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Download                  1941 Starting Set-Up
Credits:
Triplelk Jason Clark - baseline
Zero Pilot Mike McCaughey - integration
ComradeKev - custom code and rules
Seidelin - playtesting


A Mod by Cernel, based on World War II v3 1941 1.7

You can Combat Move both before and after Purchase (you have 2 Combat Move phases; one before and one after the Purchase phase) (irrelevant: no actual rule change), yet:
- you must not capture enemy capitals before Purchase (not supported: you have to autolimit yourselves (it may happen only if the capital is left totally defenceless));
- moves validated by Purchase (landing on new carriers) can be made only after Purchase.

(if you want to play the game by the regular phase order, just always skip the first Combat Move phase of each turn)

Chinese Combat Move and Combat (chained) phases happen immediately after the same Americans ones, while Chinese Non Combat Move and Place (not chained) phases happen immediately before the same Americans ones (as per correct original rules; except that you can't choose whether to go with Chinese before Americans, or vice versa).
Raids May Be Preceeded By Air Battles (optional): Works by original rules (Fighter intercepts at 2 and escorts at 1 (at 2 with Jet Power); Bomber is defenceless).


      • Air/Naval Tech ***
        SUPER SUBS- submarines attack at 3
        JET POWER- fighters attack at 4
        IMPROVED SHIPYARDS- submarine, transport and destroyer costs reduced by 1; cruiser cost reduced by 2; carrier and battleship costs reduced by 3
        AA RADAR- AA hit on 2 or less
        LONG RANGE AIRCRAFT- aircraft range increased by 2
        HEAVY BOMBER- roll 2 dice for each bomber in attack and bombing raid
      • Land/Production Tech ***
        IMPROVED ARTILLERY SUPPORT- artillery support 2 infantry
        ROCKETS ADVANCE- AA conduct rocket attacks, with a range of 3, for 1d6 damage to production (each factory may only be targeted once per turn, and only 1 rocket in each territory may fire) (AA conducting rocket attacks can't move)
        PARATROOPERS- bombers may carry 1 infantry each into combat (both units must begin their movement in the same territory; the bomber can't make a bombing raid; the bomber must stop in the first territory it enters that was enemy owned at start turn; if the attacked territory has only AA and no other defending units, the AA are captured with no battle; if the bomber is hit by AA, the infantry it carries is also destroyed; paratroopers alone have no way to retreat; if retreat is possible, paratroopers retreat together with all other land units)
        INCREASED FACTORY PRODUCTION- factories produce 2 additional units, if territory value is 3 or greater; repair 1/2 price, rounded up
        WAR BONDS- collect a 1d6 extra PUs each turn
        MECHANIZED INFANTRY- armours may carry 1 infantry each


Victory Conditions Total Victory - 18 Victory Cities
Honorable Surrender - 15 Victory Cities
Projection of Power - 13 Victory Cities


National Objectives Germany: Lebensraum- +5 PUs if Axis control France, NW Europe, Germany, Czechoslovakia, Bulgaria, and Poland.
+5 PUs if Axis control 3 of Baltic States, E Poland, Ukraine, E Ukraine, and Belorussia.
+5 PUs if Axis control Karelia or Caucasus.

Japan: The Greater East Asia Coprosperity Sphere- +5 PUs if Axis control Manchuria, Kiangsu, and French Indo China.
+5 PUs if Axis control 4 of Kwangtung, E Indies, Borneo, Philippine Islands, New Guinea, and Solomon Islands.
+5 PUs if Axis control 1 of Hawaiian Islands, Australia, or India.

Italy: Mare Nostrum- +5 PUs if Axis control Italy, Balkans, Morocco, and Libya and no enemy surface ships in sea zones 13, 14, or 15.
+5 PUs if Axis control 3 of Egypt, Trans Jordan, France, and Gibraltar.

United States: The Arsenal of Democracy- +5 PUs Allies control W U.S., C U.S., and E U.S.
+5 PUs if Allies control Philippine Islands.
+5 PUs if Allies control France.
+5 PUs if Allies control 3 of Midway, Wake Island, Hawaiian Islands, and Solomon Islands.

United Kingdom: The British Empire- +5 PUs if Allies control E Canada, W Canada, Gibraltar, Egypt, Australia, and South Africa.
+5 PUs if Allies control any territory originally controlled by Japan.
+5 PUs if Allies control France or Balkans.

Soviet Union: The Great Patriotic War- +10 PUs if Allies control 3 of Norway, Finland, Poland, Bulgaria, Czechoslovakia, and Balkans.
+5 PUs if Russians control Archangel and no allied forces in Russians controlled territories.


China: Chinese Resistance & The Flying Tigers +1 infantry for every two territories controlled by Chinese at the beginning of its turn. Place unlimited, but only in Chinese territory with less than three Chinese units at start phase.
Chinese units, including the Chinese fighter, may enter Chinese territory and Kwangtung only (no entering sea zones).



Original Game: "World War II v3 1941" version="1.7".
Changes by Cernel, Last Edited May 2015.