DownloadPacific 1940 Second Edition
Map XML, Files, and Zip: Veqryn
Relief Tiles: GudKarma
Basetiles and New Unit Art: CrystalCT
Engine Code: Veqryn, Edwin, Squid Daddy
This game uses the latest Pacific 1940 2nd Edition (successor to Alpha +3) rules, as posted on Larry's website.
To blitz move mech_infantry with armour, you must click on them both at the same time (use CTRL to create waypoints).
Paratroopers tech enables a second combat movement phase which happens right after the first combat movement phase, and the second one only allowes movement of paratrooping infantry.
The game is not meant to take over your responsibility in knowing the rules. For example, the game engine is not always going to restrict or allow certain attacks. It is your responsibility to know the rules and abide by them. Most of the game notes that follow can be thought of as differences compared to WWIIv3 or WWIIv4 rules but obviously are not a complete manual for the game. Beginners to these games are suggested to ask for help in the lobby or on the forums at http://www.tripleawarclub.org
You must always validate your own movement, especially air movement at sea. The engine is not perfect.
Rules the engine does not do, but you must follow:
- Do not allow USA movement to end in Sea Zones 17, 22, 32, 33, 34, and 37.
Victory Conditions To win with the following victory conditions, a side must maintain it for a complete round of play and must also control at least one of its own capital cities.
Axis Victory: 6 Victories Cities where at least one is Japan. Allied Victory: Japan is under allied control and allies maintain control of one of their own capitals.
There are no Canals or Straits
Political Situation At the start of the game Japan is at war with China and France only. Any countries not at war with each other ignore each other's naval units and obviously cannot go into each others ground territories. There are a number of specific politically related rules/conditions for each country:
Japan*Japan can declare war on the Allies at any time. Declaring war on any of them will allow all other Allies to declare war on Japan.
- Japan can not enter Dutch territories without first being at war with UK and ANZAC. A Declaration of War against UK or ANZAC will result in war with both.
British/ANZAC*British/ANZAC can declare war on Japan at any time, however doing so will not cause the Americans to join the war at the same time.
- British/ANZAC may conquer Dutch territories by moving land units into them.
USA*USA cannot go to war against Japan until the beginning of PU collect phase of USA 3, unless of course Japan attacks it first.
China*China may not move units outside of its historical range, which includes: Burma, Kwangtung, and its original territories (the ones it starts with, plus Kwangsi, Kiangsi, Kiangsu, Shantung, Jehol, and Manchuria).
- China has no capital and will keep its money even if all its territories are lost.
Neutrals*If the neutrals are attacked, it has no affect on the other neutral territories or their units.
National Objectives Japan*10 PUs if not yet at war with USA, has not yet attacked French Indo-China, and has not declared war on UK or ANZAC.
- 5 PUs if Axis controls all of Guam, Midway, Wake Island, Gilbert Islands, and Solomon Islands.
- 5 PUs for each Axis controlled territory: Hawaii, India, New South Wales, and Western United States.
- 5 PUs if Axis controls all of Sumatra, Java, Borneo, and Celebes.
UK*5 PUs for UK Pacific if UK Pacific controls both Kwangtung and Malaya, and is at war with Japan. ANZAC*5 PUs if the Allies control Malaya, and ANZAC controls all of their original territories, and is at war with Japan.
- 5 PUs if the Allies (not including Dutch) control all of Dutch New Guinea, New Guinea, New Britain, and the Solomon Islands, and is at war with Japan.
USA*30 PUs if USA is at war and Western United States is American-controlled.
- 5 PUs if USA is at war and Aleutian Islands, Hawaiian Islands, and Johnston Island, and Line Islands are American-controlled.
- 5 PUs if USA is at war and Alaska, and Mexico are American-controlled.
- 5 PUs if USA is at war and the Philippines is American-controlled.
China*6 PUs and may build artillery if the Allies control India, Burma, Yunnan, and Szechwan.
Kamikaze Attacks Japan starts the game with 6 attack tokens, and may begin doing Kamikaze Attacks at the start of the game.
These attacks can only be done in sea zones that contain the Kamikaze symbol [the sea zones surrounding: Japan, Okinawa, Iwo Jima, Formosa, and the Marianas].
At the end of Japan's enemy's combat-move phase, Japan may target any surface warship in a Kamikaze zone for one or more Kamikaze attacks, ONLY if the enemy is attacking Japanese units there or is conducting an Amphibious Assault from that sea zone.
For each attack, a die is rolled, and a 2 or less is considered a hit. Casualties are removed immediately, and do not participate in any battles. Kamikaze attacks prevent bombardment as well.
Submarines Prevent Unescorted Transports From Making Amphibious Assaults In any Sea Zone containing an enemy submarine, but not containing an owned warship, the submarine will prevent the offloading of troops for an amphibious assault.
Scrambling Fighters and/or Tactical bombers can be scrambled from any territory bordering a sea zone, with an operating airfield (less than 3 damage) to help defend the surrounding sea zone using their standard defense values. They cannot retreat from scrambling (defenders can never retreat) and if the territory they were scrambled from is captured, they're given one extra movement point to land on a friendly territory or open carrier. Scrambled air cannot participate in any other battles that round.
Strategic Bombing Runs (SBR) Bombing can now happen against both types of ICs, harbours, and airfields (attackers choice)[tactical bombers can not target factories though]. Fighters can participate in the bombing run as escorts. Fighters in the territory being bombed can be launched as interceptors (no airfield necessary).
If interceptors are launched: a one-round air battle takes place right away all air involved roll at 1 (jets rolls at 2). Either attacking bombers or fighters can be taken as casualties.
After the air battle, or if there were no interceptors, the escorts are retreated and any bombers/tacs remaining can now be divied up to attack specific targets. Each target rolls its built-in AA gun against the bombers/tacs targetting it. If there is an AA gun in the territory being bombed it does not roll because its there to defend combat units and not complexes/bases.
If any enemy ships are in a power's blockade zones at the end of that power's turn, and the power controls the adjacent ground territory, then the power may lose some of the PUs it would have otherwise collected.
Surface warships roll 1 dice, Submarines and Air units roll 2 dice, and carriers and transports roll zero dice. For any roll of 3 or less, that amount of PUs will not be collected by the surrounding land territories. The power in question cannot lose more PUs from a blockade zones then the worth of the adjacent ground territory to those zones.
Placement Restrictions*Major Industrial Complexes can only go in territories worth 3 or more, and must be originally owned territories.
- Minor Industrial Complexes can only go in territories worth 2 or more.
- Industrial Complexes can't be built on islands.
- Over-purchase is returned and money is reimbursed.
- Aircraft can be placed on the ground or on a [new] carrier in the adjacent sea zone that has a spot(s) open.
Units These changes to units are things other than price/movement which you can see in the buy menu.
- Bombers now do 2 additional damage in strategic bombing raids, in addition to their dice roll.
- Carriers are two hit.
- Minor Industrial Complexes have 3 production capacity. A Minor IC can be upgraded to a Major IC for 20 PUs, but only on originally owned territories.
- Major Industrial Complexes have 10 production capacity. When a Major IC is captured it automatically becomes a minor IC.
- AA Guns may be taken casualty in combat, and may only fire at up to 3 aircraft each.
New Units Tactical Bombers: can land on carriers, can bomb, and if paired with a tank or fighter the Tac attacks at 4. Tactical Bombers can also strategic bomb Airfields and Harbours (but not factories). Mechanized Infantry: can blitz when paired with a tank, and are supportable by artillery. Carriers: now have 2 hitpoints, and when damaged they do not allow fighters to land, or to leave if cargo.
New Buildings Harbour: Any ships that start their turn in a sea zone adjacent to a harbour get +1 movement points. Any damaged ships are repaired by a harbour at the start of the player's purchase and repair turn phase. Lastly, harbours can be bombed, and if they have 3 or more damage then they do not provide the above bonuses. Airfield: Any air that start their turn on the ground territory with an airfield get +1 movement points. Airfields allow up to 3 planes on that island to scramble (see Scramble section above). Airfields can be bombed, and if they have 3 or more damage then they do not provide the movement bonus.
Credits to Veqryn for almost all related Engine code that allows this map to work.
Added trigger of the USA receiving a one-time payment of 30 PU following an unprovoked declaration of war by Japan against it, the UK, or ANZAC (this is from the Official Errata/FAQ).
Created Pacific 1940 Second Edition based on existing Global 1940 Second Edition.
Created decorations and image placements for territory names, PUs, and other misc things.
Added connection between 30 and 31 Sea Zones, and changed map tiles to show a connection.
Switched Jehol and Shantung production.
Added some missing art.
Redid game notes to match other 1940 games.
Fixed Air and Naval bases to stop working when having more than 2 damage (ie: 3). Previously the only stopped at more than 3 damage (ie: 4).
Fixed Chinese national objective to work properly.
Got everything working according to OOB rules. Only works on TripleA engine 1.5 and greater.
Everything done, now playtesting.