entry marker, the US may declare war on any or all countries at war with Britain.
- F. If Britain is currently conquered or is not at war with a Major, the US may declare war on any Major except Britain.
- G. The US rolls three dice on the Pacific Entry Track if it wants to go to war on the Pacific map.
- H. If the result for the Pacific Entry Track is less than or equal to the number in the box containing the Pacific Entry marker, the US may declare war on Japan.
- I. If the result is greater than the number in the box containing the Entry marker, the US may not declare war this turn, and the US player must move the US Entry marker one box to the left on the track.
23.4.2 Price of War.
- A. The 10-BRP cost for attempting to declare war allows the US to roll on either or both tracks - it does not have to pay 10 BRPs per track.
- B. However, it does have to pay 10 BRPs for each turn in which it attempts to declare war.
- C. When declaring war, the US also pays the normal BRP costs (5.4.2).
23.4.3 US Starting BRP Level.
- A. Each JP3R scenario contains the starting US BRP base for that scenario.
- B. GPW and SWW scenarios for scenarios that start after Winter 1941 also contain the starting US BRP base.
- C. In other scenarios, the US starting BRP level varies based on the box the US Entry marker occupies when it declares war (maximum of 421 BRPs).
- D. The SWW scenario book lists the starting US BRP levels on the Europe and Pacific maps at each entry level. The US can choose want to wait until it is at a higher starting BRP level before attempting to declare war.
- E. If another Major declares war on the US on a given map, the US entry status on that map rises to 11 immediately and permanently, and its BRP base rises to the amount listed at level 11 (max 421 BRPs).
- F. It can increase beyond that due to economic growth (14.3). 23.4.4 War and Peace. If the US declares war on only one map, the entry value on the other can continue to fluctuate.
23.4.5 British Propaganda.
- A. In SWW, Britain may attempt to influence US public opinion toward the war in Europe once per Diplomacy Segment, immediately after it is done with bribes, counter-bribes, and territorial transfers.
- B. Britain can spend 10 BRPs, roll one die, adding one to the result if France or the USSR has been conquered by Germany or Italy (add two if both have been conquered), and adding one more if enemy ground units occupy any hex(es) of Britain.
- C. If the modified result is 6 or more, move the US Entry marker one box to the right on the Europe track.
- D. All other results have no effect.
23.4.6 Armed Neutrality.
- A. Before the US goes to war on a given map, it may not attack enemy ground units there.
- B. The US may place naval units in Sea Control boxes in off-map (not on-map) sea zones. In SWW this is limited by the US Europe entry level.
- C. The US may not place more naval units of a given type in a given sea control box than Britain has there. Exception: Eastern Seaboard Sea Zone.
- D. US naval units in sea control boxes may attack enemies of Britain in Sea Control combat, but not naval impulse combat.
- E. US ground and air units may not move beyond US off-map boxes and US-controlled territory (on the Pacific map) as long as the US is neutral.
23.4.7 Lend Lease. While at peace on the Europe map, the US may transfer BRPs (14.9) to Britain, France, and/or the USSR IF the receiving Major is at war with Germany.
23.4.8 Aid to China.
- A. While at peace on the Pacific map, the US may send BRPs to KMT as limited by its current Pacific Entry level (per SWW scenario book), or as limited by scenario special rules.
- B. If Japan declares unlimited war on KMT, the limit increases to 10 BRPs per turn. This is an exception to the normal transfer limits.
- C. For every 2 BRPs sent to KMT, only one arrives - the other is lost.
Example: If the US sends 10 BRPs, KMT only receives five.
- D. If Rangoon falls under Japanese control, the US may not send BRPs to KMT until it spends 10 BRPs to open the Calcutta Trade Route.
- E. The US may not open the Calcutta Trade Route if Calcutta is under Japanese control.
- F. It may send BRPs starting the turn after spending the 10 BRPs.
- G. Transferring up to 10 BRPs to KMT costs one SR and requires the use of nine SURF factors.
23.5 Construction Limits in SWW.
- A. Until the US goes to war with any Major or the Two Ocean Navy: Pacific chit is drawn, the US may build no more than 5 SURF and 2 CV factors per turn.
- B. The US may not build LCs until either of the events above occurs.
- C. Until the US goes to war with any Major or the Conscription chit is drawn, the US may build no more than one INF, ARM, PARA, or HQ unit (total) per turn.
- D. There is no limit to how many MARs the US may build each turn.
23.6 First Cavalry USA [DC]. As one of the US Army's premier fighting divisions both in the SWW and in the present day, the First Team needs its own counter to properly reflect its important strategic role and to strike fear in the heart of Japan.
- A. The US cavalry corps is part of US Units At-Start in the 1939 and 1941 scenarios.
- B. It can be broken down into the 2-4 1st Cav and 1-4 2nd Cav divisions.
- C. During any Production Segment, the US may substitute the 2-4 1st Cav division for the 2-4 INF division, if it is in supply and not adjacent to any enemy unit.
- D. Once swapped, it may not be remounted as a CAV piece. (Rule 28.4.6 is the same as this rule.)
23.7 USN's Lost Warships of 1937 [DC].
- A. Add 1 x 9-SURF and 1 x 4-CV to the US Force Pool in the 1939 scenarios, and to the West Coast box's Units At-Start in the 1941 scenarios.
- B. Add 20 BRPs to the initial US pool as well in each scenario.
- C. To balance out those gains, give the Japanese the potential additions (24.4) from better signal security during the Washington Naval Treaty negotiations.
23.8 The Cactus Jack Variant [DC]. A variant (the originator's name is omitted as attribution) proposed a JP3R variant putting Hugh Drum in charge of pre-war military planning, which would have shunted aside leaders like George C. Marshall, Dwight D. Eisenhower, and George S. Patton. There would be no aid to other countries while the United States remained at peace. With no US BRPs flowing to the Allies, and the US weakened and less likely to enter the war, the Allies will have a much tougher time containing the Axis.
-
A. The US may not transfer BRPs while at peace. Remove the America Joins chit from play and the two Pearl Harbor markers normally added to the container in Spring 1942.
-
B. In JP3R 1939 Campaign Scenario, change the US starting position to:
- Starting BRPs: 120
- Growth Rate: 40%
- Controlled territory: None
- Allies: None
- Diplomacy: At peace
- Units at Start, US box: 6 x 3-3 INF, 1 x 0-3 HQ, 2 x 3-5 ARM, 2 x 2-4 CAV, 1 x 5-4 TAC, 1 x 5-8 SAC, 3 x 9 SURF, 1 x 2 CV, 1 x 2 LC
- 1942 Force Pool Additions: 4 x 3-3 INF, 2 x 3-5 ARM, 1 x 5-4 TAC, 1 x 5-8 SAC, 1 x 9 SURF, 1 x 2 LC
- 1943 Additions: 3 x 3-3 INF, 1 x 5-8 SAC, 1 x 2 CV
- 1944 Addition: 1 x 3-3 INF
23.9 The Confederate States of War Variant [DC]. Use in JP3R 1939 Campaign Scenario.
23.9.1 The United States. All US units are removed from JP3R along with the America Joins and Pearl Harbor chits. The US is not a participant in the game and cannot transfer BRPs to any other nation.
23.9.2 Diplomacy and Alliances. The Confederacy begins the game at war with Germany (unless the Why Die for Danzig event is drawn before start) and allied to Britain and France. All alliance rules covering the US and its units apply to the Confederacy. The Confederate SR limit is three.
23.9.3 Political Influence.
- A. Ignore World Opinion modifiers for the US declaring war on Germany or Italy. (The European public is unimpressed with Confederate actions.)
- B. The Confederate States have no influence with Spain.
23.9.4 Free France. The Confederate States perform the US role in all French surrender/Vichy France/Free France game functions.
23.9.5 Other Rules. The Confederates uses the US status card. All other rules concerning the US apply to the Confederate States. The Confederate States may not use the General Offensive chit available.
Confederate starting position:
- Starting BRPs: 75, including Old Confederacy: 70, Cuba: 4, Hispaniola: 1
- Growth Rate: 40%
- Controlled territory: None
- Units at Start, US box: 4 x 3-3 INF, 1 x 0-3 HQ, 1 x 3-5 ARM, 2 x 2-4 CAV, 1 x 5-4 TAC, 1 x 9 SURF, 2 x SUB, 1 x LC
- 1942 Force Pool Additions: 4 x 3-3 INF, 1 x 3-3 PARA, 1 x 3-5 ARM, 1 x 5-4 TAC, 1 x 9 SURF, 1 x 2 CV, 2 x SUB
- 1944 Additions: 1 x 3-5 ARM, 1 x 5-4 TAC
23.10 US Entry Automatic [PG]. The vagaries of luck can see the US delay entry until panzers have rolled through Moskva, Cairo, and Paris.
- A. If the US has not entered the war by Spring 1943, do not draw a Political Marker for that turn. The America Joins Marker is considered drawn instead.
- B. If on subsequent turns the American Joins Marker is drawn, discard it and draw again.
24.0 Japan
24.1 Japanese Surrender. If an enemy ground unit occupies any city in mainland Japan (including all four islands) during the End Segment, or if a nuclear weapon has been detonated in mainland Japan before the current End Segment, Japan rolls two dice and surrenders on a modified roll of 0 or less, applying the values from Table 22: Japanese Surrender Modifiers. If Japan surrenders it is out of the game. Remove all Japanese units from the game permanently.
24.2 Oil and Steel Embargoes. The Japanese economy was highly dependent on imports of oil and steel, and the US used that to try to curtail Japanese aggression in China.
- A. Whenever a Japanese ground unit attacks a Chinese unit in China while Japan is at Limited War (5.4.5) with China and is not at war with the US, Japan rolls one die.
- B. On a 4 or less, randomly draw one embargo marker and put it in the Pacific political chit cup.
- C. Each time an embargo chit is drawn from that cup in a future Production Segment, Japan immediately loses 10 BRPs.
- D. Japan also loses 10 BRPs in each Spring Production Segment after one embargo chit has been drawn, 25 BRPs in each Spring Production Segment after two embargo chits have been drawn, and 45 BRPs in each Spring Production Segment after three or more embargo chits have been drawn. Exception: Wartime Production (24.2.2).
24.2.1 Total Embargo. Once Japan declares Unlimited War on China, all embargo chits go in the Pacific cup.
24.2.2 Wartime Production.
- A. All embargo BRP penalties cease once the US and Japan go to war.
- B. If Japan is at war with the US or controls Balikpapan and Tarakan in the Netherlands East Indies when an embargo marker is drawn, ignore it, remove it from play, and draw another.
24.3 Declaring War.
- A. Japan may declare war on Majors under limited circumstances.
- B. Japan may declare war on Minors and China without restriction, but declaring Unlimited War on China has consequences, 24.2.1.
24.3.1 Entry Status. The Japanese player represents the government of Japan, but can be forced to declare war by actions of the Imperial Japanese Navy and Army.
-
A. Japan has two entry tracks that monitor Japanese relations with other Majors: one for the US/Britain/France, and the other for the USSR.
-
B. Each track is divided into three areas: 1-4, 5-9, and 10.
-
C. If a track's marker is in the 1-4 area, Japan may not declare war on the country or countries associated with that track or on any of their Minor allies.
-
D. If a track's marker is in the 5-9 area, Japan may declare war on the country or countries associated with the track and their allies.
-
E. The first time a track's marker is in the 10 box during any Declaration of War segment, Japan must declare war on the country or countries associated with that track plus their allies immediately or in the next turn's Declaration of War segment.
-
F. If Japan does not declare war by the next turn's Declaration of War segment, it loses 25 BRPs at that time and 25 more in every subsequent Spring turn Declaration of War segment until it declares war on any Major.
-
G. This applies even if the marker later moves out of the 10 box. See scenario books and the status tracks for events that cause markers to move on the tracks. 24.3.2 Unrestricted Warfare.
-
A. Once Japan goes to war with any Major, it removes all markers from both its entry tracks.
-
B. It no longer is restricted from declaring war and loses no BRPs for not declaring war.
24.4 Negotiated Away: Japan's Lost Battleships [DC]. In GPW and SWW, Japan is not bound by the Washington Naval Treaty and can deploy the battle fleet forward if willing to pay the necessary resources.
- A. Add 2 x 9-SURFs to the Japanese initial forces in the 1939 and 1941 scenarios and increase the US Entry Level by one. The Americans are even more suspicious of Japan's naval strength.
- B. Use this rule with The USN's Lost Ships of 1937 (23.7).
24.5 Japanese Armor [PG]. Japanese leaders could have given armored warfare greater emphasis at a severe cost.
- A. Japan may choose to add 1 x 3-5 ARM and 1 x 4-5 ARM to its Units At-Start.
- B. If the 3-5 ARM is added, 1 x 9-SURF must be removed from the Units At-Start - it is permanently removed.
- C. If the 4-5 ARM is added, 1 x 9-SURF and 1 x 4-CV must be removed from the Units At-Start - they are permanently removed.
Though the price is steep, this will probably assure a Japanese conquest of China and perhaps even India. Japanese strategy will be highly altered with regard to the United States.
24.6 Tosei-ha [PG]. In this option, the Control Faction manages to push through its program to prevent the disastrous war with China.
- A. Japan begins the 1939 Campaign and 1941 Opening Moves scenarios in control of all territories except those in China (including Hainan) and does not begin the scenario at war with China.
- B. The BRP value of Japan begins at 65 and that of Manchukuo at 20.
- C. Remove the Oil and Steel embargo chits from play.
- D. All forces that begin in China may be placed in any Japanese-controlled territory.
- E. The Manchukuo garrison requirements are greater under this option.
- F. The 3-5 ARM in the Force Pool moves to the Units At-Start with an extra 3-5 ARM.
- G. Ignore the Japanese LC special rule.
- H. In the 1939 Campaign scenario, Japanese war status is 2 with US and 3 with the USSR.
- I. Remove all CCP pieces. (Mao's movement gained its military strength in large part from the remnants of KMT armies shattered by the Japanese in 1937.)
- J. In SWW, China begins both scenarios as a German Minor ally with control of all Chinese provinces. In GPW, China is a Japanese Minor ally.
- K. Add all KMT INF from the Force Pool plus a 1-SURF to Units At-Start.
- L. Chinese units may enter any hex in China, Manchukuo, Chosen, Indo-China, Malaya, Siam, Burma, or India.
- M. China may not enter the USSR unless Japan is at war with the USSR (even if a German Minor ally).
24.7 Manchurian Oil [CPS]. Japan went to war against the Western powers in large part to secure the rich oil fields of the Dutch East Indies. All along, however, Japan was sitting on top of more oil than it could have possible used at the time. The Daqing oil field (hex 1208 on the Pacific map), depicted in the Korean movie "The Good, the Bad, the Weird" is now the fourth largest oil field in the world. Access to this oil makes great changes to Japan's position and force pool. There's less of a chance of war with the US, though still a pretty good chance - Japan's aggression in China and alliance with Germany would remain as points of conflict - and a greater chance of war with the USSR. The Kwangtung Army garrisoning Manchuria would have more armored units, and its infantry would be motorized.
- A. Remove both Oil Embargo chits from play. If Japan is called on to draw a third embargo chit, no chit is drawn. (This limits the chance of economic damage from attacks against China.)
- B. Increase the value of Heilunchiang Province from 2 BRPs to 10 BRPs.
- C. Replace 8 x 3-3 INF in Japan's Units At-Start or Force Pool with 8 x 3-4 INF.
- D. Replace 3 x 1-5 ARM divisions in Japan's Units At-Start or Force Pool with 4-5 ARM. The divisions remain available for unit breakdown.
- E. Add 2 x 5-4 TAC and 1 x 5-8 SAC to Japan's Units At-Start in each scenario. These may be set up in any Japanese controlled territory.
- F. Add 1 x 4-CV Japan's Units At-Start in each scenario. It may be set up in any Japanese controlled territory.
- G. Increase the number of objectives by four that Japan must control to win each scenario.
25.0 China
China is not a Major or a Minor, but something in between. China starts the game at war with Japan in all scenarios - Limited War in the 1939 scenario.
25.1 Factions.
- A. There are two Chinese factions: the Nationalists (KMT) and the Communists (CCP).
- B. The US controls the KMT and the USSR controls the CCP.
- C. When the US or the USSR goes to war with Japan, its Chinese faction becomes its Minor ally.
- D. Even when not at war with Japan, the US and the USSR may transfer BRPs to their Chinese faction.
25.2 Chinese BRPs.
25.2.1 Provincial BRPs.
- A. Each Chinese faction receives BRPs equal to the value of the provinces it controls, plus 1 BRP for each provincial capital it controls.
- B. In Spring Production Segments, a province's BRPs go to the Major controlling the capital if it has more than enemy ground factors in the province than its enemies. The Major also receives the extra BRP for the capital.
25.2.2 Off-Map Capitals.
- A. Three Chinese provinces (Chinghai, Suiyuen, and Anwhei) have no capital on the map.
- B. Each of those is controlled by the Major with the most ground unit factors in it during the Spring Production Segment.
- C. If there are no ground units in the province in a Spring Production Segment, whoever controlled it the last time control was determined maintains control.
- D. No one receives the extra BRP for the off-map capital.
- E. No one may build units in the off-map capital.
25.3 Declaring War.
25.3.1 Defensive War.
- A. China may never declare war, and may only fight units of countries at war with it (usually Japan).
- B. If Britain is at war with Japan, KMT units may enter Burma, Siam, and French Indo-China (if the latter is conquered by an enemy nation at the time).
- C. Otherwise, Chinese units of both factions may only enter hexes of China, Manchukuo, and Chosen.
25.3.2 Declaring War on China.
- A. If a Major wishes to declare war on either Chinese faction, it must declare war on both of them (10 BRPs total).
- B. This includes Japan declaring unlimited war on either Chinese faction.
- C. If either or both Chinese factions are allied to the US or the USSR, the declaring nation must also declare war on all Majors allied to them for 15 BRPs per allied Major.
25.4 Chinese Surrender. China never surrenders.
25.5 Provincial Control.
- A. Each Chinese province remains under the control of the faction that controlled it at the scenario start until an enemy unit occupies the capital. Each faction loses BRPs for losing provinces it owns.
- B. Any provinces that not listed as being controlled by anyone at scenario start begin the game controlled by no one.
25.6 KMT Armies. The KMT 6th and 7th Armies may only flip to their 3-2 sides when the Nationalist Training and Equipment chit is drawn).
25.7 Chiang's Tigers [ROW].
25.7.1 Standard Scenarios. The mighty Chinese armored can be easily adopted into GPW and SWW. Rather than fritter them away as happened historically, the tanks can be concentrated into an armored division, represented by a 1-4 ARM xx counter.
- A. Add the 1-4 Chinese ARM division included in Rumors of War to the KMT Force Pool in all GPW/SWW scenarios.
- B. Rules for divisions (13.7) apply to this unit, which is an independent unit and cannot be used to break down any other unit.
25.7.2 1937 Scenario [PG]. In the Player's Guide 1937 scenario add the ARM division (from above) to the KMT Force Pool. If destroyed it is permanently removed from play.
26.0 Minor Countries
26.1 Movement Restrictions.
- A. Minor units have restrictions on where they may move outside their own country. They are limited to home country plus the specific countries listed.
- B. All Minor air and naval units may enter sea zone boxes and sea hexes normally, but all units of the countries listed below are limited as to which foreign land and coastal areas they may enter.
- C. Flying over a hex is the same as entering it.
- D. Air units based in a Minor do not count against the number of units that may be outside it, even if they fly missions outside their borders.
- E. Reduce the number of units that may be present outside a given Minor by one for each of that Minor's units that is removed from the game permanently.
- F. All Minor units forced to retreat into hexes they are not allowed to enter are eliminated.
26.1.1 Bulgaria.
- A. Bulgarian units may enter Greece, Romania, Turkey, and Yugoslavia.
- B. Only one Bulgarian unit may be outside of Bulgaria at any time.
26.1.2 Croatia. The Croatian unit may enter Germany, Hungary, and all Yugoslav provinces.
26.1.3 Finland.
- A. Finnish units may enter Sweden, Estonia, and the USSR.
- B. Finnish units must always remain within three hexes of any hex in Finland.
26.1.4 Greece.
- A. Greek units may enter Hungary, Romania, the USSR, Germany, Yugoslavia, Rhodes, and Cyprus.
- B. Greek units may enter Turkey only if Greece is at war with Turkey.
- C. Up to two Greek ground and/or air units may be outside Greece at the same time, unless Greece is at war with Turkey.
- D. If at war with Turkey, all Greek units may be in Turkey at the same time.
- E. Crete (3226-3425) and all other unlabeled islands in the Aegean Sea Zone belong to Greece.
26.1.5 Hungary.
- A. Hungarian units may enter Romania, Poland, Slovakia, the USSR, and Yugoslavia.
- B. Up to three Hungarian units may be outside Hungary at the same time, unless Hungary is at war with Romania.
- C. If at war with Romania, any or all Hungarian units may be in Romania.
- D. Hungarian units may never stack with Romanian or Slovak units.
26.1.6 The Netherlands. Before going to war, Dutch units in the Pacific are limited to Borneo, Java, Sumatra, Celebes, and adjoining sea zones.
26.1.7 The Philippines. Filipino units may enter the Philippines and Mindanao, plus all adjoining sea zones.
26.1.8 Poland.
- A. Polish units may enter Germany, Latvia, Lithuania, Estonia, the USSR, Hungary, Slovakia, and Romania.
- B. Up to five Polish units may be outside Poland at the same time.
- C. There are no restrictions on Polish Exile units (see Great Polish Rally).
26.1.9 Romania.
- A. Romanian units may enter in Bulgaria, the USSR, Yugoslavia, and Turkey.
- B. Through 1942, no more than seven Romanian units may be outside Romania at the same time.
- C. Each year after 1942 the number decreases by one.
- D. If Romania goes to war with Hungary, Romanian units may freely enter Hungary.
- E. Romanian and Hungarian units may never stack together.
26.1.10 Siam.
- A. Siamese units may enter Burma, Malaya, French Indochina, and adjoining sea zones.
- B. The GAR must stay in Siam.
26.1.11 Slovakia.
- A. Slovak units may enter Germany, Poland, Yugoslavia, the USSR, and Hungary.
- B. Slovak and Hungarian units cannot stack together.
26.1.12 Spain.
- A. Spanish units may enter France, Germany, Poland, Portugal, the USSR, Morocco, Algeria, and Tunisie.
- B. Up to two Spanish ground and/or air units may be outside Spain at the same time.
26.1.13 Sweden.
- A. Swedish units may enter Finland, Norway, Germany, Denmark, and the USSR.
- B. Up to three Swedish ground and/or air units may be outside Sweden at the same time.
26.1.14 Switzerland.
- A. Swiss units may enter France, Germany, and Italy.
- B. Up to two Swiss units may be outside Switzerland at the same time.
26.1.15 Turkey.
- A. Turkish units may enter Hungary, Romania, Syria, the USSR, Trans-Jordan, Palestine, Bulgaria, Egypt, Libia, Rhodes, and Cyprus.
- B. Turkish units may enter Greece only if Turkey is at war with Greece.
- C. Up to seven Turkish ground and/or air units may be outside Turkey at the same time.
26.1.16 Yugoslavia.
- A. Yugoslav units may enter Hungary, Romania, Poland, the USSR, Germany, Greece, and Turkey.
- B. Up to two Yugoslav units may be outside Yugoslavia at the same time.
26.1.17 Other Minor Countries. Units of all other Minors may not leave their own country except to enter hexes controlled by Majors with which they are at war.
26.2 Surrender.
- A. A Minor or colony surrenders to the Major controlling its capital during the End Segment (3.9.1). Exceptions: National Exceptions (26.2.2).
- B. Other Majors controlling hexes inside a Minor do not lose control of those hexes when the Minor surrenders.
26.2.1 Procedure.
- A. When a Minor surrenders, immediately remove all ground and air units from the game unless special rules say otherwise.
- B. Then the conqueror rolls one die for each naval factor the Minor has in play at the time of surrender.
- C. On a 1, the factor falls under the control of the conqueror, unless the unit is in a port controlled by a third party nation at the time of the roll, in which case it falls under the control of the third party.
- D. On a 2-5, the factor is scuttled and permanently removed from play.
- E. On a 6, the factor moves to the closest port belonging to an ally of the Minor, and the ally takes control of the naval factor. Roll to break distance ties.
- F. SURFs and CVs moving to allied ports are subject to attack in enemy-controlled sea zones they move through.
- G. If no nation is allied to the surrendering Minor, the naval factor is scuttled and permanently removed from play.
- H. Minors' units that are removed from play or are eliminated after falling under another nation's control may not be rebuilt until the Minor is liberated (26.3). Exception: The Netherlands, (26.9).
26.2.2 National Exceptions.
- A. Turkey (26.7) and Switzerland (26.8) have more than one city that must be enemy-controlled before they surrender.
- B. If different Majors control different cities required for surrender, no nation gets the Minor's BRPs until the conquering Majors agree how to divide them.
26.2.3 Colonies.
- A. Units surrender only when their home nation surrenders, not when a colony they are in surrenders, unless the nation's special rules say otherwise.
- B. Colonies must be conquered separately, including Dutch territory in the Pacific, unless the special rules for their owning Major say otherwise.
26.2.4 Australia and India.
- A. India and Australia are conquered when all their cities are occupied by enemy units.
- B. IN and AZ units are permanently removed from play if their homeland is conquered.
- C. If different Majors control different cities required to make one of these colonies surrender, then no one gets the colony's BRPs until the conquering Majors agree how to divide them.
26.2.5 Territorial Abandonment [DC].
- A. A controlling Major that removes all units from a territory may declare that territory to be no longer under its control at the conclusion of any of its impulses or during the check for surrender sequence.
- B. The abandoned territory becomes neutral, as if the Major that formerly controlled it had surrendered.
Design Notes: After expending the time and resources to capture territory there are few circumstances in which you'll want to relinquish it without requiring some effort on the part of your opponent. However, this variant provides an opportunity to do so should you conclude that the territory's benefits no longer justify the costs of holding it, such as when a territory is suffering continuous strategic bombing and units there may provide a better return elsewhere.
26.3 Liberation.
- A. When a Minor surrenders for the first time, it is treated as conquered territory and the conquering Major reaps its BRPs in each Spring Production Segment as long as it keeps control of the Minor.
- B. If at a later time a second Major conquers the Minor, then the second Major may liberate the Minor rather than taking control of it, per the rules below.
26.3.1 Western Liberators.
- A. If Britain, France, or any British or French ally except the USSR conquers a Minor that had been conquered by Germany or Italy, then the Minor is considered liberated rather than conquered.
- B. The liberating Major gains no BRPs from the Minor.
- C. If the Minor is still liberated after four consecutive turns, it becomes the liberating Major's Minor ally in the fourth turn's End Segment.
- D. All its starting on-board and Force Pool units go back into its Force Pool at that time (minus any units that were permanently eliminated previously).
- E. The Minor may earn BRPs normally in future Spring Production Segments, using its original BRP base.
Example: Germany conquers Belgium, but Britain captures Brussels in Summer 1943, and holds it for four turns. In Summer 1944, Belgium becomes Britain's Minor ally, and all its starting units go into its Force Pool box (minus any units previously eliminated permanently). In the Spring 1945 Production Segment Belgium receives 15 BRPs (its original BRP base), which it may use to build units normally.
26.3.2 German Occupation.
- A. If a Minor is first conquered by an enemy of Germany and then Germany reconquers the Minor, Germany may elect to treat it as conquered territory.
- B. Germany may also turn the Minor into a German Minor ally if desired using the same procedure as Western Liberators (26.3.1).
- C. It may turn it into a Minor ally only if the Hitler Killed chit has been drawn.
- D. If the Hitler Killed chit has not been drawn, it may transfer (17.1) the Minor to one of its own Major Power allies, then the receiving Major may declare it a Minor ally of its own after holding it for at least four consecutive turns.
Example: France conquers Switzerland, then Germany conquers Switzerland in Summer 1940. Germany transfers Switzerland to Italy in Spring 1941, then Italy declares Switzerland its Minor ally in Summer 1942. Switzerland receives its 1939 Force Pool immediately (minus any permanently eliminated units), and receives 9 BRPs in Spring 1943.
26.3.3 Austrian Liberation. Austria may be declared the Minor ally of any Major (except Germany) that holds Wien for four turns. Austria's BRP base is 8 and its Force Pool is one 3-3 INF that may enter any neighboring country.
26.3.4 Czech Liberation.
- A. Any Major (except Germany) holding Praha and Bratislava for four consecutive turns may declare Czechoslovakia its Minor ally.
- B. Czechoslovakia's BRP base is 20, and its Force Pool is one 4-5 ARM, three 2-3 INF, and a 2-4 TAC.
- C. Its capital is Praha, and its territory consists of Bohemia and Slovakia.
- D. Czech units may enter any neighboring country, the USSR, France, the Netherlands and Belgium.
26.3.5 Exporting Revolution. The USSR does not liberate Minors. It reconquers them and brings them into the brotherhood of socialist nations (treating them as conquered territory).
26.3.6 Freed Minor Countries.
- A. Upon a Major's surrender, Minors conquered and controlled by the surrendering Major at the time of surrender become neutrals (5.1).
- B. Place the influence markers of all Majors in the game and not currently allied to the surrendering Major in the 5 box on the Minor's influence track (except for Majors without influence markers for that Minor).
- C. Nations allied to the surrendering Major at the time of the Major's surrender never have their influence markers placed back on the Minor's influence track.
- D. The Minor's forces return to its Force Pool (except for any permanently eliminated units), and it may begin earning BRPs again per Rule 26.3.1.
- E. The Minor will not be allied (16.3.5) to any Major unless and until a Major's influence marker enters the 10 box on the Minor's influence track.
26.4 Switching Sides. If a Major at war with a Minor occupies the Minor's capital in the End Segment, it can try to convince the Minor to switch sides instead of surrendering.
26.4.1 Procedure.
- A. The invading Major rolls one die for each of the Minor's units on the board.
- B. Each 1-3 has no effect on the unit, but a 4-6 eliminates it. Put the unit in the Minor's Force Pool.
- C. If the Minor has any surviving units after all die rolls, it switches sides and becomes the ally of the invading Major.
- D. It breaks all its former alliances and declares war on all enemies of its new Major Power ally. The enemies must then declare war on the Minor, at no BRP cost.
- E. If it does not switch sides, it surrenders normally.
26.4.2 Restrictions.
- A. A Minor will not switch sides if at least one of its units is stacked with any unit of the Major controlling it - it surrenders normally.
- B. Belgium, Finland, Poland, Spain, Sweden, the Netherlands, and Turkey never switch sides under any circumstances.
26.5 Finland.
- A. Finland may never be at war with Sweden, or allied to any Major at war with Sweden.
- B. If one of Finland's allies goes to war with Sweden, Finland breaks the alliance immediately and the former ally's influence marker moves to Finland's 4 box.
- C. Finland can lose Karelia through play of the Molotov-Ribbentrop chit.
- D. Reduced or eliminated Finnish 3-3 INF cannot be repaired to their full-strength sides and can only be rebuilt at reduced strength.
26.5.1 Finnish Submarines A [DC]. In JP3R Finland has one surface factor representing its two armored ships, which might not actually justify a rating but we really did want to include such a marvelously weird fleet (and will cover it in an upcoming DC segment). We did not include a separate submarine factor since the surface fleet was so marginal, but we are giving you a Finnish SUB today as a free download.
- A. The Finnish 1-SUB begins play at start. If destroyed, it may not be rebuilt.
- B. Do not use with Finnish Submarines B (26.5.2).
Although subs were built in Finland, this was done with German workers and engineers, and during the war Germany showed no willingness to part with skilled labor or completed submarines.
26.5.2 Finnish Submarines B [ROW]. Finland deployed five submarines during WWII, mostly as minelayers and on antisubmarine missions. Another 15 were planned but never built, as their German allies were unwilling and unable to provide the materials and skilled labor to build them.
- A. In scenarios that start in 1944 or earlier, add a 2-SUB to Finland's Force Pool.
- B. Do not use with Finnish Submarines A (26.5.1).
26.6 Sweden. Sweden may never be at war with Finland or Norway, or be allied to a Major that is. If a Swedish ally goes to war with Finland or Norway, Sweden immediately breaks the alliance and the Major's influence marker moves to Sweden's 4 box.
26.6.1 Swedish Rails [ROW].
- A. If Sweden is Neutral or Friendly to Germany, and if Germany has conquered Denmark and Norway, then Germany may SR one ground unit per turn through Sweden.
- B. Germany may use Swedish ports to SR into or out of Sweden by sea. German units may NOT end their SR movement in Sweden per this variant; they may do so if Sweden becomes a Client or Ally of Germany.
- C. Each time Germany SRs a ground unit through Sweden while Sweden is Neutral or Friendly to Germany, Germany immediately rolls one die.
- D. Add the combat strength of the unit to the result.
- E. On a modified 6 or more, reduce German diplomatic influence on Sweden by one.
- F. Any other result has no effect.
Example: Germany SRs a 3-3 INF from Germany through Danzig across the German-controlled Baltic Sea Zone to Stockholm, and then through Sweden to Bergen in Norway. Germany rolls one die and adds three to the result. The result is 5 + 3 = 8, so Germany's influence marker moves left one box on Sweden's influence track. If it moves into the Hostile box, Germany may not SR any more units through Sweden until it moves out of the Hostile box.
- G. Do not use with Scania Magna (26.6.2).
26.6.2 Scania Magna [ROW].
- A. In scenarios starting before 1941, treat Norway as a colony (14.7) of Sweden. Add Norway's 5 BRPs to Sweden's BRP base.
- B. Norway's INF (and 1-SURF if using the Player's Guide variant) is under Swedish control.
- C. If destroyed, the units go into Sweden's Force Pool and can be rebuilt normally.
- D. Nations cannot attack Norway without declaring war on Sweden, and Norway does not become an ally of Britain if attacked. It is a colony of Sweden and shares Sweden's diplomatic status relative to other countries per Sweden's influence track.
- E. Do not use with Swedish Rails (26.6.1).
26.7 Turkey.
26.7.1 General Rules.
- A. Turkey only pays 1 BRP per factor to build INF - it does not pay the extra BRP per unit (15.1.5).
- B. Turkey surrenders in the first End Segment when all Turkish cities are enemy-controlled.
- C. In Spring Production Segments, Turkey loses 2 BRPs per Turkish city that is enemy-controlled at that time, and each enemy Major gains 1 BRP for each Turkish city it controls.
26.7.2 Sons of Ataturk [DC]. When Mustafa Kemal founded the modern Turkish Republic in 1922, one of his lessons was that Turkey must have strong, modern armed forces. While he and his successors tried to implement this, it proved very tough to manage. As a dependent economy, Turkey had to buy all its weaponry and other equipment abroad. Efforts to establish a local industrial base had mixed success; Turkey lagged in production of armored vehicles, but by 1938 was producing licensed aircraft. We can improve the Turkish armed forces as the Ghazi wished.
Note: Turkey must be an active Minor to undergo these changes, unless using variants from the Player's Guide.
26.7.2.1 Ground Units.
- A. There are eight 3-3 INFs. Two can be added to the Force Pool for 2 BRPs each. This is just to get them into the Force Pool - building them is extra.
- B. Each turn, one 1-3 INF can be upgraded to 3-3 for 3 BRPs.
- C. The Turkish special lower cost for INF does not apply to these units.
- D. If eliminated, they may only be rebuilt at the cadre level - return the 1-3 unit to play in its place.
- E. The set also has two 4-5 ARMs. Remove the 2-5 ARM from play.
- F. Each turn, one of the 1-4 CAVs can be upgraded to a 2-5 ARM cadre at a cost of 6 BRPs. It may be brought to full strength later.
26.7.2.2 Flying Turks.
- A. Turkey now has two 5-4 TACs and some breakdown counters for them. One TAC can be added to the Force Pool each turn, at a cost of 2 BRPs, plus the cost to build.
- B. Alternatively, the controlling Major can return one TAC factor to its Force Pool and add one Turkish TAC factor to the Turkish Force Pool.
- C. There is a single Turkish jet factor. If the controlling Major has Jets, it can return one of its JET factors to its Force Pool and add the Turkish JET factor to the Turkish Force Pool. There's no logical reason a player would do so, but the Turkish jet looked very, very cool.
26.7.2.3 Sword of the Sea. With eight submarines, Turkey deserved a SUB factor in the original game. Add 1 x 1-SUB to the Turkish Units At-Start and 1 x 1-SUB to the Force Pool.
26.7.2.4 Kurdish Revolt. We're also adding a new political event to help hamper Turkey. This also dilutes the pool of available markers, changing the dynamics of game play.
- A. If Turkey is an active Minor, one Turkish ground unit must be placed in Diyarbakir (4318).
- B. Turkey loses 5 BRPs each turn the Kurds are in revolt and Diyarbakir is unoccupied.
- C. At the end of each turn, the player controlling Turkey rolls one die.
- D. On a 6, the revolt is crushed.
- E. Add one to the result for each Turkish ground unit within Turkey, east of hexes numbered 43xx.
- F. If Turkey is not active when this marker is drawn, return it and draw another.
26.8 Switzerland.
- A. Switzerland surrenders in the End Segment when both of its capitals are enemy-controlled.
- B. Switzerland declares war only on countries that declare war on its first.
- C. If Switzerland surrenders, permanently reduce the BRP base of every other nation except the USSR by 10% in the following Spring Production Segment (round fractions up).
26.9 The Netherlands.
- A. Netherlands INFs on a specific map are permanently removed when all Dutch territory on that map surrenders or falls under enemy control.
- B. The nation controlling the Netherlands rolls one die for each Dutch TAC, SURF, and SUB factor on that map (not in the Force Pool), adding two to the result if war was not declared on the Netherlands this turn.
- C. On a modified 1-4, eliminate the factor and put it in the controlling Major's Force Pool. They may be rebuilt normally thereafter.
- D. On a modified 5 or more, the factor remains in play and stays under control of the Major controlling the Netherlands. The Major may move it to any port or base within range that the Major controls.
- E. SURF factors moving this way are subject to attack in enemy-controlled sea zones.
- F. Eliminate units that cannot reach a port or airbase in range and put them in the Major's Force Pool.
26.9.1 Dutch Cruisers [DC].
- A. In SWW, if the Netherlands is still neutral in Spring 1942, (European portion is unconquered), add 1 x 9-SURF to the Dutch Units At-Start in the East Indies.
- B. Do not use with Troelstra (26.9.3) or Krupp, Kaiser and the Communists (26.9.4). This should change Japanese planning.
26.9.2 Indonesian Nationalist and Atjeh Rebels [ROW].
- A. If the capitals of Sumatra, Java and Borneo (Palembang at hex 2730, Batavia at hex 2633 and Balikpapan at hex 3735, respectively) are all under enemy control in any End Segment, then the Netherlands surrenders on the Pacific Map.
- B. This is an update to Rule 26.9.
- C. If the same conquering nation (usually Japan) controls all three capitals at the time of the Dutch surrender or in any subsequent End Segment, it immediately and permanently adds the four Indonesian nationalist 1-3 INFs to its Force Pool.
- D. These units may be built using the conquering nation's BRPs.
- E. The 1 Java, 2 Java, Sum, and Cel units can only be built in cities on their respective islands.
- F. These units can never leave their home island.
- G. If Japan surrenders but the scenario continues, the USSR immediately assumes control of these units and can rebuild them with Soviet BRPs if destroyed. If the USSR has already been conquered or surrenders later, the Indonesian units are removed from play permanently.
- H. When using this variant, the nation that conquers Sumatra can only receive Sumatra's 1 BRP in Spring Production Segments when at least one friendly INF or GAR occupies the city of Padang (hex 2425). Indonesian units in Padang cannot fulfill this requirement).
26.9.3 Troelstra [ROW]. This option assumes that any Dutch socialist government comes under the domination of the Stalinists and eventually aligns itself with Soviet Russia.
- A. In scenarios that start before 1941, the Netherlands (including its Pacific colonies) begins the game as a Soviet Minor ally.
- B. Do not use with Dutch Cruisers (26.9.1) or Krupp, Kaiser and the Communists (26.9.4).
26.9.4 Krupp, Kaiser and the Communists [ROW]. This variant assumes that France and Britain take a harder line against Holland over the Kaiser and Krupp, for example a crippling blockade of Dutch-German trade (as in 1917-1918). This, along with the fear of the communists, strengthens the right-wing extremists, and they are able to drive the Dutch into alignment with Germany. Suddenly the Kaiser's dream of a Place in the Sun becomes reality in the South Pacific!
- A. In scenarios that start before 1941, the Netherlands (including its Pacific colonies) begins the game as a German Minor ally.
- B. Do not use with Dutch Cruisers (26.9.1) or Troelstra (26.9.3).
26.9.5 The New Holland Waterline [ROW]. The combination of natural and artificial obstacles made conventional military attacks through the Dutch IJsselmeer region difficult at best. The IJssel lake (the former Zuider Sea) itself was a considerable obstacle, created when the Afsluitdijk (enclosing dike) was complete in 1933.
- A. Treat hex 1015 (The Hague) as having a printed fortress (9.9) in it.
- B. Only use with Early Start Paratroop Program (21.10).
26.9.6 The Queen's Coup [ROW].
- A. The first time any German PARA performs an airborne drop in The Hague (hex 1015), the PARA can attempt to capture the Dutch Queen Wilhelmina.
- B. If the PARA survives airdrop combat in the hex and all enemy units are eliminated, Germany rolls one die after combat is resolved.
- C. On a 6 the queen is captured, and all German influence markers that are not in 10 Ally boxes immediately move one box to the right (except for its Swedish influence marker, which moves one box to the left unless already in the 1 Hostile box).
- D. If Germany has not surrendered at the end of play it gets a +1 bonus to the number of objectives it controls for victory determination purposes.
- E. Wilhelmina escapes on a 1-5 to form a government of exile in a friendly nation, and Germany does not gain a diplomatic or victory bonus.
26.9.7 New Guinea Economic Variants [DC].
26.9.7.1 Ertsberg Deposits Discovered. Had the Ertsberg copper and gold deposits been discovered a little earlier and mining followed sooner, Dutch New Guinea would have quickly gone from a little-known backwater to an economically valuable territory.
- A. As a pre-game variant, increase the BRP value of Dutch New Guinea from 0 to 6 BRPs.
- B. This also changes the off-map BRP value of the Netherlands when playing JP3R by itself.
26.9.7.2 Rabaul Volcano. Rabaul's location made it a strategic objective for both sides during World War II, and that same location made its existence precarious - a danger known to all participants in the Pacific War.
- A. When the Volcano political marker is drawn, the player controlling Rabaul rolls two dice.
- B. On a 2, the volcano erupts and any units at Rabaul are immediately eliminated. They may be rebuilt later. Rabaul no longer functions as a port, base, or objective for the remainder of the game.
- C. Place the eruption marker in Rabaul's hex.
- D. This variant does not apply to JP3R scenarios.
Download the markers here.
26.10 Greece.
These variants are mutually exclusive.
26.10.1 Greek Army (Ellinikos Stratos) [ROW].
- A. In all scenarios, on the second turn after Greece first goes to war with any Major, replace any Greek 2-3 INF with a Greek 3-3 INF (controlling player's choice, from the board or Force Pool) during the Production Segment.
Example: If Greece first goes to war with any Major in Fall 1940, the replacement occurs in the Spring 1941 Production Segment.
- B. Remove the replaced INF from play permanently. This does not happen if Greece has surrendered by then.
- C. In all scenarios that begin in 1939 or later, add 1 x 1-SUB to Greece's Units At-Start and 2 x 1-3 INF to Greece's Force Pool.
- D. In the 1938 scenario, add 1 x 1-SUB and 2 x 1-3 INF to Greece's Force Pool during the Spring 1939 Production Segment.
26.10.2 Greater Greece [DC]. This variant originally started as a Daily Content item, Ellinikos Stratos, which became the variant in Rumors of War. This rule is the original variant and can be found here. The armored unit is included in the counters for download, but is not called out anywhere except as a unit in the Force Pool, so even though this variant is almost the same as Ellinikos Stratos, it will be kept separate for that reason.
The download available here adds one 3-3 infantry, labeled EV (Evzone). The tough Evzones never approached corps or even division strength, and Greece's military standing does not justify an elite unit without substantial materiel assistance that did not actually appear.
-
A. In all scenarios, in the Production Segment of the second turn after the turn when Greece first goes to war with any Major Power, replace 1 x 2-3 INF with the 3-3 INF (in play or the Force Pool, controlling player's choice).
-
B. In scenarios that begin after 1938, add 1 x SUB to the Units At-Start and 2 x 1-3 INF to the Force Pool.
-
C. In the 1938 scenario, add 1 x SUB and 2 x 1-3 INF to the Force Pool in Spring 1939.
-
D. Greece's forces become:
- Units At-Start: 1 x 3-3 INF, 3 x 2-3 INF, 6 x 1-3 INF, 2 x TAC, 1 x 9 SURF, 4 x SUB
- Force Pool: 1 x 2-5 ARM*, 1 x TAC*
- *1938 scenario: Spring 1939 additions
26.10.3 Eastern Roman Empire [DC]. While the Eastern Roman Empire died an overdue death in 1453, in the 1920s there were Greek nationalist dreamers who made a pretty serious attempt to revive it. Or at least a semblance of it; while the Empire's political system would remain dead, they hoped to greatly enlarge the Greek state. This assumes that Greece was able to reconstitute the Eastern Roman Empire after WWI, significantly expanding its territory and armed forces. For more background, see The Monkey Bite That Changed History.
- A. Greater Greece consists of:
- Eastern Thrace: European Turkey, including Constantinople/Istanbul (3120, 3121, 3219).
- Western Thrace: Bulgaria's southern coast (2922, 3021).
- Northern Epirus: southern Albania (2724).
- Crimea (3213, 3214, 3314, 3315, 3316, 3413) is worth 5 BRPs with its capital at Sevastopol, which remains a fortress and an objective.
- Cyprus (3923, 4021, 4022, 4023) is worth 2 BRPs with its capital at Famagusta.
- Rhodes (3524) is worth 1 BRP.
- Ionian Greece (3221, 3322, 3323 and 3423), capital Smyrna (Izmir on the map), is worth 6 BRPs.
- Northern Epirus (2724) and Eastern Thrace remain part of Greece proper, but Greece's capital is now Constantinople and it is a shipyard. Athens is no longer an objective. "Mainland" Greece is worth 15 BRPs, making the total Greek BRP level 29.
- The territories with BRP values can be conquered individually.
- B. For the armed forces, use the counters provided for the Insane Byzantine Variant (26.104). Download the pieces here. All are available At Start, along with all of the Greek units from the 1939 At-Start and Force Pool lists.
- C. Greater Greece becomes a much closer client of the West. Its diplomatic status is 7 with France, 6 with Britain, 2 with the USSR, 5 with Italy, and 3 with Germany. The Greek diplomatic modifiers for Cyprus and Rhodes are no longer operative.
- D. Harsh enforcement of the Treaty of Sevres would have brought other changes to the former Ottoman Turkey:
- Italy has the colony of Adalia (3522, 3523, 3621, 3622, 3623, 3722, 3822), worth 3 BRPs. Add a city/minor port called Antalya (the capital) in hex 3622. If Adalia is conquered by or assigned to Turkey, it becomes part of Turkey for the remainder of the game and cannot be re-established. Turkey's BRP value is increased by 2.
- France has the colony of Cicilia (4120, 4019, 4020, 3920, 3922). Its capital is Iskenderun, and it is worth 2 BRPs. If Cilicia is conquered by or assigned to Turkey, it becomes part of Turkey for the remainder of the game and cannot be re-established. Turkey's BRP value is increased by 1.
26.10.4 Byzantine Panzer Corps [DC]. What if the Byzantine Empire survived into modern times? This is, well, insane. When the Byzantine Empire fell in 1453, it had already survived well beyond any reasonable limit. It was doomed the moment the first Turkish soldier crossed into Europe 70 years earlier. Survival would have required holding the line against the Islamic world several centuries earlier - not an impossible task, but one that completely alters the subsequent course of human history. Western civilization developed in large part due to the "Turkish threat." Removing that part of the equation alters things completely.
- A. Add the Byzantine Empire to JP3R 1939 scenario. Byzantium's capital is Istanbul (Constantinople) and its territory consists of all hexes of Greece and Bulgaria, plus European Turkey, Rhodes and Cyprus. The Empire is worth 50 BRPs. Turkey's forces and BRP value are unaltered.
- B. Remove all Bulgarian and Greek forces. Replace them with initial forces of 12 x 3-3 INF, 2 x 4-5 ARM, 6 x 9-SURF, and 2 x 5-4 TAC.
- C. Byzantium cannot be influenced by Major Powers, and like other minor neutrals without diplomacy tracks only enters the war if attacked.
Download the pieces here.
26.11 Siam [DC].
26.11.1 Siamese Navy and Air Force. This adds to GPW a Siamese SUB, a second SURF point, and a TAC to represent the 290 combat aircraft of the Royal Thai Air Force. The air unit is probably justified, especially with the delivery of 93 Japanese planes in late 1940. The SUB is at the edge of our calculations in this game system, but delivery of the second division of four boats would clearly have justified the piece's inclusion in the game. Place the TAC in Siam's Units At-Start in all GPW scenarios, and the SUB and second SURF point in the Force Pool.
26.11.2 Sonkgkhram's Plans. And because we know that many Thai nationalists play our games: We have 2 x 3-3 INF representing Songkhram's plans for the army's eventual expansion. Siam had purchased modern weapons for its existing divisions, but forging an army of that quality would not have been easy. We'll let the players decide what to do with them. Download them here.
26.12 Poland [DC].
26.12.1 Polish Cavalry. In JP3R we gave Poland two 2-4 cavalry units, which are as good as cavalry gets in the game (no one has elite cavalry). That understates Polish cavalry power, but since the Poles did not concentrate their brigades into larger formations, giving them more or more powerful pieces would give France (who controls Polish forces in most game scenarios) a greater capability than Poland displayed in the actual campaign. But in several cases, we let players make such strategic decisions. 75,000 well-trained cavalrymen in 11 division-sized brigades seem to merit more than two 2-4 pieces.
- A. As a pre-war option (like in the Player's Guide), replace 2 x 2-4 pieces in the initial Polish forces with 3 x 3-4 pieces provided.
- B. Do not use with Polish Armor (26.12.2).
This will give Poland more options and provide a serious striking force against a careless German player.
26.12.2 Polish Armor. This is an unlikely variant given Polish love for horsed cavalry, but DC was never meant to be reasonable. As a pre-war variant:
- A. Remove 2 x 2-4 cavalry units from Polish Units At-Start and replace them with 1 x 4-5 ARM in the Units At-Start, and 1 x 4-5 ARM in the Force Pool.
- B. Do not with use with the variant for the Great Polish Rally event nor with Polish Cavalry (26.12.1).
26.12.3 Polish Fleet [ROW].
- A. In scenarios starting before 1940, add 1 x 1-SURF and 1 x 1-SUB to Poland's Units At-Start.
- B. When Poland enters the war, the Major controlling Poland places both naval units at Danzig (1810) unless Danzig is under enemy control at the time.
- C. If Danzig is under enemy control, place the Polish naval units at any neutral port on the Baltic Sea.
- D. If the Polish naval units are placed in a neutral port or if Danzig falls under enemy control, they must move to any port belonging to any Polish ally by the end of that turn.
- E. Any Polish naval units that cannot end the turn at such an allied port are eliminated (6.9) in that turn's End Segment.
- F. If Poland surrenders, the Polish naval units fall under the permanent control of whichever nation controls Poland at the time its surrender.
- G. Any Polish naval units that are eliminated (before or after Poland's surrender) go into the controlling nation's Force Pool and can be rebuilt with that nation's BRPs.
- H. Do not use with counters from Polish Navy (26.12.4).
26.12.4 Polish Navy [DC]. Do not use additional counters from this variant with Polish Fleet (26.12.3), though the components may be used individually.
26.12.4.1 Polish Port. We designed JP3R without a Polish port. Add Gydnia as a minor port in hex 1811.
26.12.4.2 Polish Destroyer Squadron. Had the Poles completed all eight of their planned destroyers, they would have rated a 1-factor SURF.
- A. Add 1 x 1-SURF to the Polish Force Pool in 1941 if Poland still survives.
- B. Poland may construct the unit at Gydnia, even though it is not a shipyard, if either the Netherlands or Sweden remains neutral for the entire year it is under construction.
26.12.4.3 Polish Battle Cruisers.
- A. Add 1 x 9-SURF to the Polish Force Pool in 1943, if Poland still survives and the Netherlands is still neutral.
- B. The Netherlands must remain neutral for the entire year the SURF is under construction.
26.12.4.4 Old Polish Battleships. As part of the Poland Shall Not Perish pre-war variant from the Player's Guide, add 1 x 9-SURF to Poland's Units At-Start. These represent older German, Russian or French warships seized or purchased after the First World War.
26.12.4.5 Operation Pekin. If Poland is conquered while allied to France and/or Britain, treat Polish SURFs as French or British units, which may be repaired at French or British shipyards.
26.12.5 Poland Shall Not Perish [PG]. One of the better wrinkles added to JP3R was the 1941 upgrade to French forces. This gives the Allies a huge incentive to fight to keep France in the war, and the Axis a mighty one to knock out France as fast as possible. It also adds a wonderful gamble to French surrender: should a victorious German player give France an "easy" peace and assure that the improved French units will never see action, or press for complete victory and risk facing a French army as good as Germany's? Fired by one of the world's greatest traditions of patriotism, Poland has long produced outstanding soldiers. Like its ally, France, Poland entered the war with its rearmament program only just getting under way.
- A. If Poland remains unconquered until 1941, each turn 1 x 2-3 INF (on the Europe map or in the Force Pool) may be replaced by 1 x 3-3 INF (without the expenditure of any BRPs), up to a maximum of three.
- B. Also, 1 x 1-3 INF may be replaced by 1 x 2-3 INF, up to a maximum of three units (up to six units total may be upgraded).
26.13 Romania.
26.13.1 Romanian Rapprochement [PG].
- A. Ignore the Vienna Award chit (do not put it in the container) and add the Romanian 2-5 ARM in the Romanian Force Pool on the Spring 1941 turn.
- B. Increase German influence in Romania from 5 to 7 in the 1939 scenario.
- C. The Molotov-Ribbentrop chit can still be played and its effects apply.
26.13.2 Tanks in Bucharest [DC].
- A. If Romania remains unconquered until 1941, add the Buc 2-5 ARM to the Romanian Force Pool.
- B. This unit must be placed in Bucarest or an adjacent hex if the stacking limit in capital is full.
- C. This is in addition to the Cor 2-5 ARM in JP3R and SWW.
26.14 Belgium (Belgian Waffling) [PG].
- A. Belgium begins the game as a French Minor ally.
- B. French units may set up in Belgium.
- C. Belgian units may enter any neighboring country.
- D. All Belgian INFs and the TAC factor are in Units At-Start.
- E. If France is not at war when the game begins, Belgium is still an ally of France and French units may set up in Belgium.
- F. Per the stout Belgian performance in the Great War, Belgium does not surrender until every hex of the country is enemy-controlled.
26.15 Spain [PG].
26.15.1 Republican Spain. The Spanish Civil War ground on for three years, and during this time the Republic had several chances to win - not very good chances, but chances nonetheless. Had the Republic prevailed, it would have had to come earlier in the war, and thus lessened the damage to Spain's economy. It also implies greater aid from Europe's democracies, and Spain would have owed a serious debt to them.
- A. Spain's BRP value becomes 40.
- B. Units At-Start: 1 x 3-3 INF, 3 x 2-3 INF, 5 x 1-3 INF, 2 x TAC, 6 x SURF.
- C. The 2-5 ARM is in the Force Pool.
- D. Spain begins the game with the following political influences: Germany: 2, USSR: 6, Britain: 4, France: 5, Italy: 2.
- E. Special modifiers (replace those in the game): Major DOW on Germany or Italy: +2. Major assigns Morocco to Spain: +2. Major assigns Portugal to Spain: +2. Major assigns Gibraltar to Spain: +3. Power DOW on Portugal: +1. US DOW on Germany or Italy: +1 for all Majors also at war with Germany or Italy.
- F. Do not use with No Spanish Civil War (26.15.2).
26.15.2 No Spanish Civil War. Nothing is pre-determined, but the Republic's shaky political structure combined with right-wing radicalism within the army's officer corps to make upheaval pretty close to inevitable. However, the Alzamiento Nazionale (the 1936 coup attempt against the Republic) only turned into civil war because it failed. It could easily have been crushed by the People's Front.
- A. Spain's BRP value becomes 45.
- B. Remove the Spanish ARM from the game.
- C. Add 3 x 1-3 INF to Units At-Start.
- D. Italy's starting BRP value becomes 100, and move its 2-5 ARM from the Force Pool to Units At-Start.
- E. Spain begins the game with the following political influences: Germany: 4, USSR: 4, Britain: 4, France: 4, Italy: 4.
- F. Special modifiers (same as those in the game except): Major DOW on Portugal: +1.
- G. Do not use with Republican Spain (26.15.1).
26.15.3 Free Spain. The Republican Spanish units in the Player's Guide's counter set are for the revised 1938 scenario. Had Spain joined the Axis, numerous anti-Franco exiles outside Spain would have had their opportunity to fight the dictator again.
- A. If Spain becomes an ally of Germany or Italy, add one Republican Spanish 1-3 INF to the French (if still in the game, otherwise British) Force Pool.
- B. It may enter Britain, Ireland, Spain, Portugal, France, Morocco, Algeria, Tunisie, Italy, and Germany.
- C. The Free Spanish will never give up the Anti-Fascist cause; if under French control when France is conquered, it immediately becomes a British-controlled unit.
- D. If Britain is conquered, the unit becomes US controlled.
26.15.4 Spanish Extra Units. We presented Spain's army in JP3R as mostly 2-3 INF. But Spanish volunteers fighting alongside the Germans on the Eastern Front showed themselves just as skilled as any Wehrmacht soldiers, and Spain had some good divisions despite its economic devastation. Therefore, add the 3-3 INF to Spain's Units At-Start and remove a 2-3 INF from the Force Pool.
26.15.5 The Unholy Crusade.
- A. Place a Spanish 2-3 INF in the German Force Pool once Germany is at war with the USSR as long as the following diplomatic conditions are met: Both Germany and Italy must be at least friendly with Spain, and all Allied Powers must be neutral or worse.
- B. This unit must be built at Germany's expense and only operates in Germany, Poland, or the USSR.
- C. If Spain allies with an Axis Power, normal rules apply.
- D. If any of these conditions change so that Germany is not friendly with Spain, remove the unit immediately and permanently.
26.16 Norway [PG]. One of the last units deleted from JP3R counter mix was the Norwegian fleet. With four elderly armored coast defense ships and a gaggle of small torpedo boats, Norway rated one factor. Half of the navy was lost during the 1940 German invasion, while the other half fell into German hands.
- A. Add the Norwegian 1-SURF to Norway's Units At-Start.
- B. It may only enter sea areas adjacent to Norway.
26.17 Hungary (Extra Army in Budapest) [DC].
- A. If Hungary remains unconquered until 1941, add the Bud 2-5 ARM and 1 x 1-4 TAC to the Hungarian Force Pool.
- B. The ARM must be placed in Budapest or adjacent hex if the stacking limit in capital is full and TAC must be placed in Budapest.
- C. The Bud 2-5 ARM and 1-4 TAC are available with the PAN 2-5 ARM and 1-4 TAC included in JP3R and SWW.
26.18 Denmark (Danish Fleet) [ROW]. After the first few hours, all Danish resistance to the German invasion of April 1940 was halted. The Danish fleet, consisting of coastal defense ships Niels Juel and Peder Skram plus more than two dozen smaller vessels and ten submarines, remained largely uninvolved and intact. It remained so until August 1943, when the German occupiers attempted to take control of the Danish armed forces (up to that time left nominally independent). But the fleet decided to make a run for Sweden. Most of the vessels could not escape and were scuttled.
- A. The Danish Fleet consists of 1 x 1-SURF and 1 x 1-SUB.
- B. In scenarios that start before 1941, the Danish Fleet appears on the board at Copenhagen as soon as any nation declares war on Denmark.
- C. As a Minor with no influence track, Denmark immediately becomes an ally of Britain, and Britain may use the Danish Fleet normally until Denmark surrenders.
- D. Any surviving units of the Danish Fleet return to Copenhagen in the End Segment when Denmark surrenders (if they are not there already), and must remain there until the conquering nation tries to seize them.
- E. In scenarios that begin 1941-1943, the Danish Fleet begins the game at Copenhagen and cannot perform any action until Germany tries to seize it.
- F. The Danish Fleet does not appear in scenarios beginning in 1944 or later.
- G. If the Danish Fleet is in Copenhagen and Denmark is currently conquered, neither the conqueror nor any other nation may attack the Danish Fleet.
- H. During the End Segment of the turn when Denmark surrender or of any following turn (or the End Segment of any turn at all if the scenario begins in 1941-1943), the conquering nation may attempt to seize the Danish Fleet.
- I. The conquering player declares the attempt and rolls one die for each Danish SURF and SUB factor in Copenhagen at the time (roll for each one separately).
- J. On a 1-2, the factor flees to Sweden (unless Sweden is at war at the time) where it is added to the Swedish on-board forces and it is treated as a Swedish unit thereafter for all purposes. If destroyed later, it goes into the Swedish Force Pool and can be rebuilt normally.
- K. If Sweden is at war at the time, the factor is scuttled (remove it from the game permanently).
- L. On a 3-4, the factor is scuttled (remove it from the game permanently).
- M. On a 5-6, the factor comes under the control of the conquering nation and becomes one of that nation's units for all purpose.
- N. It goes into the conquering nation's Force Pool if destroyed and can be rebuilt normally.
26.19 Estonia [ROW]. Estonia chose not to fight the Red Army in 1939 or 1940, despite having won its independence on the battlefield in 1919. Estonia could have mobilized 100,000 men in four divisions, a cavalry regiment, and a tank regiment. In scenarios that start in 1940 or earlier, Estonia receives 1 x 1-3 INF in its Units At-Start (the Est unit from ROW).
26.20 Latvia [ROW]. Latvian riflemen won a reputation in the Russian Civil War as tough fighting men. During the country's two decades of independence that followed, Latvia maintained a relatively large military establishment. At full mobilization, the Latvian army could field one reserve and seven infantry divisions with supporting elements, about 130,000 men combined. In scenarios that start in 1940 or earlier, Latvia receives 1 x 1-3 INF (Lett) in its Units At-Start.
26.21 Spain, Romania, and Turkey (SRT) as a Major [ROW]. The Player's Guide contained a variant to play Turkey and Spain together. Rumors of War added Romania to the mix. While each is too small to play separately, Spain with either Turkey or Romania or all three nations can be played together as a Major with the modifications below.
26.21.1 Operational Halt. If at least two of the three nations are at war with any Major, add one to the Operational Halt (3.7.2) Die Roll.
26.21.2 Activation.
26.21.2.1 Allied to a Major. If allied to another Major, an SRT nation's units can be activated by that Major's impulse chits as normal.
26.21.2.2 Spanish, Romanian, and Turkish Activation. When SRT nations are being played together as a Major, each nation separately has three options for activating its units:
- A. Activation by the impulse chits of a Major to which it is allied;
- B. Activation at the end of the Operations Segment at a cost of 2 BRPs for an Attrition impulse per Rules 4.3.3 and 5.5.9;
- C. Spending 4 BRPs during the Production Segment to purchase the nation's own Attrition chit. Spain and Turkey's chits are included in the Player's Guide while Romania's is included with Rumors of War. Use of these chits is covered in Rule 26.21.2.3.
- D. SRT nations do not have to use the same option or even with all units of the same nation. For example, if one is allied to a Major, it can let the Major activate some of its units and use an Attrition chit for others.
26.21.2.3 Spanish, Romanian, and Turkish Attrition Chits.
- A. When purchasing a nation's own Attrition chit, it is placed in the cup and on the board when drawn.
- B. The Attrition chit activates all previously unactivated friendly ground, air, and naval units within four hexes of the chit that the owner wishes to activate.
- C. It cannot activate units of other Majors.
- D. It can activate any previously inactivated units belonging to SRT nations (if allied) or allied Minors.
- E. All activated units can move, including naval units.
- F. TAC can conduct OAS, Counter-Air, Naval Strikes, and Strategic Bombing.
- G. Active air and ground units can attack all eligible hexes. They are not limited to one hex as a normal Attrition chit.
- H. ARM and CAV may conduct exploitation movement and combat.
26.21.3 Alliance and War.
- A. SRT nations are allied to each other only if they meet the requirements for inter-Minor alliances (5.5.8).
- B. SRT nations can declare war on unallied Minors (5.4.2) at normal BRP costs.
- C. Romania may declare war on Hungary only if Romania is at war with Germany or if Germany's influence marker with Hungary is in the 1 box. If Hungary controls Transylvania, a Romanian DOW against Hungary costs 1 BRP.
- D. SRT nations cannot declare war on Majors or their allied Minors except per Rule 5.5.1.
- E. SRT nations continue to use Influence tracks, meaning they could be on different sides of the war, so each must be treated separately for those purposes.
- F. SRT nations pay 10 BRPs to declare war against a Major and its Minor allies.
26.21.4 Naval Operations.
- A. Add 1 x 1-SURF and 1 x SUB to Romania's Force Pool when playing it as a Major. Constanta is a shipyard for building these units.
- B. SRT nations may place units in Sea Control and Raider boxes at a cost of 2 BRPs.
- C. All other naval rules apply when playing SRT nations as a Major.
26.21.5 Strategic Redeployment. SRT nations can SR as Majors with the following limits: Spain: 2, Romania: 1, Turkey: 1.
26.21.6 Economic Growth. SRT nations do not experience growth until after going to war with a Major.
26.21.7 Economic Overheating. The maximum BRP base for each is: Spain: 40, Romania: 25, Turkey: 30.
26.21.8 Tribute. The tribute rules (14.9.5) do not apply when playing SRT nations as a Major.
26.21.9 Production Segment. SRT nations may construct units and spend BRPs when neutral.
26.21.10 Diplomacy.
- A. Although Rule 26.21.3 limits how SRT nations can declare war, each nation can affect its own influence track.
- B. At the end of the Diplomacy Segment, each SRT nation can spend 1 BRP to move one Major's marker one box in either direction on its own track only.
- C. SRT nations cannot participate in normal Diplomacy (16.1).
26.21.11 Territorial Transfer.
- A. SRT nations' territory cannot be transferred by a Major unless conquered.
- B. If an SRT nation conquers another nation, it may transfer its territory.
26.21.12 Political Chits. These rules do not change the effects of the Vienna Award nor of the Molotov-Ribbentrop chits.
26.21.13 Movement Restrictions. The restrictions on the movement of Minors (26.1) does not apply when playing SRT nations as a Major.
26.21.14 Victory Conditions.
- A. If both or all three SRT nations are allied together with the Axis or Allies, the SRT player can share in an alliance victory (27.3).
- B. If they are not all on the same side, then the SRT player must use the victory conditions in this rule. Victory conditions are assessed at the end of a scenario and consist of territorial goals and how many SRT nations remain unconquered. For the purposes of determining victory, a SRT nation does not count as conquered if it is liberated at the end of the scenario.
- C. The territorial goals can be found in Table 23: Territorial Goals for SRT Nations.
- D. The victory conditions can be found in Table 24: Victory Conditions for SRT Nations.
27.0 Victory
Players check victory conditions on the last turn of the game (as specified in scenario rules) to see who has won. Most scenarios or victory tables list different levels of victory, from a Decisive Victory all the way down to a Stalemate. Majors or alliances scoring higher levels of victory beat Majors or alliances scoring lower victory levels.
27.1 Victory Conditions.
- A. The JP3R 1938, 1940 and 1941 scenarios and all GPW scenarios have their own victory conditions in the scenario special rules.
- B. For all other scenarios, consult the Victory Tables to determine the winner in the End Segment of the last turn of the scenario. If Britain, the US, and the USSR end the game at war with Germany and Italy and not one another, the Alliance victory conditions apply at the conclusion of the Summer 1945 turn. If there is a tie for victory, players can agree to continue until one player achieves the higher level of victory. The historical sides must control the number of objectives together to win.
- C. Allied players may decide to calculate their level of victory as an alliance (27.3) or as individual nations (27.4).
27.2 Objectives.
27.2.1 General Rule.
- A. The 42 red cities and red capital cities and the 28 red cities and capital cities on the Pacific map are all objectives.
- B. There are also four limited objectives (27.5) in Europe and one objective in the Pacific map (available through the Invade America chit).
- C. Controlling objectives at the end of the game is a major key to victory in most scenarios.
- D. Players scoring higher levels of victory beat players scoring lower victory levels.
- E. Objectives controlled by neutral Minors at the end of the game do not count as being controlled by any Major.
27.2.2 Central Asia Objectives [ROW].
- A. The Central Asia map includes three objective cities: Mosul (4718) in Iraq, Abadan (5523) in Iran, and Samarkand (6001) in the USSR.
- B. When using the Central Asia map, add two to the number of objectives the Allies must control to achieve each level of Alliance Victory, and add one to the number of objectives Britain and the USSR must control to achieve each level of Individual Victory.
27.3 Alliance Victory.
- A. An alliance of Majors may choose to use the Alliance Victory Table if the results on that table are more advantageous to its members.
- B. Alternately, the individual members may choose to calculate victory on the Individual Victory Table (27.4).
- C. The two possible alliances are the Allies (France, the USSR, Britain and the US) and the Axis (Germany and Italy in JP3R; Germany, Italy and Japan in GPW).
- D. An alliance of Majors that exists at the end of the game (meaning two or more of the eligible Majors are allied and have not surrendered) may use the Alliance Victory table to see what level of victory their alliance has won.
- E. Britain and the US are treated as one country for alliance purposes, so they would have to be allied with the USSR or France at the end of the game to use the Alliance Victory Table.
- F. Objectives controlled by Minors that are allied to one of the Majors in an alliance count toward that alliance's total.
- G. If both the Axis and Allies win the same level of victory or win no level of victory, the game is a draw.
- H. If play continues after Summer 1945, the Axis total required for victory decreases by one per turn while the Allied total required for victory increases by one per turn.
- I. If play continues beyond the 20th turn of US entry in the war, the Axis total victory level decreases by one per turn. The Allied victory level increases by one per turn.
Alliance Victory Tables:
- Table 25: JP3R Alliance Victory Conditions
- Table 26: SWW Alliance Victory Conditions
27.4 Individual Victory.
- A. A Major that never joins the Axis nor the Allies, or that breaks from an alliance and attacks one or more of its former allies, or whose Major Power allies have all surrendered, or that simply chooses to use the Individual Victory Table, may use it to see what level of victory it attains at the end of the game.
- B. Objectives controlled by Minors allied to a Major count toward that Major's objectives.
- C. The US and Britain are considered one for individual victory purposes.
- D. If two or more Majors win the same level of victory or nobody wins by the last turn of the scenario, the game is a draw.
Individual Victory Tables:
- Table 27: JP3R Individual Victory Conditions - 1939 Campaign Game
- Table 28: JP3R Individual Victory Conditions - 1942, 1943, and 1944 Scenarios
- Table 29: SWW Individual Victory Conditions - 1939 Campaign Game
- Table 30: SWW Individual Victory Conditions - 1942, 1943, and 1944 Scenarios
27.5 Nationalist Goals.
27.5.1 Germany. Slovenia and the one hex of Südtirol count as separate German objectives. Germany must control both hexes of Slovenia at the end of play.
27.5.2 Italy. Corsica counts as an objective for Italy. Italy must control all hexes of Corsica at the end of play for it to count.
27.5.3 USSR. The USSR rejects primitive ideologies like nationalism as inconsistent with the dialectic.
- A. Control of hexes 3120, 3219, 3220 and 3319 in Turkey (the hexes on both sides of the Dardanelles and Bosporus) counts as one Soviet objective anyway.
- B. The USSR must control all four hexes at the end of the game for it to count.
27.5.4 Neutral and Non-Aligned Objectives.
- A. Objectives inside nations that are neutral or not allied to any Major at the end of the game are not considered controlled by any Major or alliance.
- B. If the US, Britain or France declares war on any Minor that was neutral before the declaration, objectives inside that Minor that the US, Britain, or France takes control do not count for US/British, French or Allied victory.
- C. This does not apply to the other Majors.
28.0 Optional Rules
If players agree before play begins, they may use any of these optional rules.
28.1 East-West War. If Britain, the US and France are allied and declare war on the USSR in 1944 or later, the following events occur:
28.1.1 French Events. The US rolls a die:
| Roll | Result |
|---|---|
| 1-2 | French and Free French units may not leave France, Germany, or Italy, or attack Soviet units. |
| 3-4 | Half of French and Free French units may leave France, Germany, and Italy (round fractions up) and all French and Free French units attack Soviet units. |
| 5-6 | All French and Free French units may operate normally. |
28.1.2 German Events.
- A. If Germany is still in the game it continues to fight normally.
- B. When it surrenders, all German HQs are permanently removed from play (not put in the Force Pool), and Germany is out of the game.
- C. The US then rolls one die for each German unit on the board.
- D. Add one to the result if the unit is adjacent to a Soviet unit and one if the unit is unsupplied (cumulative additions).
- E. A 1-3 does not affect the unit, but a 4-6 eliminates it (put it in the German Force Pool).
- F. Germany becomes a US Minor ally, with a BRP value of 2 for each city inside Germany's printed borders under German control.
- G. The US may transfer BRPs (14.9) to Germany normally.
- H. German units may only be activated by US impulse chits and supplied by US supply sources.
- I. German units may stack with US units, but not with British or French units.
28.1.3 Peacetime Economies. Following the surrender of Germany, there can be no more economic growth for the Western Allies.
28.1.4 War Weariness. If Britain or the US declares war on the USSR first, Britain, the US, and France (if it never surrendered) each rolls one die during each Spring Production Segment, before receiving BRPs. On a 1-2, permanently reduce the BRP base by 10% (round fractions up). This can happen every Spring.
28.2 Turn-End Play.
- A. At the end of each impulse, each Major may spend 5 BRPs to try and influence the operational halt (3.7.2) die roll.
- B. Every 5 BRPs spent increases or decreases the result by one (spending Major's choice).
- C. No player may spend more than 5 BRPs to modify the roll.
- D. After all Majors have declared whether they wish to spend (going in Order of Play), apply all DRMs and roll the die.
- E. Once operational halt occurs, any Major may spend 20 BRPs to cancel the result and extend the turn.
- F. This can happen multiple times per turn as long a Major pays 20 BRPs to cancel each operational halt.
28.3 Oil. Limited oil supplies put more constraints on the Axis than other countries, and could have put more constraints on the USSR had the Germans penetrated farther into the Caucasus.
28.3.1 Germany.
28.3.1.1 European Oil Centers.
- A. Reduce German SRs by two if Ploesti (2817) is enemy-controlled (not neutral), or if Romania is Hostile to or at war with Germany.
- B. Increase German SRs by two for each of these hexes that is German-controlled: 4510, 4320, and 3712.
- C. 4510 and 4320 are replaced by Baku and Mosul if the Central Asia map is used.
- D. Permanently reduce German SRs by one for each of the first two hits on Ploesti by enemy strategic bombing (11.7).
28.3.1.2 Oil Centers in Central Asia [ROW].
- A. When using the Central Asia map, increase the German SR limit (7.5) by two for each of the following hexes that is German-controlled: Baku (4712), Mosul (4718), and Maikop (3712).
- B. Do not increase the German SR limit for control of hexes 4510 and 4320 per the original rule above.
28.3.2 Italy.
- A. When the Oil Strike chit is drawn, increases Italy's SRs by one if it gets the additional 20 BRPs.
- B. Negate the SR gain if Tripoli is enemy-controlled (either at the time the chit is drawn or later).
28.3.3 USSR. If both Maikop (3712) and Grozny (4110) are enemy-controlled, reduce the Soviet SR limit by one.
28.4 Extra Cavalry.
28.4.1 Germany [ROW]. Germany started the war with one cavalry division, but ended it with half a dozen: two regular army, two Waffen SS, and two Cossack. (The originator's name is omitted as attribution.) A suggestion had these first on the list and for some reason I left them out. Not sure why, but there's always a point in game design where something's got to give. I do recall taking them out of the Player's Guide counter manifest to make way for the extra French ARM.
- A. In scenarios before 1944, add 1 x 1-4 CAV each to the 1944 and 1945 Force Pool additions.
- B. In the 1944 scenario, add 1 x 1-4 CAV to Units At-Start and to the 1945 Force Pool additions.
- C. In scenarios after 1944, add 2 x 1-4 CAV to Units At-Start.
28.4.2 Hungary [DC]. I gave Hungary a 2-4 CAV to represent its Mobile Corps. As such, it is not strictly a cavalry piece, as this formation included motorized units during most of its existence. Hungary fielded an excellent cavalry division in 1944 and 1945, though I doubt it truly rates two combat factors. GPW introduced the concept of divisions, and if we had put them in JP3R I would have been tempted to make the Hungarian CAV a 1-4 division.
Replace the 2-4 CAV with 1 x 1-4 CAV divisional unit.
28.4.3 Romania [ROW]. Romania had six very good cavalry divisions, initially called brigades. I gave them a 2-4 CAV, same as Hungary, and have had second thoughts about that. Add 1 x 2-4 CAV to Romania's Units At-Start in all scenarios. That should help redress the balance against an aggressive USSR.
28.4.4 China [ROW]. In GPW, neither Chinese faction has any cavalry. The KMT did not mobilize horsemen on a huge scale, but the CCP had at least 11 cavalry divisions. Mao Zedong himself spoke highly in favor of cavalry, and we cannot go against the Chairman.
Add 2 x 1-3 CAV to the CCP Units At-Start in all scenarios.
28.4.5 Bulgaria [ROW]. The Royal Bulgarian Army included two "fast" divisions combining cavalry with motorized and tank units. They saw no service outside Bulgaria until the kingdom threw off the Nazi yoke and joined the anti-fascist crusade. Bulgaria might be slightly undervalued in military terms.
Add 1 x 1-4 CAV to Bulgaria's Units At-Start in all scenarios.
28.4.6 United States [DC]. See Rule 23.6.
28.5 INA (Indian National Army) [ROW].
- A. This variant applies to GPW and SWW.
- B. When the INA chit is drawn the first time, its effects are as listed in the game rules.
- C. Return it to the container. If the marker is drawn again and Japan controls Singapore or any city in mainland India, Japan receives 1 x INA 2-3 INF at Singapore or any controlled city in mainland India at no BRP cost.
- D. Japan also adds 1 x INA 2-3 INF to its Force Pool for each Indian city that is Japanese-controlled, up to eight total (the number of Indian cities plus Singapore).
- E. Cities on Ceylon or the Adnaman Islands do not count.
- F. BRP costs must be paid for the additional units to enter play - Japan must build them.
- G. If the number of Japanese-controlled cities falls below the number of INA units in play or in the Force Pool, INA units must be permanently removed (Japan's choice) to bring their total to that of the number of Indian cities under Japanese control.
- H. INA units appear at Singapore or any city in India.
- I. INA units may enter Malaya, Burma, Thailand, India (including the Andaman Islands), Ceylon, Attu Atoll, and Sumatra.
- J. The INA chit is removed from play after the second time it is drawn, even if it has no effect.
28.6 Leaders [DC].
28.6.1 Ground leaders (Generals).
- A. All Majors have ground leaders, with some available at start.
- B. Other leaders may be purchased from the Force Pool and deployed during Production Phases. Each leader has two Combat Strengths that increase the number of dice rolled in combat.
- C. The left number under a leader's flag is his attack strength, the right his defense.
- D. A leader will either be an infantry or armor general; armor leaders have their attack strength highlighted.
28.6.1.1 Deployment.
- A. The cost to bring a leader into the game is 1 BRP x the leader's total rating (attack plus defense strength), doubling the cost for armor leaders.
Example: Bradley costs 2 BRPs.
- B. A Major's limit for active leaders is its number of HQ units. If at this limit, a must choose a deployed leader to be retired (returned to its Force Pool).
- C. New leaders are placed in the nation's capital after purchase and can move by SR (not counting against the nation's limit) during that phase (between capital and HQ, or between HQs).
- D. A leader must be placed on a HQ of the same nationality (with one exception). The exception is Rommel. He can be assigned to an Italian HQ and modify battles as long as at least one German unit is involved.
28.6.1.2 Order of Appearance.
- A. Each leader enters his nation's Force Pool at the beginning of the Production Segment of the turn listed for him on Table 31: Ground Leader Availability.
- B. If a scenario begins on or after the listed turn, the leader begins the game as part of the owner's Units At-Start (not in the Force Pool) and can be assigned to any HQ.
28.6.1.3 Activation.
- A. When the HQ is activated, the leader can be placed with any attacking unit activated by that HQ.
- B. A leader can only affect one combat per turn, adding the number of dice equal to his combat value.
- C. The die (or dice) added by an armored leader hit as an armored unit does, but only if at least one ARM is involved in the battle.
- D. A leader can be committed to defense within three hexes of his HQ.
- E. Once committed, flip the leader piece to its reverse.
28.6.1.4 Leader Losses.
- A. A leader can be lost if his side suffers an adverse effect (step loss or retreat) in the affected combat.
- B. Roll one die and consult Table 32: Ground Leader Casualty Determination.
- C. The German player subtracts one from this die roll, as der Führer is not very forgiving.
28.6.1.5 National Leaders.
- A. Three national leaders are included in the variant. Hitler (Gröfaz, Grösser Feldherr Aller Zeiten, Greatest General of All Time, the ironic nickname bestowed by cynical Berliners in 1945), Stalin, and Mussolini. Hitler and Stalin are set up in their respective capitals at the start.
- B. National Leaders may never move except for Stalin as indicated below.
- C. If the Republic of Saló is created, place Mussolini in Milano. He flees to Switzerland (remove him from the game) after an Allied attack on Milano, regardless of its capture.
- D. Hitler dies if Berlin falls (or the political marker is drawn), with all the effects of the political marker.
- E. Roll one die for Stalin if Moscow is captured. He dies fighting on 1-3, otherwise the USSR may redeploy him to any other objective city in the USSR. Repeat this roll if the new capital is captured.
Download counters for Generals here.
28.6.2 Naval Leaders (Admirals). All Majors have naval leaders, with some available at start. Others may be purchased from the Force Pool and deployed during Production Phases. Each leader has two Skill Ratings that increase the number of dice rolled in combat by the unit he is assigned to.
28.6.2.1 Deployment.
- A. Each leader must be assigned to a specific SURF or CV of his own nationality, and is considered part of that unit for movement and combat purposes.
- B. When a leader is purchased during play or deployed at the start of the game, the owner must immediately assign him to an individual naval unit by stacking him with it.
- C. Each leader can be reassigned to a different naval unit during the Operations Segment (3.7), in any impulse when his current and new units both activate. Both units must occupy the same hex at some point during the same impulse for the transfer to take place.
- D. No more than one leader can be assigned to the same naval unit at the same time.
28.6.2.2 Order of Appearance.
- A. Each leader enters his nation's Force Pool at the beginning of the Production Segment of the turn listed for him on Table 33: Naval Leader Availability.
- B. If a scenario begins on or after the listed turn, the leader begins the game as part of the owner's Units At-Start (not in the Force Pool) and can be assigned to any naval unit.
28.6.2.3 Skill Ratings and Combat.
- A. Each leader has two numerical values. The left number is his Surface Combat Skill, and the right number is his Carrier Combat Skill.
- B. When in combat, a SURF with an assigned leader is entitled to extra dice rolls equal to the leader's Surface Combat Skill.
- C. When in combat, a CV with an assigned leader is entitled to extra dice rolls equal to the leader's Carrier Combat Skill.
Example: Admiral Halsey has a Carrier Combat Skill rating of 2, and is assigned to a US 4-CV. When that unit participates in Sea Control Combat it rolls 4 + 2 = 6 dice in the Naval Air Battle Phase. It also rolls 4 + 2 = 6 dice in the Naval Combat Phase, minus one die per hit taken in the Naval Air battle phase.
- D. If a leader's Combat Skill is zero, he adds no dice rolls to that particular type of combat.
- E. If a leader's Combat Skill number exceeds the number of factors in the naval unit he is assigned to, he can only add a number of dice equal to the number factors of that unit.
Example: If Admiral Halsey is assigned to a 1-CV, the unit rolls 1 + 1 = 2 dice in combat. If Admiral Ozawa is assigned to a 9-SURF, it just rolls nine dice since Ozawa has a Surface Combat Skill of zero.
28.6.2.4 Purchasing Navy Leaders.
- A. During each Production Segment, each Major may purchase leaders from the Force Pool. The BRP cost to purchase a leader is equal to his Surface Combat Skill plus double his Carrier Combat Skill.
Example: The cost to purchase Yamamoto (Surface Skill 1 and Carrier Skill 2) is 1 + (2 x 2) = 5 BRPs.
- B. Leaders may be removed from the board and returned to the Force Pool during the Production Segment at no cost.
- C. If no friendly SURFs or CVs are on the board, the owning player must purchase a SURF or CV for each leader purchased. Navy Leaders cannot be purchased if there are no naval units to which they may be assigned.
- D. If all friendly SURFs and CVs on the board are eliminated, all on-board leaders must be placed in the Force Pool. They can be purchased again later.
28.6.2.5 Navy Leader Limits.
- A. Table 34: Naval Leader Limits contains the maximum number of leaders that each nation may have on the board at the same time.
- B. Any number of leaders may be in the Force Pool at the same time.
28.6.2.6 Navy Leaders Restrictions.
- A. Navy Leaders cannot be assigned to SUBs, LCs, or FTs.
- B. No more than one leader can be assigned to the same naval unit at the same time.
- C. No more than one friendly leader may occupy the same sea zone during each Sea Control and Raiding Segment (3.5).
28.6.2.7 Navy Leader Losses.
- A. If a Navy Leader's assigned naval unit is eliminated in combat or withdraws from Sea Control combat at the end of a round, immediately roll two dice for that Navy Leader and consult Table 35: Naval Leader Casualty Determination to see if the Navy Leader is killed, captured, or relieved of command.
- B. Subtract one from the die roll if the leader's assigned unit was eliminated in combat.
- C. Permanently remove from play killed or captured leaders.
- D. Place leaders relieved of command in the Force Pool. They can be purchased again later.
- E. If the result is No Effect but the leader's assigned unit was destroyed, place him with any friendly SURF or CV currently in the same Sea Zone - it can be at sea or in port. He is automatically reassigned to that unit. If there is no such unit, place him in the Force Pool where he can be repurchased.
Download counters for Admirals here.
28.7 Project F-Go Variant [ROW].
-
A. Japanese nuclear weapons are available only in SWW. Japan must expend 10 BRPs in Spring 1943 and 10 BRPs every Spring until the Project F-Go marker is drawn. Do not place it in the container until Summer 1945, and remove from play permanently of Germany and Japan have not spent the required BRPs by Summer 1945.
-
B. Also, Germany must have spent at least 30 BRPs on the Heisenberg Principle marker. Thus, 20 Japanese BRPs and 30 German BRPs must be spent before the marker can be placed in the container.
-
C. If the marker is drawn, Japan player rolls one die. On a 1-5, Japan cannot obtain enough uranium. Place the chit back in the cup.
-
D. On a 6, enough uranium has been obtained to make a bomb and may make nuclear attacks. Place the chit back in the cup.
-
E. One SUB factor per 6 rolled above may make a nuclear suicide attack. *Attacks occur during Naval Impulse Movement or the SR Segment, but only one attack is allowed in either segment (up to two attacks/turn).
-
F. The SUB moves by SR by Sea or Naval Impulse movement to a coastal hex or off-map box.
-
G. Attack is automatic (no die roll) and the SUB is eliminated.
-
H. If a US off-map box is attacked, reduce the US BRP base by 15. If a hex with a Major's objective city or capital is attacked, reduce the Major's BRP base by 15. If any other city or port belonging to a Major is attacked, reduce the Major's BRP base by 5.
-
I. If a hex containing enemy ground units is attacked, all are reduced or eliminated. If a hex containing air or naval factors is attacked, the owning player rolls one die for each factor. On a 1-2 there is no effect (but the factor must relocate). On a 3-6, the factor is destroyed and placed in its Force Pool.
-
J. Add five to the Japanese surrender die roll if Japan has conducted a nuclear attack.
28.8 Cannibalism [DC].
- A. This applies only to Japan and the USSR - other nations do not have the stomach for such tactics.
- B. If two unsupplied, full-strength, two-step ground units of the same type occupy the same hex during the Supply Segment, the owner may reduce both units normally (12.3.2) or may eliminate one of them and not reduce the other. In the latter case, one unit cannibalizes supplies from the other to avoid being reduced, while the other goes from full-strength to elimination due to having all its supplies taken.
- C. One-step units and already reduced units cannot use this rule.
Example: Two full-strength Soviet 3-5 ARMs are in hex 2409 just outside Minsk and have been cut off from their supply line by a German breakthrough. In the Supply Segment, the USSR can choose to reduce both units or may eliminate one of the units and keep the other at full strength.
28.9 Jets Variant [PG].
28.9.1 General Rules.
- A. When a Jets chit is drawn, that nation's TACs no longer receive instant upgrades. Instead, it may begin to produce JETs. JETs follow all TAC rules.
- B. JETs cost 3 BRPs per factor. One TAC factor must be retired (removed from the force pool) for each JET factor built. When rebuilding JET factors, no TACs need be retired.
- C. In an air battle, JETs hit on a 5-6, including against other JETs. If there opposing force has only SAC or LSAC, Jets hit on a 4-6. JETs have no special defensive benefit.
- D. JETs and TACs cannot be mixed in a counter. When taking losses to a force containing both JET and TAC, the sides alternate choosing which factors are lost, with the owner choosing first, then the enemy.
28.9.2 Salvage Jet Technology. A further optional rule allows a Major to salvage jet technology if a JET factor is destroyed over a hex controlled by a Major that does not possess JET technology. On a 6, the Major may begin producing JETs two turns after this occurrence as if the Political chit had been drawn.
29.0 Additional Minor Countries
29.1 Iran [ROW].
- A. When using the Central Asia map, treat Iran as a Minor neutral in all scenarios starting before 1942.
- B. Iran starts with 12 BRP. Use spare markers to track Iran's stockpile on its BRP tracks.
- C. Iran begins with the following political influences: Germany: 4, USSR: 2, Britain: 5.
- D. Special modifiers:
- Major assigns Krasnovodsk and Ashkabad to Iran: +2
- Major assigns Yerevan and Baku to Iran: +2
- Major takes control of a Soviet objective: +1
- Major takes control of Alexandria: +1
- Major takes control of Suez: +1
- Major loses control of a Soviet objective: -1
- Major loses control of Alexandria: -1
- Major loses control of Suez: -1
- E. Iran's forces consist of:
- Units at Start: 2 x 1-3 INF, 1 x 1-4 CAV, 1 x 1-SURF
- Force Pool: 1 x 1-3 INF
29.1.1 Iranian Surrender and BRPs.
- A. Iran surrenders normally (26.2), but its BRPs are apportioned by the nations occupying its cities instead of going to whoever controls its capital.
- B. In each Spring Turn Production Segment, whoever occupies each of the cities listed below with at least one ground unit receives the BRPs listed for the city: Abadan: 6, Mashad: 2, Tabriz: 2, Tehran: 2.
- C. If there is no ground unit in an Iranian city listed above in a Spring Productions Segment after Iran has surrendered, no one gets that city's BRPs.
Example: The USSR controls Tabriz, Mashad, and Tehran, but only occupies the latter two, The Soviets would only earn the 2 BRPs from Mashad and 2 BRPs from Tehran that year.
29.1.2 Iran Post-1941.
- A. For all scenarios after 1941, treat Iran as a conquered Minor.
- B. At the start of the scenario, place a British 1-0 GAR at Abadan (5523) and one Soviet 1-3 INF each at Tehran (5116), Mashad (5612) and Tabriz (4716).
- C. Take these forces from the respective British or Soviet Force Pools if not available from any Units At-Start.
29.2 Saudi Arabia [ROW].
- A. Saudi Arabia is a Minor neutral with no forces.
- B. Units may only enter Saudi territory if their owning nation declares war on Saudi Arabia and pays the BRP cost.
However, there would be little point unless you're planning to relive "Lawrence of Arabia" and send your armies across "The Sun's Anvil." The huge oil reserves located there would only be discovered after the war. The major oil producer at this time was Iran, followed somewhat distantly by Iraq.
29.3 Mexico [DC]. Mexico was willing and able to make a much larger contribution to the Allies.
- A. To reflect greater use of Mexican manpower in GPW or SWW, add 1 x 1-4 INF to the US Force Pool at the start of all scenarios.
- B. The Mexican unit is a division-sized unit; it can deploy anywhere and is treated exactly like a North American unit for all game purposes, however, it costs twice the usual number of BRPs to construct (reflecting the lack of Mexican infrastructure to support an expeditionary force of ground troops without substantial North American assistance).
- C. In Spring 1943 for all scenarios, add a Mexican 1-4 TAC to the North American Force Pool.
- D. Like the INF, the TAC can deploy anywhere and is treated exactly like a North American unit for all game purposes but costs twice the usual number of BRPs to construct.
29.4 Eire [ROW]. For all his anti-English rhetoric, De Valera never brought the Irish state anywhere close to the pro-Nazi position advocated by some within the Irish Republican Army. But Ireland has no armed forces in the game, and though the Army of two divisions and two brigades is a little weak to rate its own playing piece, we'll add a weak unit as a variant piece.
- A. Ireland as a neutral state; it can only enter the war if invaded.
- B. The 1-3 Irish INF is available only if Ireland is attacked on or after Summer 1940.
29.5 Czechoslovakia [ROW].
29.5.1 Czech Power. In the 1938 scenario, Czechoslovakia has 3 x 2-3 INF, 1 x 4-5 ARM, and 1 x 2-4 TAC At-Start, with no units in its Force Pool. This significantly understates the republic's military force, as it fielded two dozen well-equipped divisions before capitulating to Nazi pressure without a fight.
In the 1938 scenario:
- A. Add 2 x 3-3 INF to Czechoslovakia's Units At-Start.
- B. Move 1 x 2-3 INF from its Units At-Start to its Force Pool.
- C. Add 1 x 4-5 ARM and 1 x 2-4 TAC to its Force Pool.
29.5.2 Peace in Our Time [PG]. Could Czech President Eduard Benes have put enough backbone into his allies to save his country in 1938? A show of force could well have prevented the German takeover. It this option is chosen, the British and French called Hitler's bluff in 1938 and Czechoslovakia remained an independent country.
- A. Czechoslovakia begins the game as a Minor neutral, with the following forces deployed anywhere in Czechoslovakia: 3 x 2-3 INF, 1 x 4-5 ARM, 1 x 2-4 TAC.
- B. Czech units may enter any neighboring country.
- C. Czechoslovakia consists of Bohemia, Slovakia, and Ruthenia, and is worth 27 BRPs. Reduce Germany's starting BRPs to 125.
- D. If Germany may declare Slovakia an independent Minor ally if it conquers Czechoslovakia. Ruthenia then becomes a conquered Minor worth 2 BRPs; it is conquered if both hexes are controlled by the conquering Major.
- E. Four turns after Czechoslovakia has been conquered, Germany may declare Bohemia to be part of Germany and increase the German BRP base by 20.
- F. Remove the following units from the German Units At-Start. Add them to the German Force Pool four turns after Germany conquers Czechoslovakia: 2 x 3-3 INF, 2 x 4-6 ARM.
- G. Czechoslovakia begins with the following political influences: Germany: 2, USSR: 6, Britain: 4, France: 4, Italy: 3.
- H. Special modifiers: Major allies with Germany: -2. Major allies with Yugoslavia: +2. Major DOW on Yugoslavia: -1. Major DOW on Poland: +1. Major allies with Hungary: -1. Major DOW on Hungary: +1.
29.6 Austria [PG].
29.6.1 Austria Defiant. Austria is assumed to have completed its armaments program and found the means to acquire the Czech-made tanks and artillery it sought.
- A. Austria begins as a Minor neutral, with the following forces deployed anywhere in Austria: 3 x 3-3 INF, 1 x 2-5 ARM.
- B. Austrian units may enter any neighboring country.
- C. Reduce Germany's starting BRPs to 142, and remove 2 x 3-3 INF from Germany's Units At-Start - these are not available to be built.
- D. Austria begins the game with the following political influences: Germany: 3, USSR: 2, Britain: 4, France: 4, Italy: 5.
- E. Special modifiers: Major allies with Germany: -2. Major allies with Yugoslavia: -1. Major DOW Yugoslavia: +1. Major assigns Slovenia to Austria: +2. Major assigns Südtirol to Austria: +2. Major allies with Hungary: +1. Major DOW on Hungary: -1.
29.6.2 Austrian Extra units. The Austrian Bundesheer in 1938 totaled seven divisions and one brigade. These had very good troops, liberally equipped with automatic weapons to make up for lack of numbers, but were light on artillery. We rated them as one 3-3 INF in JP3R, but this is probably a little less than they deserve.
- In the 1938 scenario in JP3R, add 1 x 3-3 INF at reduced strength to the initial Austrian forces; it can be brought to full strength through the usual procedure.
29.7 Israel (The Jewish Brigade) [PG].
- A. If the Beneath Contempt marker is drawn, in addition to its other effects, as one Israeli 1-3 INF to the US Force Pool.
- B. This unit has no deployment limits and hits German units on a 5-6.
- C. When built, it may be placed in any city under US or British control.
29.8 Manchukuo [PG]. Japan's puppet, the Empire of Manchukuo, actually maintained its own armed forces (even a tiny air force and navy). We chose not to include those in GPW.
- A. Add the Manchukuoan 1-4 CAV to Japan's Units At-Start.
- B. It must set up in Manchukuo and may enter China, Mongolia, the USSR, Korea, and its homeland.
- C. It can be rebuilt using Japanese BRPs.
- D. The unit is permanently eliminated if Manchukuo is conquered.
29.9 Mongolia [PG]. Mongolia, though a close Soviet ally (effectively a puppet state), maintained its own army of several cavalry divisions. Some of these fought Japan in 1939 and 1945, but others even took part in the Great Patriotic War against the Hitlerites. We decided initially to represent these as Soviet units, and they appear in this guise in JP3R.
- A. Mongolia is a Soviet Minor ally. It can never be conquered.
- B. Mongolia is worth zero BRPs.
- C. Add the Mongolian 1-4 CAV to the Soviet Units At-Start in all scenarios in GPW and on the Pacific map in SWW combined scenarios.
- D. It can be rebuilt using Soviet BRPs.
- E. It may enter the USSR, any adjoining country, and Germany.
29.10 Trans-Jordan [PG]. The Arab Legion, a well-trained force organized by the British, almost got into action in the Italian campaign and did fight the French in Syria. The 2-3 INF in Player's Guide book's counter set represents a much larger force than the World War 2 era Arab Legion (the counter is intended for the post-war scenario found in that book) but Britain certainly could have recruited and trained more Arab manpower.
- A. If the Arab Unrest chit has never been drawn and Trans-Jordan has never been conquered, add 1 x 2-3 INF to the 1944 British Force Pool.
- B. When built it appears at Amman. It may enter Trans-Jordan, Palestine, Syria, Egypt, Turkey, Libia, Cyprus, Greece and Italy.
- C. When using the Central Asia Map it can enter in Saudi Arabia, Kuwait, Iran, and Iraq.
- D. If the Arab Unrest chit is drawn after this unit enters play, permanently remove it.
29.11 Baltic Entente [ROW].
29.11.1 Alliance with Poland. This assumes Poland and Lithuania resolved their mutual animosity (largely revolving around the occupation of the city of Wilno/Vilnius), one of the key stumbling blocks in the path to greater regional cooperation. It is one of the more unlikely events here, but also not impossible. Latvia, Estonia, and Lithuania had signed a cooperative pact in the early 1930s, but nothing further resulted from this initial step.
- A. This is used only with Estonia (26.19) and Latvia (26.20).
- B. In scenarios that start in 1940 or earlier, Poland, Lithuania, Latvia, and Estonia have signed a defensive treaty. All four countries are considered allied to each other for DOW purposes (5.3).
- C. Once the Entente goes to war, treat all four of its member nations as one country for all purposes. Do not treat them as allies from that point on.
- D. They are all one country and all units and territory of all four of them are considered friendly to each other for all purposes.
29.11.2 Entente Economy.
- A. The Entente has a BRP base of 35 and a growth rate of 25% (use Poland's national display card as the Entente national display card). All BRPs of the Entente countries go into the same stockpile.
- B. Any Entente units that are destroyed go into the Entente Force Pool and can be rebuilt from that Force Pool no matter where the BRPs came from. However, units can only be built in unconquered cities of their home nations.
Example: if Tallinn is conquered then the Est unit cannot be rebuilt if destroyed, unless and until Tallinn is reconquered by the Entente or liberated.
- C. If the capital of any Entente country is conquered, then during each Spring Turn Production Segment thereafter the conquering country receives the BRP value of that country and the Entente loses the BRP value of that country. If the capital is reconquered by the Entente, then the Entente receives the country's BRPs normally in future Spring Turn Production Segments.
29.11.3 Entente Politics.
- A. If the Molotov-Ribbentrop chit is drawn while using this variant, discard it and draw another.
- B. If the Why Die for Danzig chit is drawn at the beginning of any 1939 scenario (13.9), the Entente is dissolved and players may not use this variant for the rest of the game. The Molotov-Ribbentrop chit takes effect normally if drawn.
29.11.4 Entente Surrender.
- A. The Entente does not surrender (26.2) until all four of capitals (Warsaw, Kaunas, Tallinn, and Riga) are conquered.
- B. If that happens, the Entente cannot be liberated (26.3) until all four of its capitals are reconquered by another Major.
30.0 Tables
Table 2: Number of Players
Recommended Six Five Four
Number
Nations/Game SWW SWW JP3R SWW GPW JP3R
Britain 1 1 1 1 1 1
France/US 2 2 2 1 2 1
USSR 3 3 3 2 3 2
Germany 4 4 4 3 3
Italy 5 5 5 4 4
Japan 6 5 4 4
Recommended 3 players 2 players
Number
Nations/Game SWW GPW JP3R SWW GPW JP3R
Britain 1 1 1 1 1 1
France/US 1 2 1 1 1 1
USSR 2 1 2 1 1 1
Germany 3 3 2 2
Italy 3 3 2 2
Japan 3 3 2 2
Rule 1.2
Table 3: Operational Halt DRM
| DRM | Event |
|---|---|
| +1 | At least one Major in play has not had its chits drawn this turn |
| +1 | Five Majors are at war |
| +1 | Summer turn |
| -2 | Winter turn |
| +2 | At least two Majors are at war with each other on the Europe AND Pacific maps |
Rule 3.7.2
Table 4: German SHQ Table
| Praha | Paris | Warsaw | German SHQ Chits Available |
|---|---|---|---|
| X | X | X | 3 |
| X | X | O | 2 |
| X | O | O | 1 |
| O | O | O | 0 |
X - yes; O - no. Rule 4.3.7.2. (Column order as shown in the text layer of the source; the header is partly garbled there.)
Table 5: Maximum Range of Naval Units
| Unit Type | Sea Zone Range |
|---|---|
| LC | 3 |
| SUB | 5 |
| CV/SURF/FT | 9 |
Rule 6.7.2
Table 6: Turn Limit SRs per Nation
| Nation | SRs per turn |
|---|---|
| Britain | 9 |
| CCP | 1 |
| France | 5 |
| Germany | 8 |
| Italy | 5 |
| Japan | 6 |
| KMT | 1 |
| Poland | 2 |
| Romania | 2 |
| USSR | 7 |
| Spain | 2 |
| Turkey | 2 |
| United States |
Rule 7.5
Table 7: European SR Limits
| Nation | SRs per turn |
|---|---|
| Britain | 6/5* |
| USSR | 6 |
| US | 9 |
* JP3R reduce to 5 after Pearl Harbor chit. Rule 7.5.2.1
Table 8: Pacific SR Limits
| Nation | SRs per turn |
|---|---|
| Britain | 4 |
| France | 1 |
| USSR | 2 |
| United States | 7 |
Rule 7.5.3
Table 9: Unit Breakdowns
| Unit Type | Component Divisions |
|---|---|
| 5-6 ARM | 2 x 2-6 ARM |
| 4-5 ARM | 2 x 2-5 ARM |
| 3-5 ARM | 2 x 1-5 ARM |
| 3-4 CAV | 1-4 CAV + 2-4 CAV |
| 4-4 MAR | 2 x 2-4 MAR |
| 3-3 PARA | 2 x 1-3 PARA |
| 3-4 INF | 2 x 1-4 INF |
| 3-3 INF | 2 x 1-3 INF |
Rule 13.7.2
Table 10: Spring BRP Calculations
| Function | Item |
|---|---|
| Add | BRP base (14.1) |
| Add | Economic Growth (14.3) |
| Add | Britain and Germany only: BRP values of Minor allies at war without BRP stockpiles (14.52) |
| Add | BRP values of any conquered nations, colonies, territories or cities (14.6) |
| Subtract | BRP values of any colonies, cities or other territories it has lost during the game |
| Subtract | BRP deficit at the end of the preceding Winter turn (14.14) |
Rule 14.2
Table 11: Construction Costs
| Unit Type | Cost |
|---|---|
| INF, CAV, GAR | 1 BRP per strength point, +1 per unit |
| MTN | 1 BRP per strength point, +2 per unit |
| ARM, PARA, MAR | 2 BRPs per strength point, +1 per unit |
| SUB | 2 BRPs per factor |
| TAC, SAC, LC | 3 BRPs per factor |
| Unit Type | Cost |
|---|---|
| SURF, CV, LSAC | 4 BRPs per factor |
| HQ, Airbase, Beachhead | 5 BRPs |
| FT | 15 BRPs |
| Fortress marker* | 20 BRPs or 15 BRPs |
*Higher cost is for outside home country. Rule 15.1.2
Table 12: Minor Country Reactions
| Event | Effect(s) |
|---|---|
| Major power declares war on major that is at war with minor | Declaring major +2 influence with minor |
| Major power at war with major that is at war with minor | Waring major +1 with minor each turn |
| Major power allied to major that declares war on minor | Allied major -2 with minor, cannot put in 1 |
| Major power allied to major that previously declared war on minor | Allied major -1 each turn, cannot put in 1 |
| US enters war against Germany and Italy | -1 with all, Germany and Italy cannot put in 1 |
| Major power at war with Germany or Italy when US enters war | Major +1 all minors, cannot put in 9 or 10 |
| Italy surrenders | Germany -1 all minors, cannot put in 1, 2, or 3 |
| Major power at war with Italy when Italy surrenders | Major +1 with all minors, cannot put in 10 |
| Britain declares war on minor | Britain & British allies -1 with all minors |
Rule 16.2.2.1
Table 13: British Surrender Modifiers
| DRM | Event |
|---|---|
| -6 | London is enemy-controlled |
| -1 | Each other enemy-controlled city in Britain |
| +3* | The US is in the war |
| -1 | All objective cities in India are enemy-controlled (SWW only) |
*Not applicable if the US is at war with Britain. Rule 18.4
Table 14: French Surrender Modifiers
| DRM | Event |
|---|---|
| -1 | Both Belgium and the Netherlands have been conquered or are at war with France |
| -3 | Any printed fortress hex in France is enemy-controlled |
| -5 | At least one enemy INF or ARM unit occupies any hex adjacent to Paris (total, not per hex or unit) |
| -4 | Paris is enemy-controlled * |
| -1 | Sedan is enemy-controlled |
| -1 | Lyons is enemy-controlled |
| -1 | Marseille is enemy-controlled |
| -1 | Italy and Germany are both at war with France |
| -1 | French INF, ARM, CAV or GAR units totaling at least 12 combat strength points on their full-strength sides have been permanently removed from play (12.33) |
| +2 | The USSR is at war with Germany |
* This is in addition to the modifier for enemy units adjacent to Paris. Rule 19.1
Table 15: French Surrender Terms Acceptance Modifiers
| DRM | Event |
|---|---|
| -3 | Britain has surrendered |
| -3 | Peace with Honor terms were offered |
| -1 | Ten or more enemy INF, ARM or PARA combat strength points are on the island of Britain |
| -1 | Italy is at war with France |
| -1 | Nine or fewer French SURF factors are on the board (not on the TRT) |
| +2 | The USSR is at war with Germany |
Rule 19.3
Table 16: Vichy Attitude Adjustments
| DRM | Event |
|---|---|
| +3 | Britain/US transfers French territory to another country. |
| -3 | Germany/Italy transfers French territory to another country. |
| +2 | Britain is conquered. |
| +1 | A British or British-controlled unit enters STMA* (once per colony). |
| -1 | A German/Italian unit enters STMA* (once per colony). |
| +1 | British/US attack Vichy naval or air forces, per Vichy-occupied hex attacked. |
| +1 | Moscow and Leningrad are both enemy-controlled. |
| -1 | US enters the war. |
| -1 | A US unit enters STMA* (unless any German or Italian units occupy the colony at the time; once per colony). |
| -1 | A British/US ground unit enters mainland Italy. |
| -2 |
* Syria, Tunisie, Morocco, or Algeria. Rule 19.6.2
Table 17: Vichy Defection Modifiers
| DRM | Event |
|---|---|
| +1 | One or more German ground units are within two hexes of the Vichy unit. |
| -1 | US units totaling 20 or more combat strength points and factors are within three hexes of the Vichy unit (½ SURF and CV factors; SUB factors do not count). |
| -1 | One or more Free French units are adjacent to the Vichy unit. |
Rule 19.7.1
Table 18: Italian Surrender Modifiers
| DRM | Event |
|---|---|
| -4 | Roma enemy-controlled |
| -1 | Tripoli enemy-controlled |
| -2 | All Sicily enemy-controlled |
| -2 | All Sardinia enemy-controlled |
| -1 | Albania enemy-controlled |
| -1 | Greece enemy-controlled |
| -2 | Enemy ground unit in Sicily or mainland Italy |
| -2 | 12+ combat strength enemy ground units in mainland Italy |
| -2 | Italian INF, ARM, CAV, GAR and/or PARA units totaling five or more combat strength points on their full-strength sides have been permanently removed from play (12.33) |
| -3 | Fewer than 9 Italian SURF factors on the board (not on the TRT) |
| +2 |
Rule 20.2
Table 19: German Surrender Modifiers
| DRM | Event |
|---|---|
| -3 | Berlin enemy-controlled |
| -1 | For each enemy-controlled city inside Germany's printed borders other than Berlin |
| -1 | Italian surrender to an enemy of Germany |
| -1 | Soviet units AND British or US units are inside Germany |
| -2 | Hitler Killed political marker drawn |
| -1 | Japanese surrender |
Rule 21.3
Table 20: Weather
Weather / Baltic Russian Severe Extreme Mud
Restrictions Ice Winter Russian Russian
Winter Winter
Naval 1 X X X X
Ground MP 2 X X X
ZOC/ Exploitation 3 X X
Air 4 X
ARM 5 X
Land area affected: Finland, Estonia, Latvia, Lithuania, Eastern Poland, the USSR, Ukraine (optional: Poland and Sweden). Baltic Sea Zone: hexes north of 1506, 1606, 1707, 1806, 1907, and 2007 (inclusive).
- No naval movement, amphibious landings/assaults, SR by sea, or leaving port
- 2 MPs for ground units (3 MPs for ARM/CAV)
- No ZOCs or Exploitation Movement/Combat
- No air except DAS (halve dice) and no paradrops
- -2 MPs for ARM; no exploitation movement/combat in zone
Rule 22.4
Table 21: Limits on Soviet Offensives
| Year | Offensive Chit Status |
|---|---|
| 1939-1940 | Treat all as Attrition chits. |
| 1941 | Treat one HQ chit of USSR's choice as HQ Offensive chit, remainder as Attrition chits. |
| 1942 | Treat two HQ chits of USSR's choice as HQ Offensive chit, remainder as Attrition chits. |
| 1943-end | Treat all as HQ Offensive chits. |
Rule 22.5
Table 22: Japanese Surrender Modifiers
| Modifier | Event |
|---|---|
| -1 | Each enemy-controlled city in mainland Japan |
| -4 | A nuclear weapon has been used on any one mainland Japanese city |
| -2 | A nuclear weapon has been used on two or more mainland Japanese cities |
| -1 | Okinawa is enemy-controlled |
| -1 | Enemy controls > 1 province of Manchukuo |
| -2 | Japan < 20 SURF and CV factors (combined) on the board |
| -2 | Fewer than 15 BRPs in Japan's stockpile |
Rule 24.1
Table 23: Territorial Goals for SRT Nations
| Goals (control) | S/R | S/T | SRT |
|---|---|---|---|
| # objectives | 4 | 4 | 4 |
| Gibraltar | X | X | X |
| # Greek hexes | 6 | 6 | |
| Odessa, Bessarabia, Transylvania | X | X |
Rule 26.21.14
Table 24: Victory Conditions for SRT Nations
| Victory Levels (goals/max conquered) | S/R | S/T | SRT |
|---|---|---|---|
| Decisive | 3/0 | 3/0 | 4/0 |
| Tactical | 2/0 | 2/0 | 3/0 |
| Marginal | 2/1 | 2/1 | 3/1 |
| Stalemate | 1/1 | 1/1 | 2/1 |
Rule 26.21.14
Table 25: JP3R Alliance Victory Conditions
| Victory Level | Allies | Axis |
|---|---|---|
| Stalemate | 33 | 7 |
| Marginal | 35 | 9 |
| Tactical | 37 | 11 |
| Decisive | 39 | 13 |
Rule 27.3
Table 26: SWW Alliance Victory Conditions
| Victory Level | Allies | Axis |
|---|---|---|
| Stalemate | 45 | 17 |
| Marginal | 48 | 20 |
| Tactical | 51 | 24 |
| Decisive | 53 | 27 |
Rule 27.3
Table 27: JP3R Individual Victory Conditions - 1939 Campaign Game
| Victory Level | UK/US | FR | Ger | It | USSR |
|---|---|---|---|---|---|
| Stalemate | 18 | 5 | 2 | 15 | |
| Marginal | 19 | 1 | 6 | 3 | 16 |
| Tactical | 20 | 2 | 7 | 4 | 17 |
| Decisive | 21 | 3 | 8 | 5 | 18 |
Rule 27.4
Table 28: JP3R Individual Victory Conditions - 1942, 1943, and 1944 Scenarios
| Victory Level | UK/US | Ger | It | USSR |
|---|---|---|---|---|
| Stalemate | 18 | 1 | 15 | |
| Marginal | 19 | Fall 45 | 2 | 17 |
| Tactical | 20 | Winter 45 | 3 | 18 |
| Decisive | 21 | Spring 46 | 4 | 20 |
Rule 27.4
Table 29: SWW Individual Victory Conditions - 1939 Campaign Game
| Victory Level | UK/US | FR | Ger | It | USSR | Jpn |
|---|---|---|---|---|---|---|
| Stalemate | 18 | 5 | 2 | 15 | 15 | |
| Marginal | 19 | 1 | 6 | 3 | 16 | 16 |
| Tactical | 20 | 2 | 7 | 4 | 17 | 17 |
| Decisive | 21 | 3 | 8 |
Rule 27.4
Table 30: SWW Individual Victory Conditions - 1942, 1943, and 1944 Scenarios
| Victory Level | UK/US | Ger | It | USSR |
|---|---|---|---|---|
| Stalemate | 18 | 1 | 15 | |
| Marginal | 19 | Fall 45 | 2 | 17 |
| Tactical | 20 | Winter 45 | 3 | 18 |
| Decisive | 21 | Spring 46 | 4 | 20 |
Rule 27.4
Table 31: Ground Leader Availability
Availability At-Start 1940 1941
Britain O'Connor Wavell Auchinleck
France Georges De Gaulle
Germany Gröfaz, Guderian, Bock Rommel, Kluge
Kleist, Rundstedt
Italy Graziani Garoboldi, Messe
Japan Hata* Terrauchi*
US Patton
USSR Stalin, Budenny, Timoshenko Zhukov
Voroshilov
Availability 1942 1943 1944 Variable
Britain Montgomery
Germany Manstein Hoth, Model Kesselring
Italy Guzzoni Mussolini
US Clark Bradley, Devers
USSR Konev, Rokossovsky Malinovsky, Vasilevsky
* Optional (variant). Rule 28.6.1.2
Table 32: Ground Leader Casualty Determination
| Roll* | Result |
|---|---|
| 1-2 | Sacked or casualty (remove from game) |
| 3-4 | Return to Force Pool |
| 5-6 | No effect |
*-1 DRM for Germany. Rule 28.6.1.4
Table 33: Naval Leader Availability
Availability 1939 1940 1941 1942 1943
Britain Cunningham (SU) Somerville (SU) Vian (SU) Crutchley (SU) Phillips (W)
France None
Germany Raeder (SP) None None None None
Italy Campioni (W) None Iachino (SP) None None
Japan Nagumo (F) Ozawa (F) Takagi (F) Mikawa (SU) Koga (SP)
Yamamoto (F) Kurita (SU)
US Halsey (SU) None Fletcher (F) Kincaid (F) Barbey (SP)
Lee (F)
Spruance (SU)
USSR Kuznetsov (F) Timoshenko None None None
Parentheses indicate turn available (SP - Spring, SU - Summer, F - Fall, W - Winter). Rule 28.6.2.2
Table 34: Naval Leader Limits
| Nation | Max Leaders |
|---|---|
| Britain | 2 |
| Germany | 1 |
| Italy | 1 |
| Japan | 3 |
| US | 3 |
| USSR | 1 |
Rule 28.6.2.5
Table 35: Naval Leader Casualty Determination
| UK/US* | All Others | Result |
|---|---|---|
| 2 | 2 | Navy Leader Killed or Captured |
| 3-4 | 3-6 | Navy Leader Relieved of Command |
| 5-12 | 7-12 | No Effect |
*-1 DRM if unit was eliminated. Rule 28.6.2.7