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                 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 (rules, code and playtesting) and prastle (rules and playtesting), based on the WWIIv3 Free Tech 1.4 Mod by Zlefin

dice LL
suggested bid* 9 15
  • playing with NO and TD

Your development becomes effective during the Place Units phase{C} ;
though the rolls happen at the beginning of the turn.

(practically, War Bonds is effective on the same turn, Increased Factory Production is effective on the same turn for placement, but not for repair, while everything else is effective since end turn)

Heavy Bombers roll 2 dice at power 3 in attack and 2 dice in bombing raid.

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 or put "Skip CombatMove Before Purchase" on)

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).


Main Options

Default Options On: Cat 12 + Tech Advantages + Tech Free Round 1 + Tech Free Round X

-to play the regular v3 tech, except activation at Place and Heavy Bombers at attack strength 3, put the aforementioned options off-

-to play Tech Free only, put Cat 12 and Tech Advantages off-

Cat 12:
You choose the tech category you want to, among 12 categories (instead of only 2):

1-AIR TECH
AA Radar
Jet Power
Heavy Bomber

2-NAVAL TECH
Improved Shipyards
Super Subs
Long Range Aircraft

3-LAND TECH
Mechanized Infantry
Paratroopers
Improved Artillery Support

4-PRODUCTION TECH
Increased Factory Production
Rockets Advance
War Bonds

5-FUEL TECH
Mechanized Infantry
Heavy Bomber
Improved Shipyards

6-SPACE TECH
Jet Power
Rockets Advance
Long Range Aircraft

7-RADIO TECH
AA Radar
Improved Artillery Support
Increased Factory Production

8-METAL TECH
Paratroopers
Super Subs
War Bonds

9-POWDER TECH
Jet Power
Improved Artillery Support
Super Subs

10-COMPUTER TECH
AA Radar
Improved Shipyards
War Bonds

11-PRECISION TECH
Paratroopers
Heavy Bomber
Rockets Advance

12-LOGISTIC TECH
Mechanized Infantry
Increased Factory Production
Long Range Aircraft


Cat 4:
You choose the tech category you want to, among only the first 4 of the previous 12 categories (they are just the original categories split in half).

Pick Tech:
You choose the tech you want to (v2 style).

Tech Advantages:
Every power has one or more techs already active start game; by power:

Germany:
"Paratroopers";
Japan:
"Super Subs";
Italy:
"Improved Shipyards";
United States:
"AA Radar",
"Improved Shipyards",
"Mechanized Infantry",
"Increased Factory Production";
United Kingdom:
"AA Radar",
"Improved Shipyards";
Soviet Union:
"Improved Artillery Support",
"Increased Factory Production".

Tech Free Round 1:
Every power (except China) gets 6 free tokens start turn round 1.

Tech Free Round X:
Every power (except China) gets 6 free tokens start turn every X rounds (recurring since start game or since the last round new free tokens were received, whichever the latest); by power:
Germany 4; Japan 5; Italy 6;
United States 3; United Kingdom 5; Soviet Union 6.
So, with Low Luck, Americans will get a new tech on turns 3, 6, 9, 12...
If both "Tech Free Round 1" and "Tech Free Round X" are on, you get the free tokens on the first turn and every X turns thereafter, as per above values.
So, with Low Luck, Americans will get a new tech on turns 1, 4, 7, 10...
Germans on 1, 5, 9, 13...
British and Japanese on 1, 6, 11, 16...
Russians and Italians on 1, 7, 13, 19...

(the free tokens are actually assigned at end turn of the previous round, not start turn)
(as normal, whenever you gain a tech, all tokens are discarded; so, with Low Luck, buying tokens on the same turn of the Free Tech one, or anyway buying so many tokens to end up with more than 6 total, is a waste)

Token Free Restricted 1: You receive, from any Tech Free options, only 1 token, each time (instead of 6).

Token Buy Forbidden: You cannot buy tokens.


Other Options

National Bonuses: players start the game having the income from National Objectives.
(+5 PUs Germans, +5 PUs Russians, +5 PUs Japanese, +5 PUs British, +5 PUs Italians, +15 PUs Americans)

Super Sub Defence (set "Super Sub Defence Bonus" to 2): submarines attack and defend at 3, with the "Super Subs" tech.
(this option makes the categories averagely more balanced, enhancing variety)

LHTR Heavy Bombers: Pick the best of 2 dice for each bomber (attack power 3) (1 dice at 4, like normal bombers, with Low Luck).
(I advise not to put this option on, since a nerfed Heavy Bomber tech sensibly unbalances the game value of the different technologies (even though Heavy Bomber is powerful, Long Range Aircraft or Paratroopers can be even more useful))

Raids May Be Preceeded By Air Battles: Works by original rules (Fighter intercepts at 2 and escorts at 1 (at 2 with Jet Power); Bomber is defenceless).

Canal Turkey: No sea units may move into or out of 16 Sea Zone. {C}

Alternatively to the suggested bids, you can put "Setup Balance" on, to have a better balanced setup (you can still bid), for default options or default options but Low Luck on.

If Low Luck is off, Setup Balance adds:
1 artillery Caucasus,
1 armour Egypt.

If Low Luck is on, Setup Balance adds:
1 infantry Karelia S.S.R.,
1 infantry Caucasus,
1 artillery Eastern Ukraine,
1 armour Egypt.


Technology

      • Air Tech ***
        AA RADAR- AA hit on 2 or less
        JET POWER- fighters attack at 4
        HEAVY BOMBER- roll 2 dice at 3 for each bomber in attack and 2 dice for each bomber in bombing raid
      • Naval Tech ***
        IMPROVED SHIPYARDS- submarine, transport and destroyer costs reduced by 1; cruiser cost reduced by 2; carrier and battleship costs reduced by 3
        SUPER SUBS- submarines attack at 3
        LONG RANGE AIRCRAFT- aircraft range increased by 2
      • Land Tech ***
        MECHANIZED INFANTRY- armours may carry 1 infantry each
        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)
        IMPROVED ARTILLERY SUPPORT- artillery support 2 infantry
      • Production Tech ***
        INCREASED FACTORY PRODUCTION- factories produce 2 additional units, if territory value is 3 or greater; repair 1/2 price, rounded up
        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)
        WAR BONDS- collect a 1d6 extra PUs each turn

{C}

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: "WWIIv3 1941 Free Tech" version="1.4".
Changes by Cernel, Last Edited May 2015.