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3.

Conduct Combat
Multinational forces units on the same side
can share a zone but only the current power
participates in combat. When a multinational
Victory Conditions: Capture 2 enemy capitals. force is attacked, all units defend.
The Map boarder colours of territories show 1. Place units or tokens along attacker and
which power controls them at the start, all defender side of the battle strip. The
others are neutral. No units can pass through number in a units column identifies that
or occupy neutral territories. units attack or defence value. An attacking
Canals land units move freely between sides or defending unit must roll its attack or
sea units may move through the canal as long as defence value or lower to score a hit.
no side is occupied by the enemy. 2. Submarines (on both sides) may have one
Setup units on the map in accordance with the surprise attack or submerge (return to
starting configuration table over page. contested zone). Subs that fire a surprise
Order of Play Turn Phases attack do not attack again. Subs can only
1. Soviet Union 1. Purchase Units attack sea units.
2. Germany 2. Combat Move 3. Attacking units roll simultaneously for all
units with same attack value, for any hits,
3. United Kingdom 3. Conduct Combat
the defender choses units to move to the
4. Japan 4. Non-Combat Move casualty zone then takes retaliatory fire.
5. United States 5. Mobilize Units 4. As combat is simultaneous, units in casualty
6. Collect IPCs zone still attack. Retaliatory attack as per
1. Purchase Units above step.
Spend IPCs to purchase additional units. New 5. Remove any destroyed units (attackers &
units go into the Mobilization Zone and enter defenders)
play in phase 5. 6. Continue combat (steps 3-5) until attacker
2. Combat Movement and/or defender loses all units or the
Units move up to their movement allowance and attacker retreats only the attacker can
must end their movement in a hostile territory. retreat. All units retreat to the same space.
Air units - can move through unoccupied hostile 7. Winning attacker takes control of territory
zones as if they were friendly. Fighters can or defender retains control. Air or sea
land on carriers. units cannot capture a land zone air units
Aircraft carriers fighters being carried are must return to friendly zone (or carrier). If
deemed to launch before the carrier moves and captured, any IPC in the captured zone now
move independently. belong to attacker place a token to
Submarines can move submerged (undetected) indicate ownership, increase attackers
through hostile zones without stopping & production & reduce defenders.
cannot be attacked by air or sea unless a 8. Territories originally owned by another
destroyer is present then it must combat. power on your side are Liberated and
Tanks & Blitzing tanks can move through an production returns to the original power
unoccupied hostile zone and end its movement in (unless original powers capital is occupied
a hostile or friendly zone, claiming control of then IPC goes to liberator). If you captured
the first hostile zone as you move. a nations capital you claim that powers
Transports load units in a friendly sea zone unspent IPC from the treasury (even if your
along its route, if it loads during a combat own capital is in enemy hands).
move phase it must unload those units to attack
or it must retreat during the sea combat. Type IPC Mov. Att. Def. Special
Transports may only be chosen as casualties if Inf. 3 1 1 2
no other friendly combatants are left. Blitz
Tank 6 2 3 3
Amphibious Assaults Land combat begins once
the sea zone is friendly resolve sea combat Fighter 10 4 3 4
first if required then move all land and air Bomber 12 6 4 1
units to the hostile zone. Units from Sub. Submerge, surpr.
neighbouring zones may also advance to attack. 6 2 2 1
Battleships can attack adjacent coastal land Trans. 7 2 - - Carry Inf. +1
zones to support an amphibious assault or land Dest. 8 2 2 2 Antisubmarine
offensive before landfall (bombardment). Carrier Carries fighters
Defending units cannot return fire. They also
12 2 1 2
Battle 16 2 4 4 2 hits, bombard
take 2 hits to destroy (turn on side to indicate
damaged). If still alive after combat they
return to full health (repair).
4. Non-combat Move Starting Configuration:
Move any units that did not move in combat & Soviet Union Starting IPC: 7
land air units in friendly zones. Russia 6 infantry, 1 tank, 1 fighter
Land units cannot move into hostile Archangel 3 infantry
territories during this phase (even unoccupied). Karelia 3 infantry
Air Units must have enough movement to land Cuacasus 3 infantry, 1 tank
in a territory that was friendly at the start of Siberia 3 infantry
the turn. Air units that cannot land in a
Seazone 4 1 submarine
friendly zone are destroyed.
United Kingdom Starting IPC: 12
Carrier landings fighters can land on carriers
United Kindom 1 infantry, 1 fighter,
both units must end their turn in the same sea
1 bomber
zone. Carriers can move into friendly sea zones
Anglo-Egypt 2 infantry, 1 tank
to allow fighters to land if they didnt move in
combat move. India 2 infantry, 1 fighter
Stranded fighters whose carrier has been Australia 1 infantry
destroyed have 1 move to find a friendly zone Eastern Canada 1 tank
or another carrier, or they are destroyed South Africa 1 infantry
Sea units cannot enter hostile zones in this Sea zone 8 1 battleship, 1 submarine
phase (except subs). Sea zone 10 1 destroyer, 1 transport
Submarines can move into or through hostile Sea zone 14 1 fighter, 1 aircraft carrier
sea zones (submerged) but must stop if entering Sea zone 29 1 destroyer, 1 transport
a sea zone with an enemy destroyer. Sea zone 33 1 submarine, 1 transport
Transports can move into friendly coastal United States Starting IPC: 17
zones to load or offload unless they did so in Eastern US 2 infantry, 1 tank, 1 fighter,
the combat move or were involved in combat. 1 bomber
5. Mobilize Units Western US 2 infantry, 1 tank
Move newly purchased units from the Hawaiian Is. 1 infantry
Mobilization Zone to an Industrial complex that Philippine Is. 1 infantry
your power controlled at the start of your Szechwan 1 infantry
turn. Industrial complexes can only mobilize as NthWest China 1 infantry
many units as their IPC value. Place sea units Sea zone 11 1 transport, 1 destroyer
in sea zones adjacent to IPC these may be Sea zone 40 1 battleship
hostile but no combat occurs yet. Place Sea zone 42 1 aircraft carrier (with
fighters at IPC or on carriers adjacent to IPC. 2 fighters), 1 sub, 1 transport
If you have purchased more units than you can Germany Starting IPC: 12
legally place then these are returned to the Germany 3 infantry, 1 fighter,
box and you are refunded into your treasury. 1 bomber
6. Collect Income Western Europe 2 infantry, 1 tank, 1 fighter
Look at the powers national production level Southern Europe 2 infantry, 1 fighter
and add that amount of IPC to your treasury. Eastern Europe 4 infantry, 2 tanks
If your capital is under enemy control you Norway/Finland 2 infantry
cannot collect income. Ukraine 3 infantry, 2 tanks
West Russia 3 infantry
North Africa 1 tank
Sea zone 5 1 battleship, 1 submarine
Sea zone 9 1 submarine
Sea zone 16 1 destroyer, 1 submarine,
1 transport
Japan Starting IPC: 9
Japan 4 infantry, 1 tank, 1 fighter,
1 bomber
Manchuria 2 infantry
Coastal China 2 infantry
Southeast Asia 2 infantry
Sea zone 31 1 destroyer, 1 submarine
Sea zone 45 1 carrier (with 2 fighters),
1 battleship, 1 transport
Sea zone 46 1 aircraft carrier (1 fighter),
1 destroyer, 1 transport

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