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Order of Play 1. Germany, 2. Soviet Union and Communist China, 3. Japan, 4. Great Britain, Far East Command, ANZAC, 5. France & Free France, 6. Italy, 7. United States, Nationalist China
TURN PHASES
1. PRODUCTION Repair units
Lend-Lease
Research technology
Purchase units
2. COMBAT MOVEMENT Move units into combat
Combat related actions
3. COMBAT Resolve all combat
4. NON-COMBAT Move units not in combat
Strategic rail movement
5. PLACE UNITS AND
COLLECT INCOME
GER
MA
NY
INCOME AND PRODUCTION (Industrial Production Points)
WARTIME BONUS INCOME
GERMANY OVERVIEW
Home Country All Germany (Excluding East Prussia).
War Status At peace with all nations (1936 Scenario) At war with Britain,
France, Poland (1939 Scenario)
Spanish Civil War
(1936) Germany controls Spanish Nationalists.
Minor Power
Alignment
Special Alignment Conditions: Romania, Hungary, Bulgaria,
Finland, Sweden, Spain, Turkey, Iraq, Argentina (Table 4-6)
Nationalist Spain Aligns on turn Russia and Germany are at war.
Austrian, Sudetenland
& Slovakia Annexations
1936
Germany may annex Austria, Sudetenland and Slovakia by making a
combat move into these areas with at least 1 land unit. Forces stationed
in these areas become German. Annexations are not declarations of war
and trigger smaller income increases for Allied powers. (See optional
rules for Slovak resistance). Germany may perform one Annexation per
turn.
1939 Place a German roundel in Austria, Sudetenland and Slovakia,
and add their starting forces to set up.
Surrender Germany surrenders when Berlin is captured.
GERMAN VICTORY OBJECTIVES
Condition Available Victory Points
Scoring
Lebensraum 4
Score 1 victory objective for each of the following groups of
land zones Possessed by Germany at the end of game: (1)
Warsaw, West Poland and Dolnoslaske (2) Lithuania, Latvia
and Estonia (3) Denmark, Netherlands and Belgium (4)
Yugoslavia and Greece (5) Bessarabia, Western Ukraine
and Belorussia.
Eliminate
Communism 1
Score 1 victory objective if at end of game Germany controls
Moscow or two Soviet Cities.
Gain
Resources 1
Score 1 Victory Objective if at end of game German income
from territories and bonus income is >50 IPP.
Spanish Civil
War 1
Score 1 victory objective if the Nationalists won the Spanish
Civil War and Spain is Neutral or Axis Aligned at end of
game.
If Sweden is neutral or Axis Possessed/
Aligned +3
If Narvik is Axis possessed/Aligned +1
If Spanish Nationalists won civil war (1936
only) or Spain is neutral (1939 only) +1
If Romania is Axis Possessed/Aligned +3
Possession/Alignment from each of the
following oil producing territories:
Transcaucasia, Southern Iran, Iraq
+2
The Molotov-Ribbentrop Pact (Available
during Peacetime: See 14.2). +5
Scenario Income & Starting Money
Wartime Income (=Total Value of Territories)
1936: At Peace 20 20
1939: At war with Britain,
France and Poland 24 24
Additional Income
Wartime Bonus Income once at War.
Molotov-Ribbentrop Pact Income. v1.4
LAND UNITS Att Def $ Notes
INFANTRY 2 4 1 3 +1 when paired with Attacking artillery, 1:1
MILITIA 1 2 NA 2 Build in non-factory site
MOTORIZED 2 4 2 4 Infantry upgrade, Can tow artillery
MECHANIZED 3 4 2 4 Available: July 1938, pair to blitz
CAVALRY 3 2 2 3
ARTILLERY 3 3 1 4 First strike-pair with infantry
ANTI-AIRCRAFT 3 3 1 4 Up to 3 rolls, first round only
LIGHT ARMOR 4 3 2 4
MED. ARMOR 6 5 2 6 Available: July 1938, may Blitz
TIGER I 8 8 2 8 Target Selection 1 (Armor). Available after
developing Heavy armor. Build 1 per turn.
SEA UNITS Att Def $ Notes
TB DESTROYER 2 2 2 NA Cannot be built during game
DESTROYER 4 4 3 8 Shore bombardment 1
CRUISER 6 6 3 4/4/4 Shore bombardment 2
BATTLESHIP 8 8 2 6/6/5/5 Shore bombardment 4
LIGHT CARRIER NA 1 3 3/3/3 Carries 1 aircraft
CARRIER NA 2 3 6/4/4/4 Carries 2 aircraft, Capital ship
SUBMARINE 3 3 3 5 Multiple special rules
COASTAL SUB 2 2 1 NA Multiple special rules
TRANSPORT NA NA 2 8 Transports 1 inf + 1 other unit
AIR UNITS Att Def $ Notes
FIGHTER 6(3)* 6/(3)* 4 10 Air superiority
TAC BOMBER 7 5 4 11 Target Selection “1-3” (Ground/Naval)
MED BOMBER 7(1)* 4 5 11 Strategic Bombing 1D6 - Facility
STRAT BOMBER CB(1)* 2 6 12 Avail. July 1939, Strat bombing 2 D6
AIR TRANSPORT NA NA 6 9 Transports units, Airborne assault
(#)* Interception combat, CB = Carpet Bombing: 3 Attacks @2
FACILITIES $ Max D. Notes
MINOR FACTORY 5/5 5 Builds 1 unit
FACTORY UPGRADE 5/5 NA Converts minor to major factory
MAJOR FACTORY 5/5/5/5 20 Builds 5 units
AIR BASE 5/5 5 Extends range by 1, scramble
NAVAL BASE 4/3/3 5 Adds +1 to the movement
NAVAL SHIPYARD 5/5/5 8 Build and repair Cap. Ships, nav base
SUBMARINE BASE 3 3 Naval base for submarines
COASTAL ARTILLERY 8 NA First 3 shots @ 3 at attacking ships
FORTIFICATION 5/5 NA Combat bonus rnd 1 of combat, +2 all land
units 2 attacks @ 5 first round
SPECIALIST INF Att Def $ *Build limit: 2 per turn
SS PANZER
GRENADIERS 4 5 2 4 Mechanized Infantry. Available: January
1943, build 2 per turn.
MOUNTAIN 2 4 1 4 +1 Defense in mountains, No Attacker penalty.
MARINES 2 4 1 4 No double casualties
AIRBORNE 2 2 1 3 Airborne assault
© Historical Board Gaming
Can Germany Declare War on: Answer:
British Commonwealth, France, USA,
Nationalist China Yes
USSR, Communist China Yes
Japan, Italy No
Any Neutral Minor Power Yes
SS Panzer Grenadiers:
German SS Panzer Grenadiers are Advanced
Mechanized Infantry Germany may build even without
developing the technology. They may Blitz even
without armor (although other units cannot pair with
them). Germany can build 2 per turn.
Tiger IE:
The Tiger IE is an advanced armored unit available to
the German player after he develops advanced armor
technology. The Tiger IE must be built in the German
Home Country. Only 1 may be built per turn.
Lightning War: All German land and air units may make an additional sequence of combat
movement, combat (including blitz) and non-combat movement on any one turn of the German
players choosing up to and including July 1940. This second round of attacks takes place
directly after the end of the first non-combat movement. Units with blitz may use this ability
during both rounds if possible.
Soviet Surprise Attack: On the player turn that Germany declares war with the Soviet
Union all German land/air units get +1 Attack and all Soviet units get -1 Defense on all rounds
of combat (including subsequent blitz). The Soviets may not Attack more than one land zone
on their next turn.
Bonus Technology Rolls: Germans superior technology allows them one free roll per turn
beginning July 1939.
Volkssturm: Germany can build Volkssturm militia units. These are built in Germany, just
like ordinary militia but may rail or move within German home Country.
Advanced Armaments: Germany can build Medium Armor and Mechanized Infantry earlier
than other nations (July 1938).
GERMAN SPECIAL ABILITIES GERMAN SPECIAL UNITS
TECH ADVANCES Att Def $ Notes
ADV. ARTILLERY 4 4 1 4 First strike
ADV. MECH 4 5 2 4 Blitz with armor at 2:1 ratio
HEAVY ARMOR 8 7 2 +2 Blitz, Target selection 1
JET AIRCRAFT 8/5 8/5 4 12 Air Superiority
HEAVY STRATEGIC CB(2)* 3 6 15 Strategic Bombing 3D6
ADV. SUBMARINE 4 4 3 7 Multiple special rules
(#)* Interception combat, CB = Carpet Bombing: 5 Attacks @2
FACILITIES LAND UNITS AIR UNITS SEA UNITS
EAST PRUSSIA 1 Shipyard (SZ15) 2 Infantry
STETTIN 1 Major Factory 2 Infantry
1 Militia
BERLIN 1 Air Base
1 Major Factory
2 Infantry
1 Cavalry
1 Artillery
1 Anti-Aircraft
1 Light Armor
1 Fighter
1 Tactical Bomber
MUNICH 1 Major Factory
1 Airbase
1 Infantry
1 IMountain Infantry 1 Air Transport
WEST GERMANY
1 Major Factory
1 Air Base
1 Shipyard (SZ13)
2 Infantry
1 Artillery
1 Fighter
1 Medium Bomber
BALTIC SEA
(SZ15)
1 Cruiser
1 Destroyer
1 Submarine
1 Transport
NORTH SEA
(SZ 13)
1 Coastal Submarine
1 Torpedo Boat Destroyer
SHIP & FACILITY
PRODUCTION CHART
1 Battleship – Position 4 (Owe 16)
1 Destroyer – Place units box
1 Submarine – Place Units box
© Historical Board Gaming
GERMANY 1936 SETUP
FACILITIES LAND UNITS AIR UNITS SEA UNITS
EAST PRUSSIA Shipyard (SZ15)
4 Infantry
1 Militia
1 Artillery
1 Mechanized Infantry
1 Medium Armor
1 Fighter
1 Medium Bomber
STETTIN Major Factory
5 Infantry
1 Militia
1 Cavalry
4 Artillery
3 Mechanized Infantry
3 Medium Armor
1 Light Armor
2 Fighters
1 Medium Bomber
2 Tactical Bombers
BERLIN Major Factory
Air Base
3 Infantry
1 Militia
1 Fighter
2 Strategic Bombers
1 Medium Bomber
1 Air Transport
MUNICH Major Factory
Air Base
4 Infantry
2 Artillery
1 Fighter
1 Medium Bomber
WEST GERMANY
Major Factory
Air Base
Shipyard (SZ13)
1 Anti-Aircraft Gun
5 Infantry
2 Militia
2 Artillery
1 Fighter
AUSTRIA
GERMAN ROUNDEL
1 Infantry
1 Mountain Infantry
SUDETENLAND
GERMAN ROUNDEL Minor Factory 3 Infantry
SLOVAKIA
GERMAN ROUNDEL
1 Infantry
1 Mountain Infantry
1 Light Armor
BALTIC SEA
(SZ15)
1 Battleship
1 Cruiser
1 Destroyer
DANISH STRAITS
(SZ 13)
1 Destroyer
1 Coastal Submarine
1 Torpedo Boat Destroyer
ATLANTIC 2 Submarines (on station to start
war) 1 each in SZ22 and SZ79
SHIP & FACILITY
PRODUCTION CHART
1 Light Carrier – Position 3 (owe 6)
1 Battleship – Position 4 (owe 16)
1 Destroyer - Place Units Box
2 Submarines – Place Units Box
© Historical Board Gaming
GERMANY 1939 SETUP