Originally published in Wargamer #46
Written by Mark McLaughlin
Rules Modifications & Optional Rules
(a) FACTORIES: A player may construct a factory in an area marked with either his national color or listed as a pro-that player. No more than one-half of the units produced by a player may be placed at a factory that is located outside his home country. The home country is defined as
- Japan: Japan
- Germany: Germany & Italy
- England: United Kingdom
- USA: East & West US
- USSR: All starting areas
Captured factories may not be utitlized for production.
(b) LEND-LEASE: The American player may lend production certificates to the British of Soviet playeer; the British player may lend production certificates to the Soviet player. No other loans are allowed.
Loans are NOT automatic transfers. During his construction phase, a player expends 5 point to build a lend-lease cargo, this is represent by a flag marker and is placed in a production circle. On the next turn, the flag may be loaded onto a transport, as if it were a regular unit. The flag may be unloaded in any area of the borrower's home country or anywhere the borrower has a factory. When unloaded it is immediately convered into production certificates (5 per flag) added to the borrower's treasury.
If the transport carrying the loan is sunk, the loan is lost.
Lend lease can be converted back to production certificates by the originating player if he decides to forgo the loan and the flag marker is currently in his home country.
(c) PARATROOPS: The German & Russian players each begin the game with 1 paratroop infantry unit. The British, Japanese and Americans may each build 1 paratroop unit. A player may not have more than 1 paratroop unit in play or in production (total) in the same turn. Paratroopers cost 5 IPC's. They are designated by placing a flag marker on the unit. Paratroopers have the same combat values as regular infantry. A paratrooper may move like normal infantry or conduct a 2-space air move (subject to usual AA fire). They can not retreat from a combat that they entered by air movement.
(d) GAME LENGTH and VICTORY This game is 10 turns long. Each turn represents 6 months. The turns are as follows:
The first alliance (Axis or Allies) to control 2 enemy capitals while still controlling 1 of their own capitals at then end of any turn wins the game. If by the end of turn 9, this has not occured:
(1) The Axis palyer wins if he controls both Axis capitals.
(2) If the Axis player does not both axis capitals and has not otherwise won by the end of turn 9, proceed to turn 10. The Axis player wins if at the end of turn 10, he controls at least 1 of his own capitals and none of the allies has the Heavy Bomber technology. The Allied player wins if neither condition has been met.
SPECIAL TURN 1 RULES
(1) No Russian combat movement on turn 1.
(2) The American player may not attack unless his territory or units were attacked.
(3) Allied submarines have 0 combat value on the first turn.
(4) Japanese air & naval units receive special first turn 'surprise attack' bonuses. Japanese air units may make a 1st round 'free shot' attack against Allied areas. No Allied units (except carrier-based fighters) may return fire on the 1st round. The Japanese player may target antiaircraft units on this round only. He may specify that they are to be destroyed if he scores a hit. On the 2nd round, if the Japanese air units are still involved, all Allied defenders, including AA guns, may return fire as per a normal, simultaneous round of combat (note that AA guns fire their 1 shot a turn in this round on turn 1). All Japanese ground attacks/amphibious landing are conducted as normal, however, the Japanese player may defer landing his units until the 2nd round to allow for the surprise air raids to take out enemy targets.
Russian Setup - 27 IPCs
Add control marker in Ukraine
|Unit||Russia||Karelia||Caucasus||Ukraine||Evenki||Yakut||Soviet Far East|
German Setup - 29 IPCs
|Unit||Germany||Eastern Europe||Southern Europe||Western Europe||Finland-Norway||Algeria||Libya|
English Setup - 34 IPCs
Put control markers in Dutch East Indies, New Guinea, Borneo
|Unit||Great Britain||East Can.||West Can.||Australia||India||Syria-Iraq||Gibraltar||South Africa||Egypt||Dutch East Indies|
Japanese Setup - 15 IPCs
Indochina is neutral, but on the first turn the Japanese may capture for free Borneo is English-controlled, but Japanese units start at sea adjacent to it 2 Fighters starting in Japan are placed on the carriers, 1 is on land
|Unit||Japan||Borneo||Manchuria||Kwang-tung||Okinawa||Solomon Islands||Caroline Islands|
United States - 39 IPCs
Place control markers in Philippines and Wake Island Place a carrier with 1 fighter by rolling a D6: 1,2=Hawaii; 3-4=West Coast; 5-6=South Pacific
|Unit||East USA||West USA||Alaska||Hawaii||Midway||China||Sinkiang||Philipines|