FANDOM


Soviet Union Setup:

Russia: 4 infantry, 1 fighter.

West Russia: 2 infantry.

Ukraine: 2 infantry, 1 tank.

Caucasus: 2 infantry.

Karelia: 3 infantry.

Archangel: 1 infantry, 1 tank.

Urals: 1 infantry.

Siberia: 4 infantry.

Sea Zone 4: 1 transport.

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Germany Setup:

Germany: 2 infantry, 1 fighter.

Western Europe: 4 infantry, 2 tanks, 1 fighter, 1 bomber.

Southern Europe: 3 infantry, 1 fighter.

Eastern Europe: 6 infantry, 3 tanks.

Norway/Finland: 2 infantry.

North Africa: 1 tank.

Italian East Africa: 1 infantry.

Sea Zone 5: 1 submarine, 1 battleship.

Sea Zone 14: 2 submarines.

Sea Zone 16: 1 submarine, 1 destroyer, 1 transport.

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United Kingdom Setup:

United Kingdom: 2 infantry, 1 fighter, 1 bomber.

Eastern Canada: 1 infantry, 1 tank.

Anglo-Egypt Sudan: 2 infantry, 1 tank.

India: 2 infantry.

Australia: 1 infantry.

Union of South Africa: 1 infantry.

The United Kingdom controls Southeast Asia.

Sea Zone 7: 1 submarine, 1 battleship, 1 transport.

Sea Zone 10: 1 destroyer, 1 transport.

Sea Zone 17: 1 submarine.

Sea Zone 23: 1 aircraft carrier (carrying 1 fighter)

Sea Zone 29: 1 transport.

Sea Zone 31: 1 battleship.

Sea Zone 33: 1 submarine, 1 transport.

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Japan Setup:

Japan: 4 infantry, 1 tank, 1 fighter, 1 bomber.

Manchuria: 3 infantry.

Coastal China: 3 infantry.

Sea Zone 45: 1 battleship, 1 transport, 1 aircraft carrier (carrying 2 fighters)

Sea Zone 46: 1 submarine, 1 destroyer, 1 transport, 1 aircraft carrier (carrying 1 fighter)

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United States Setup:

Eastern United States: 2 infantry, 1 tank, 1 fighter, 1 bomber.

Western United States: 1 infantry, 1 tank.

Hawaiian Islands: 1 infantry.

Philippine Islands: 1 infantry.

Northwestern China: 2 infantry.

Szechwan: 2 infantry.

Sea Zone 11: 1 destroyer, 1 transport.

Sea Zone 40: 1 battleship.

Sea Zone 42: 1 submarine, 1 transport, 1 aircraft carrier (carrying 2 fighters)

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Special Rules:

Countries lose all their money to the bank when their capital is captured, not to the enemy side.

Soviet Union:

THE SLEEPING BEAR: Russia cannot attack Germany until Germany has attacked Russia. If Russia is at war with Japan, Russia can attack Germany at the beginning of turn 3.

Germany:

EASTERN FRONT: During the turn of the first German attack on Russia, Germany can pick one land territory to launch a surprise attack against. All German units attack at a +1 and all Soviet units defend at a -1. (To a minimum of 1)

BLITZKRIEG: Germany can make a Blitzkrieg attack on their first turn only. This allows them to make up to 2 attacks per unit if they wish.

United Kingdom:

FINEST HOUR: Infantry defend at +1 while defending the United Kingdom.

CALL TO ARMS: On the turn that the United Kingdom is attacked by any Axis land units, U.K. infantry cost 2 IPCs for that round only.

THE EMPIRE: If Axis units occupy London, the United Kingdom loses all of their IPCs to the bank instead of to the enemy player.

Japan:

BANZAI: Infantry can make 3 banzai attacks per turn. Up to 2 infantry per battle may attack at a +1 for the first round of combat but cannot retreat.

DUG-IN DEFENSE: All Japanese Infantry units defend at a +1 in all original territories.

SNEAK ATTACK: Japan gets a sneak attack that has to be used before the start of turn 5. Japan can pick one land territory to launch a surprise attack against. All Axis units attack at a +1 and all Allied units defend at a -1. (To a minimum of 1)

United States:

CALL TO ARMS: On the turn that the U.S. is attacked, infantry cost 2 IPCs each for that turn only.

LIBERTY SHIPS: While the U.S. is at war, transports and destroyers only cost 6 IPCs.

CAUGHT OFF GUARD: If Japan attacks the U.S. using the sneak attack, the U.S. may not defend on the first round of combat and all ships suffer a -2 defense for the rest of the battle. All other units defend as normal starting on the second round of combat. (To a minimum of 1)

 ALLIED LEND LEASE: The U.S. may attempt to lend money to any Allied power that is at war and that can build units. The U.S. may only make one attempt to each country per turn and may never spend more than half of its production on lend/lease. All lend lease money is subject to Axis Intervention. To simulate this, one Axis player rolls 1d6 for each player receiving lend lease.

 Roll of 1: All IPCs are captured by the Axis. Roll of 2: All IPCs are lost and returned to the bank. Roll of 3-4: Half of the IPCs are lost and returned to the bank. Roll of 5-6: All IPCs are transferred safely.

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