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Requirements:

• At least 3 participants (2 players and 1 facilitator)

• At least 3 rooms (one for Axis-only player/s and the facilitator, one for Allies-only player/s and the facilitator, and one shared room or hallway to conduct combat in).


Fog of War Rules:

1) Both the Axis and Allied players will have their own boards—in separate rooms—set up as normal at the beginning of the game, and thus will have perfect knowledge of their enemies’ opening dispositions (pre-war security is apparently not that tight!). Setting up enemy dispositions is optional, but advised, as this will allow the non-active player to mock up their enemies’ turns as well, if desired, and thus aid in attempts to guess where the next attack will come from, what is likely to be built, etc.

2) Axis players cannot enter the Allied room; Allied players cannot enter the Axis room. The facilitator can enter either at will.

3) Both teams will have full knowledge of the rules, including National Objectives, etc., which will operate as normal except in the circumstances laid out below.

4) The facilitator must monitor the active player to ensure that all rules are obeyed during the various phases of their turn (special attention ought to be paid to the Conduct Combat and Non-combat Move phases); thus the facilitator ought to be an experienced player.

5) [Global game only] Research and Development purchases and results are kept secret from opponent/s. The facilitator observes and confirms the associated dice rolls. (As rolling dice can make noise, sealed rooms are preferable to non-sealed rooms if security—keeping your opponent/s fully ignorant of your activities—is considered to be desirable.) Technological developments must be revealed, if relevant, at the time of use against an opponent.

6) Purchase Units, Combat Move, Non-Combat Move, and Mobilize New Units phases are kept secret from opponent/s.

7) During the Combat Move phase, the active player must inform the facilitator of each territory and sea zone they intend to move into/through by writing them down on a sheet of paper, indicating the order in which they intend the movements to occur. The facilitator will attempt to preserve this order of operations as closely as possible, barring any unexpected obstacles to movement which may present themselves along the way (more on this in the next step).

8) Attacks—both intentional and unintentional (‘revealed’)—are resolved during the Conduct Combat phase, and are public. The facilitator announces to the defending player which of their territories and sea zones are being attacked or entered, one at a time, in the order indicated by the attacking player (or as close as possible to this order). At the facilitators’ announcement of each specific attack, both the attacking and defending players bring the involved units into the shared room/hallway where the battle board is located and conclude the engagement with copious dice-rolling. (Casualties should, of course, be returned to their owners’ respective boxes.)Any territory or sea zone that has already been attacked once in the turn cannot be attacked a second time (as the result of a revealed tank blitz, for example). Strategic bombing is conducted simultaneously to any attack on the territory containing the target infrastructure.

• IMPORTANT: Certain pieces of information will be transmitted or withheld to attacking and/or defending players depending on the interactions between their specific units. To perform the important function of correctly transmitting appropriate information to the players, the facilitator should refer to the quick reference chart and the sample procedural dialogues that are attached. Some of the general principles are nevertheless discussed below.

Naval battles: Generally, surface sea units’ movements are stopped by the revealed presence of enemy surface warships, but not by subs or transports (enemy subs are not even revealed unless you have a destroyer present, or they voluntarily surface to take a free interception shot at your unescorted transports). Oppositely, enemy unescorted transports are revealed when your ships move through their sea zone, but you are not obliged to stop and fight them. Unescorted enemy subs, revealed by friendly destroyers, can likewise be attacked or ignored at the active players’ discretion. However, your attacking subs are stopped by the presence of enemy destroyers and must roll at least one salvo of attack rolls before a retreat is possible (as in the standard game).

Transports and subs that are detected and ignored will still be able to pass on information about the contents of a passing fleet to their owners. The contents of enemy transports are never revealed during naval combat. Subs that are undetected will also be able to transmit information about the fleets passing over them.

Land battles: If a player has no defending units present in an attacked territory, the defender does not get to see the attackers’ units (this should encourage a spread of nominal defensive garrisons, if for no other reason than to gain information). They are simply informed that “Territory X has been lost to Power A without a fight.” If and when it is revealed that there are no enemy land units in a territory that is being attacked, any attacking tanks will then have an option to use their ‘blitz’ ability to initiate a second attack at that time.

During land battles, all the defending players’ infrastructure (i.e. his industrial complexes and AA guns) must be revealed (including damage counters), even if they play no part in conducting combat (so that the attacker knows the ‘stakes’ of the combat should he win or lose).

Air battles: Scrambling can result in the interception of only air units, if they are passing through a sea zone containing an island with a functional enemy air base (even if these are not intended to end their combat movement there). These units are detected (as a ‘radar blip’; the number and type of units are not revealed until actual combat) and the defender can choose to intercept with their fighters and or tactical bombers. One salvo of shots is fired, as per the rules for interception in the case of strategic bombing (defending and attacking tactical bombers have no rolls, but can be chosen as casualties), and then the ‘attacking’ air units are free to continue on their course. This option is only available if the sea zone hasn’t been entered by naval units or any air units dedicated to end combat movement in that sea zone, in which case the scrambled fighters and tactical bombers will engage those units in regular combat (thus giving their friendly air units free passage by ‘blocking’ the air base’s defences).

9) A player may never knowingly move units into a territory or sea zone containing enemy units during the Non-Combat Movement phase. Nevertheless, in the course of performing a non-combat move, sea units may move through what they assume to be empty sea zones and in doing so inadvertently ‘bump’ into enemy units and initiate combat. These unintentional combats must be resolved immediately, whenever and wherever they occur.

10) Collect Income phase is public: the IPC tracking chart is stored in the shared room/hallway, and is kept updated by the facilitator (who usually also acts as ‘banker’). Convoy disruptions are announced in this phase to the active player/s who are affected by them, but the source(s) of these are not revealed.


Sample Facilitation Dialogues:

  1. 1: Blitzkrieg

Scenario: Axis player is attacking Shan State with 2 tanks and 3 mechanized infantry from Siam. Facilitator goes to Allied room, checks board, returns to Axis room: “Shan State is unoccupied, you take it without a fight. I’ve adjusted the IPC track. Would you like to blitz?” Axis player: “Yeah, I’ll send the 2 tanks to Malaya, and the 3 mech inf to Burma.” Facilitator: “Mechanized infantry can’t blitz unless escorted by tanks on a 1:1 ratio.” Axis player: “Right, I forgot. Okay then, 1 tank and 1 mech inf pair to Malaya, and then other pair will attack Burma. The last mech will have to stay in Shan State.” Facilitator goes to Allied room, says to Allied player: “You’ve lost Shan State without a fight. You’re being attacked in Malaya. Please bring your units there to the battle board in the common area…”

  1. 2: Amphibious Assault Gone Horribly Wrong

Scenario: Allied player is picking up 2 infantry from the Philippines in a transport (SZ 35), and taking them via SZ 20 into SZ 19 to make an amphibious assault on Kiangsu. An aircraft carrier with two fighters also starts in SZ 35. The fighters are assigned to fight at Kiangsu; the carrier is to escort the transport to SZ 19, to pick up the fighters when the battle is over. Facilitator goes to Axis room, checks board to find nothing in Kiangsu but an Axis battleship in SZ 20; tells Axis player to bring battleship to battle board. Facilitator returns to Allied player: “Your sea units have been stopped in sea zone 20. Please bring them to the battle board.” Allied aircraft carrier attacks at 0 (no roll); the transport is a non-combatant. Defending Axis battleship rolls a ‘4’, damages Allied aircraft carrier. Allied player declares retreat: his sea units are returned to SZ 35, where they came from; infantry cannot disembark during non-combat because they already moved during combat phase (they must stay on the transport until his next turn). Facilitator to Allied player: “There are no defending units to fire against your fighters in Kiangsu, so there is no battle. Because you have no land units present, you cannot take the territory, however. Your fighters have 1 movement point left, and the Axis control Anhwe. This means that unless you can get a functional aircraft carrier to SZ 19 during your non-combat move, they’ll both be destroyed.” Allied player: “#%$*!”

  1. 3: Multiple Choices

Scenario: Japanese player controls the Philippines, occupied with 1 fighter, 1 tactical bomber, 1 artillery, 1 infantry, as well as an air base and naval base. In the adjacent sea zone, SZ 35, there is 1 Japanese sub. Currently, unbeknownst to the Japanese player, the US player is attacking SZ 35 with two cruisers and a transport filled with 1 tank and 1 infantry. Facilitator to Japanese player: “Your air base in the Philippines is getting a radar blip. Do you want to scramble your fighters or tactical bombers?” Japanese player: “No. I need to keep this victory city [Manila], so my planes will stay and defend the island itself rather than the sea zone, in case there’s an amphibious assault coming.” Facilitator: “I can now reveal that there are surface warships in the approaching US fleet. Would you like to use any Kamikaze tokens?” Japanese player: “Yes, I’ll use one, just to instigate a naval battle and therefore prevent any potential shore bombardments that he might be planning. Plus I’ll get a free peek at his fleet.” Facilitator: “Fine. I can now reveal that there are no destroyers in the fleet, which means that your sub can stay hidden if you so desire. Normally, if you just had your sub alone in the sea zone, his units wouldn’t see you and you couldn’t defend. But because other units of yours are being ‘attacked’—even though it’s just a Kamikaze token—you can choose to have your sub take part in the defence if you wish.” Japanese player: “No, I’ll stay hidden. That way I can use the sub, and any of my surviving planes, to attack whatever’s left of his fleet during my next turn.” Facilitator: “Alright then. Please bring your Kamikaze token to the battle board, and we’ll resolve the battle for SZ 35.”


Attacker

Defender Information; Result

Sub→ Sub, Sea Zone containing Island with functional Air Base Neither sees the other; no combat


Sub→ Destroyer Full mutual knowledge; combat


Sub→ Battleship, Cruiser, Aircraft Carrier, Transport Sub sees unit/s but is not seen; sub chooses whether or not combat is initiated

Destroyer→ Sub, Transport Full mutual knowledge; destroyer chooses whether or not combat is initiated

Destroyer→ Battleship, Cruiser, Aircraft Carrier, Destroyer Full mutual knowledge; combat


Battleship, Cruiser, Aircraft Carrier→

Battleship, Cruiser, Aircraft Carrier, Destroyer Full mutual knowledge; combat

Battleship, Cruiser, Aircraft Carrier→ Sub Sub sees unit/s but is not seen; no combat.


Battleship, Cruiser, Aircraft Carrier→ Transport Full mutual knowledge; surface warships choose whether or not combat is initiated

Transport→ Sub Sub sees the unit but is not seen; sub chooses whether to take one free shot at 2 or less or avoid combat

Transport→ Battleship, Cruiser, Aircraft Carrier, Destroyer Full mutual knowledge; combat


Battleship, Cruiser, Aircraft Carrier, Destroyer, Transport, Bomber, Fighter, Tactical Bomber→ Sea Zone containing Island with functional Air Base Neither sees the other; Air Base gets ‘Radar Blip in SZ#__’ notice and chooses whether to scramble Fighters and/or Tactical Bombers

Bomber, Fighter, Tactical Bomber→

Battleship, Cruiser, Aircraft Carrier, Destroyer, Transport, Fighter, Tactical Bomber Full mutual knowledge; combat


Bomber, Fighter, Tactical Bomber (without Destroyer escort)→

Sub Neither sees the other; no combat


Bomber, Fighter, Tactical Bomber (with Destroyer escort)→

Sub Full mutual knowledge; combat


Battleship, Cruiser, Aircraft Carrier, Destroyer→

Sea Zone containing Kamikaze symbol (after an activation condition has been met; this applies to Japanese player only) Neither sees the other; Japanese player gets ‘Kamikaze Target in SZ#__’ notice and chooses whether to use any number of Kamikaze tokens in defence


Place Time Marker in this column Turn # Historical Period Encompassed


01 July—December 1940


02 January—June 1941


US declares war on Japan 03 July—December 1941


04 January—June 1942


05 July—December 1942


06 January—June 1943


07 July—December 1943


08 January—June 1944


09 July—December 1944


10 January—June 1945


Game should be over by now 11 July—December 1945


12 January—June 1946


13 July—December 1946


14 January—June 1947


15 July—December 1947