WiF RaW 7 Aug 04

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World in Flames (“WiF”) and all its 7.

The Action Stage 11


components and kits, in both its electronic and 8. Weather 11
printed forms, is Copyright © 1985 ~ 2004, 8.1 Weather zones 11
Australian Design Group. 8.2 Weather effects 11
Permission is hereby granted to copy these rules 9. Declaring war 12
electronically for your personal use only, 9.1 Neutral major powers 12
provided that they are copied in their entirety 9.2 How to declare war 12
(including this message). Any deletion or 9.3 Compulsory declarations 12
alteration or on-selling, without the express 9.4 US entry 12
9.5 Neutrality pacts 13
written permission of Australian Design Group,
9.6 Calling out the reserves 13
is a violation of domestic and international
9.7 Controlling new minors 14
copyright law. 9.8 Aligning minors 14
9.9 Multiple states of war 14
9.10 Japanese occupation 14
Dedicated to the memory of: 10. Choosing Actions 14
10.1 Action types 14
Dr. Peter Browne Rowland
10.2 Activity limits 14
5 April 1929 ~ 25 June 1996 11. Implementing actions 15
11.1 Passing 15
Loving father, partner and friend 11.2 Port attack 15
11.3 Naval air missions 15
* * * * * * 11.4 Naval movement 16
Dedicated also to the memory of: 11.5 Naval combat 19
11.6 Opponent’s naval combat 22
11.7 Strategic bombardment 22
Harry Pinder 1901~1996
11.8 Carpet bombing (option 32) 23
Barbara May Cambridge 1909~1996 11.9 Ground strike 23
11.10 Rail movement 24
Frances Amina Gleghorn 1905~1996 11.11 Land movement 24
11.12 Air transport 25
Rest in Peace 11.13 Debarking land units 26
11.14 Invasions 26
Table of Contents 11.15 Paradrops 27
11.16 Land combat 27
1. Introduction 3 11.17 Aircraft rebases 30
1.1 Rules 3 11.18 Reorganisation 31
1.2 Scale 3 12. Last impulse test 31
1.3 Markers 3 13. End of Turn Stage 31
2. General concepts 3
13.1 Partisans (option 46) 31
2.1 Terrain 3 13.2 Entry markers 32
2.2 Zones of control 4 13.3 US entry 32
2.3 Stacking 5 13.4 Return to base 35
2.4 Supply 5 13.5 Final reorganisation step 35
2.5 Control 7 13.6 Production 36
2.6 Fractions 8 13.7 Peace 39
2.7 Dice 8 13.8 Victory check 41
2.8 Range 8 14. Aircraft 42
3. The Turn 8
14.1 Aircraft movement 42
3.1 Sequence of play 8 14.2 Aircraft missions 42
4. Reinforcement Stage 9 14.3 Air-to-air combat 43
4.1 Force pool changes 9 14.4 CV units 45
4.2 Reinforcements 9 14.5 Terrain 46
5. Lending Stage 9 14.6 Pilots (PiF option 28) 46
5.1 Trade agreements 10 14.7 Flying bombs (PiF option 59) 47
6. Initiative Stage 10 14.8 Kamikazes (option 60) 47
15. Surprise 47
6.1 Determining initiative 10
6.2 Effect of Initiative 11 15.1 Surprise effects 47
16. Offensive chits (option 61) 47
16.1 Air action 47 edition. It comes as one of five products:
16.2 Naval action 48 ï World in Flames Rules Set;
16.3 Land action 48 ï World in Flames Classic game;
16.4 Combined action 48
ï World in Flames Starter Kit;
16.5 Reorganise HQs 48
ï World in Flames Deluxe game; and
17. Vichy France 48
ï World in Flames Super Deluxe game set.
17.1 Creation 48
The World in Flames Rules Set consists of:
17.2 Determine control 48
17.3 Units 48 ï this rule book (incl. 2 x A4 builds charts);
17.4 Running Vichy France 49 ï WiF Scenario book;
17.5 Combat with Vichy 49 ï 1 production circle; and
17.6 Running Free France 49 ï 1 x A3 (420 x 294mm) full-colour game chart.
18. Co-operation 50 The World in Flames Classic game consists of:
18.1 Who can co-operate 50 ï The World in Flames Rule Set;
18.2 Not co-operating 50 ï 1 additional A3 full-colour game chart;
18.3 Co-operating 50 ï 4 large (574 x 820mm) full-colour maps
19. Minor countries 50 covering most of the world (West Europe &
19.1 Neutral minor countries 50 Africa, East Europe & the middle east, Asia and
19.2 Entering the war 50 the Pacific);
19.3 Who can enter the minor 51 ï 1 x A3 full-colour minimap of America;
19.4 Minor country units 51 ï 1400 counters representing all the armies, navies
19.5 The Nazi-Soviet pact 51 and air forces of World War II (counter sheets 1-
19.6 Soviet border rectification 52 6 & 24); and
19.7 Axis minor countries 52 ï 2 ten-sided dice.
19.8 Allied minor countries 53 The World in Flames Starter Kit consists of
19.9 Netherlands East Indies 53 everything contained in the World in Flames Classic
19.10 Austria & East Prussia 53 game except the box and dice.
19.11 French African minors 53
The World in Flames Deluxe game consists of:
19.12 The Ukraine (option 62) 53
19.13 MIL units 54 ï The World in Flames Classic components;
20. Chinese communists 54 ï 1 additional A3 full-colour game chart;
21. Stilwell 54 ï an Africa map & 200 counters ~ CS 14 (from
Africa Aflame);
22. Optional rules 54
ï a Scandinavian map & 200 counters ~ CS 15
22.1 Intelligence (option 63) 54 (from Asia Aflame);
22.2 Factory destruction & construction ï 600 aircraft counters ~ CS 7-9 (from Planes in
(option 30) 55 Flames);
22.3 Japanese command conflict ï 1000 naval counters ~ CS 18-22 and a task force
(option 64) 55 display (from Ships in Flames); and
22.4 Optional units 55 ï 200 land counters ~ CS 23 (from Mech in
23. Index and Glossary 61 Flames);
2die 10 table 64 for a total of 7 maps and 3600 counters!
The World in Flames Super Deluxe game set
“We may be destroyed but, if we are, we consists of a:
shall drag a world with us - A World in ï World in Flames Deluxe game;
ï America in Flames game;
Flames” ï Days of Decision game;
Adolf Hitler, 1932 ï Patton in Flames game;
ï Carrier Planes in Flames kit;
1. Introduction ï Convoys in Flames kit;
World in Flames (“WiF”) is Australian Design ï Cruisers in Flames kit; and
Group’s strategic level game of the Second World War. ï 1 year’s subscription to Lines of
Up to six players will manage the economies and Communication
conduct the military operations of the major nations
involved in that conflict, either as a member of the 1.1 Rules
Axis (Germany, Italy and Japan) or as one of the Allies We have arranged these rules in sequence-of-play
(China, the Commonwealth, France, the USSR and the order. Optional rules are generally in the same place as
USA). the standard rule they modify. They are separated from
We intend this edition of the game to be the final the standard rules by being framed in grey. All
optional rules are exactly that and each option can be general concepts.
played in part or full provided all players agree.
2.1.1 Hexes & hex-dots
To play this game, you should decide on what rules
As in many wargames, the land portions of the maps
variants you want to play with (using the Optional
are divided into hexagons (called “hexes”). Hexes
Rules Manifest on the back of the Production Circle
regulate unit location and movement.
will make this easier) choose a scenario (see 24,
scenario information), and follow the set-up A “coastal hex” is a hex which contains both land and
instructions there. sea. We have printed the sea portion of coastal hexes
in a lighter shade of blue to distinguish them.
1.2 Scale Each hex has six sides (“hexsides”). Certain terrain
Units features (e.g. rivers) conform to hexsides and affect
A land unit represents an army or corps (optional combat, and sometimes movement, across that
division units represent smaller units, see 22.4.1 and hexside. An all-sea hexside is a hexside with no land at
22.4.2). all.
A naval unit represents a squadron of 4 to 6 destroyers On-map hexes are contained within the grey map
attached to either 1 aircraft carrier, 2 battleships or borders. Off-map hexes are printed in the border area
battle cruisers, or 4 heavy or light cruisers. If playing itself. All hexes on the American mini-map are also
with the Ships in Flames counters, a naval unit off-map hexes.
represents only 1 aircraft carrier, battleship, or heavy Two hexes are adjacent if:
cruiser in addition to the destroyers. If playing with the
ï they share a common hexside;
Cruisers in Flames counters, each light cruiser is also
represented. ï they are on either side of the join between the
eastern European map and the Asian map and
An aircraft unit represents 250 aircraft in 1939 share the same number. They are actually
gradually increasing to 500 aircraft by 1945. Each connected via the hexside on the Asian map
counter consists of a variety of types, but with the bearing the same number as the hex on the east
predominant aircraft being that depicted on the European map.
counter. Not all of them would be flying in each AsA option 1: The same applies if you are using
mission. the Scandinavian map (letters differentiate the
You are limited by the number of units included in the hexes/ hexsides).
game except for convoy points which can be freely AfA option 1: The above is also true for the
broken down or combined, as long as the total points northern border of the African map. However,
remain the same. the eastern edge of the African map has a hex for
hex correspondence with the Asian map (i.e. the
Time hexes with the same letter are in fact the same
Each game turn is two months. hex, see below). Any map-edge hex-dot on the
Map Africa map connects to any other in the same
sea-area on the American, Asian or Pacific maps.
Each hex is approximately 100km on the European ï they are off-map hexes connected to each other
maps, 230km on the Asian, Pacific, African and by a rail line or a grey communication line
Scandinavian maps, and 650km on the America mini- (exception: the Perm to E0148 rail); or
map. ï one is an off-map hex and the other is either an
1.3 Markers on-map edge hex connected to it by a rail line or
a grey communication line or an on-map hex, on
You are not limited by the number of markers the map’s edge, which is adjacent to a connected
provided in the game except for entry markers (see on-map hex.
13.3), forts (AfA/MiF option 5), synth oil plants (AfA Example 1: Riyadh is adjacent to the 2 bottom right-
option 14) and Task Force markers (SiF Option 21). If most hexes of the East European map.
you run out, just make up some more. Example 2: Dakar is adjacent to the 3 Moroccan
hexes with the letters ‘u’, ‘v’, and ‘w’, printed on
2. General concepts them.
This section lumps together general wargaming terms A unit in a hex that contains both mainland and an
that may already be familiar to you. If you have played island occupies both the island and the mainland.
World in Flames before, you can probably skip them
Unlike other wargames, the hexes stop at the
for now because they are much the same as previous
coastlines. Hexes at sea are replaced by hex-dots -
editions. Read them later though, especially the supply
each hex-dot is at the centre of what would otherwise
rules where there are some important changes.
be a hex. When moving an aircraft unit across hex-
2.1 Terrain dots, or when counting hexes, just imagine you are
moving from hex to hex.
Terrain and its effects are summarised on the bottom
of the Asian map. The rule here explains some more Example:
ï a sea area with a sea-box.
Off-map areas are connected to each other, and to the
map, by grey and blue communication lines.
Grey communication lines
Only land and aircraft units can move along grey
communication lines. Some grey communication lines
are shown as railways. You can move along these lines
normally as well as by rail.
Blue communication lines
Only aircraft and naval units (and their cargoes) can
move along blue communication lines.
A naval unit moves along blue communication line
The use of hex-dots is partly aesthetic but also serves
from sea area to sea area.
to show that the presence of land units is not
permitted. An aircraft unit moves along a blue communication
line from any adjacent hex-dot in the first sea area to
Some hex-dots are “large” hex-dots. Only large hex-
an adjacent hex-dot in the second sea area (see 14.1.2).
dots are adjacent to off-map hexes. So, you can only
If it’s not clear which hex-dots are adjacent to a blue
move between a hex-dot and an off-map hex if the
communication line, the nearest ones always are.
hex-dot is large. Large hex-dots can also be adjacent to
normal hexes or normal hex-dots. Example: The hex-dot in the Denmark Strait to the
right of Iceland is adjacent to the blue communication
Example: line connecting to the Norwegian Sea and the Faeroes
Gap sea areas. The hex-dot to the left of Iceland is
This aircraft wants to fly a mission to Khartoum. It adjacent to the blue communication line connecting to
flies from its base to the small hex-dot in the Red Sea the North Atlantic and the Canadian Coast Sea areas.
for 1 movement point, then to the large hex-dot
2.1.4 The American minimap
adjacent for 6 movement points, then to the Khartoum
off-map hex for another 6 points. Every hex on the American minimap is an off-map-
hex. Every hex-dot on the American map is a large
2.1.2 Sea areas hex-dot.
The seas are divided into areas by dark blue lines Puerto Cortes and Vera Cruz are ports on the
(called sea area borders). Each sea area is individually Caribbean sea area. Panama and Puntarenas are ports
named (e.g. ‘RED SEA’). Each sea area contains a sea- on the Gulf of Panama sea area.
box which regulates movement and combat at sea.
AiF option 1: If playing with the maps from
Two sea areas are adjacent if they share a common sea America in Flames, you use them instead of the
area border or if they are directly connected by a blue American minimap.
communication line. Some sea areas on the west
European and Pacific maps contain statements that 2.2 Zones of control
they are connected to one or more sea areas on the A zone of control (“a ZOC”) is the effect a land unit
USA minimap. The connected sea areas are also has on the hex it occupies and on adjacent hexes. A
adjacent. ZOC affects supply (see 2.4), garrison values (see 9.5),
The Mozambique Channel and the Azanian Sea (both railroad movement (see 11.10), land movement (see
on the Asian map) are connected. Treat hexdot ‘O’ as 11.11), notional units (see 11.14), retreat after combat
being connected to the hexdot south of hex ‘U’ by a (see 11.16.5), reorganisation (see 11.18.2), the
blue communication line. transport of resources and build points (see 13.6.1),
breaking down (see 22.4.1), and the placement of off-
The Red Sea is the only sea area that is on 2 maps. The
city reinforcements (see 4.2), partisans (13.1),
sea-box is only on the east European map but the hex-
fortifications (22.4.9) and synthetic oil plants
dot on the Asian map is still part of the same sea area.
(22.4.11).
The hex-dot on the Asian map is adjacent to the large
hex-dot at the eastern end of the sea area on the east Most land units have a ZOC into their own hex and
European map. into all adjacent hexes. Partisans only have a ZOC into
their own hex. Units that invade (see 11.14) or
2.1.3 Off-map areas paradrop (see 11.15) temporarily lose their ZOC.
The maps incorporate the main areas of conflict in AsA/MiF/PoliF options 2&3: Divisions and
World War II. However, other areas saw combat and artillery only ever have ZOCs into their own hex.
World in Flames provides off-map areas to deal with MiF option 6: Supply units have no ZOCs.
them.
An off-map area contains: ZOCs don’t extend:
ï 1 or more off-map hexes; and (usually) ï into, or out of, off-map hexes; or
ï into the notional hexes represented by hex-dots;
or off-map hex if the 5th unit is a division, artillery or
ï across alpine hexsides; or supply.
ï across all-sea hexsides; or AfA/MiF option 5: Up to 2 fortification markers
ï across lake (except when frozen), or straits, can occupy a hex in addition to any other units.
hexsides; or Units invading (see 11.14) and paradropping (see
ï into a hex controlled by a major power or minor 11.15) have a stacking limit in addition to the
country, on the other side that the unit is not at defending units’ limit. This limit is applied to the
war with; or combined number of invading and paradropping units.
ï Option 20: (Surprised ZoCs) from a surprised There is no limit to how many land units being naval
unit. transported (see 11.4.5) can stack in a sea-box.
Naval and aircraft units don’t have a ZOC (even in the
hex they occupy).
Aircraft unit limits
Example: The stacking limits for aircraft units not flying a
mission are:
Minor port hex 2
Major port or city hex 3
Mountain, desert mountain 0
or swamp hex
Any other hex 1
Hex with HQ +1
If several limits apply (e.g. a city in a mountain hex),
the highest of them applies.
Aircraft stacking limits are doubled in an off-map hex.
The HQ increase for aircraft units applies after
doubling.
The unit does not exert a ZOC into:
MiF option 7: (ENG divisions) Each ENG (even
hex (1) because of the alpine hexside; face-down) increases the aircraft stacking limit of a
hex (2) because of the straits hexside; and hex by 1 (e.g. you could stack 2 aircraft in a swamp
hex (3) because it is a hex-dot. occupied by 2 ENG units). In off-map hexes, this
increase applies after doubling.
Option 4: (Pacific & Asian ZoCs) You need either
an HQ or 2 other (non-PART) corps or army units in Option 8: (Flying boats) Flying boats have a
a hex to exert a ZOC into an adjacent hex on the vertical blue stripe on their counter.
Asian or Pacific map (AfA/AiF/AsA Option 1: or Flying boats can only stack in a coastal hex (even if
African, American or Scandinavian map). the coast is only on a lake). You can only ever stack
1 flying boat in a hex, but this is in addition to any
2.3 Stacking other aircraft there. For example, you could stack a
There is a limit on the number of units that can occupy flying boat plus 3 other aircraft in a major port; you
each hex. This is called the stacking limit of the hex. can even stack a flying boat in a coastal mountain
hex. Flying boats can fly missions into, or rail move
2.3.1 Limits through, non-coastal hexes. Engineers (MiF option
Units that can’t co-operate (see 18.1) can’t stack 7) do not effect stacking limits for flying boats.
together in the same hex. They can stack together in ATR flying boats (e.g. the BV-222) can only air
the same sea-box. transport units to or from, or air supply units in,
Stacking applies at the end of every step and after each coastal hexes.
retreat and advance after combat (see 11.16.5). You
Naval unit limits
cannot voluntarily overstack then but if it happens
(whether inadvertently or unavoidably), the owner of Up to 2 naval units can stack together in a friendly
the hex must destroy enough of the overstacked units controlled minor port. Every 5 convoy points is 1
to comply with the stacking limits. You must destroy naval unit.
face-up units before face-down units. SiF option 9: Up to 4 naval units can stack together
in a minor port. Every 2 convoy points (or any spare
Land unit limits
point) is a naval unit.
Up to 2 land units can stack in a hex. Stacking limits
There is no limit to the number of naval units that can
are doubled in an off-map hex.
occupy a friendly controlled major port (exception: see
AsA/MiF/PoliF options 2, 3 & 6: You can stack 3 18.2, foreign troop commitments) or a sea-box.
land units in a hex if the 3rd unit is a division,
artillery or supply. You can stack 5 land units in an Both sides’ naval units can occupy the same sea-box,
even in the same section.
Combinations A secondary supply source for a unit is:
Stacking limits for land, aircraft and naval units are ï an HQ the unit co-operates with (see 18.1); or
independent. So, you can have any number of naval ï the capital city of a minor country controlled by
units, up to 4 aircraft units and an HQ stacked with the unit’s major power; or
another land unit in a major port city. ï the capital city of a major power, or a minor
country, conquered by the unit’s major power, or
2.4 Supply by a major power the unit co-operates with.
Units need to be in supply to operate effectively. A secondary supply source of the tracing unit must be
able to trace a supply path either to a primary supply
2.4.1 When to check supply source or via another secondary supply source. That
You need to check the supply status of a unit before it other secondary source must also be able to trace a
moves, flies, sails or reorganises units. supply path either to a primary source or via another
You also need to check the supply status of land units secondary source, and so on. There can be any number
immediately before you resolve an overrun (both of secondary supply sources in this chain but it must
sides), during combat declaration (attacking units) and end up at a primary supply source of the unit tracing
at the moment of combat (both sides). the path.
Units at sea are always in supply. Example: Poland’s controlling major power is the
Commonwealth. Warsaw is a secondary supply source
Example: You want to move an ARM unit but it isn’t in
for Commonwealth units, in addition to being a
supply. So, you move a nearby HQ first. This puts the
primary source for Polish units.
ARM in supply when it starts its own move, so it
doesn’t suffer the effects of being out of supply. During A city can only be a supply source for a unit if it has
its move, it contacts an enemy unit. You check its not been controlled by the other side at any time in the
supply to see if it can overrun the enemy. Luckily, it’s turn.
in supply, and can overrun ~ you check the enemy A supply source can supply any number of units.
unit’s supply status before resolving the overrun. After
you finish all your moves, you start your combats. If Supply paths
the ARM is in supply, you can declare an attack with You trace a supply path from a unit to a primary supply
it. You need to check its supply status again when you source.
resolve its combat in case the result of another combat
has cut its supply line. If you are tracing a path from a secondary supply
source to a primary supply source, it is a railway
2.4.2 Tracing supply supply path.
To be in supply, a unit must be able to trace a supply If you are tracing any other supply path, it is a basic
path back to a primary supply source. supply path.
A primary supply source for a unit is: A supply path, basic or railway, can be up to 4 hexes.
Each Asian or Pacific (AfA/AiF/AsA Option 1: or
ï any friendly city in the unit’s unconquered home
African, American or Scandinavian) map hex you
country; or
trace into counts as 2 hexes. Each off-map hex counts
ï for a Commonwealth unit, any friendly city in as 4 hexes, so you can only trace a basic supply path
another unconquered Commonwealth home
into an adjacent hex during clear weather.
country; or
ï any friendly city in an unconquered home Each desert, or desert mountain, hex your supply path
country of a major power the unit co-operates enters counts as 1 extra hex (i.e. counts as 2 on the
with (see 18.1). European maps, 3 on the Asian and Pacific maps and 5
in off-map hexes).
Example: Germany has just declared war on Poland.
Polish units that can trace a supply path to a friendly This maximum distance will vary in some weather
controlled city in Poland are in supply (because it is a (see 8.2.2). In those cases, you determine the length
friendly city in their home country). They are also in allowed for each path by the weather in the hex
supply if they can trace to their controlling major occupied by the unit or secondary source you are
power’s cities (because Poland co-operates with its tracing from.
controlling major power). Example:
MiF option 6: An HQ is a primary supply source
for the rest of the turn if you expend a face-up
supply unit it is stacked with (see 22.4.10).
A city controlled by the communist Chinese is not
friendly to the nationalist Chinese (and vice versa),
even though both are (nominally) on the same side.
If the unit can’t trace a supply path directly to a
primary supply source, it can trace it via one or more
secondary supply sources instead.
In this picture, the INF unit is 4 hexes away from Kiev, is on or what terrain it contains.
a supply source in another weather zone. The unit is in To trace a basic supply path overseas, the unit must be
supply if the weather in its hex is fine. The weather in in a coastal hex or trace the path via a port. To trace a
Kiev’s hex is irrelevant.
railway path overseas, the secondary source must be in
Railway supply paths a coastal hex or trace the path via a port.
A hex a railway supply path enters, by moving along a SiF option 11: (limited overseas supply) You can
railway or road, does not count against the 4 hex limit. only trace a supply path overseas if each sea area
A hex it enters across a straits hexside also does not you trace it through contains a friendly convoy, TRS
count against the limit, so long as the hexes on either or AMPH.
side of the straits are railway hexes. From the coastal hex or port, you trace the supply path
The 4 non-rail hexes can occur anywhere along the via any number of consecutive sea areas to a friendly
path. Although you will mostly use them to trace controlled port which is a supply source itself or from
supply from an HQ to the railhead, they can be handy which you can continue the supply path overland to a
for re-routing around an enemy unit that’s blocking a supply source.
vital rail link. You cannot trace a supply path into a sea area that
Example: contains:
ï an enemy CV, SCS or aircraft unit with an air-to-
sea factor;
ï unless it also contains a surface naval unit, or
aircraft unit with an air-to-sea factor, (SiF option
11: convoy, TRS, or AMPH only) controlled by
any major power or minor country at war with
that enemy unit.
You can’t trace a supply path between sea areas if one
of your SCS couldn’t move between them (see 11.4.4).
For example, Axis units can’t trace supply between the
Western Mediterranean and Cape St. Vincent until
Gibraltar is Axis controlled.
Example: In the picture above, Rundstedt traces his
railway supply path to Alexandretta (only counting as
3 hexes against the limit because the rest are along a
railway). From there, he traces overseas through the
Antioch, Alexandretta and all hexes in Syria except for Eastern Mediterranean and Italian Coast sea areas to
Damascus are Axis controlled. In this picture, the GD Ancona (counting as the 4th hex) and then any
ARM is able to trace a supply path of 3 hexes to distance along railways to any friendly German or
Manstein (remember, for the purposes of supply, Italian city.
deserts count as 2 hexes on the European maps). That If any of these sea areas contained an Allied CV, SCS,
is a basic supply path. Manstein can’t trace a railway or aircraft with an air-to-sea factor, you could only
supply path to a primary supply source because he is trace this supply path through that sea area if it also
at least 5 hexes from a primary supply source (4 hexes contained an Axis surface naval unit or aircraft with
from Alexandretta and 1 more for using overseas an air-to-sea factor.
supply ~ see below). However, he can trace a 3 hex
path to Rundstedt. That’s a basic supply path too You cannot trace an overseas supply path either out of,
because it’s not going to a primary supply source. or into, an iced-in port (see 8.2.10) if the weather in
Rundstedt can trace his railway supply path 5 hexes to that hex is snow or blizzard.
Alexandretta (he can’t use Tripoli because of the Allied Limits on supply paths
ZOC). Only 3 of those hexes count against the supply
path limit, because the rest are along railways. You can’t trace any supply path:
Overseas supply paths ï into an enemy ZOC (unless the hex contains a
Any part of a basic or railway supply path can be friendly land unit); or
traced overseas. You may only trace supply overseas ï into a hex controlled by another major power
once for each unit attempting to trace supply, unless it agrees; or
regardless of how many secondary supply sources are ï into a hex controlled by a neutral country
used between the tracing unit and the primary supply (exception: Vichy territory ~ see 17.4 and
source. Sweden ~ see 19.7); or
ï across an alpine hexside; or
The sea portion of a supply path does not count against
ï across a lake hexside (except when frozen); or
the maximum number of hexes permitted in the path.
The port hex you trace the overseas supply path into ï across an all sea hexside that isn’t a straits
does count against your 4 hex limit. However, it hexside (except as an overseas supply path); or
always counts as only 1 hex, regardless of what map it ï for any Soviet unit, into a hex controlled by any
other Allied major power (and vice versa) unless Indies and Port Moresby is part of Papua, not
the USSR is at war with Germany. Australia). Exception: Sicily is part of the Italian
Option 12: (limited access across straits) A unit home nation for all purposes.
can’t trace supply across a straits hexside, if the Where a hex could belong to 2 home nations, it is
presence of enemy units would prevent you tracing
owned by the home nation with the nearest (in terms
an overseas supply path into that sea area.
of hexes, not hexdots) capital (e.g. Lemnos is part of
2.4.3 Out of supply Greece, not Turkey).
Land units Germany’s home country also includes East Prussia,
and Austria in scenarios starting after 1938.
A land unit that is out of supply: Example 1: All islands adjacent to Greece are part of
ï can’t attack; the Greek home country. Crete is a separate territory
ï must be turned face-down if you move it (even controlled by Greece.
by naval transport or air transport); Example 2: Australia includes the island south of
ï defends with 1 combat factor if it is a face-down Adelaide but not Papua (because Papua was a
division (see 22.4.1) or non-white print unit, 3 if territory controlled by the Commonwealth in 1939, not
it is a face-down white print unit (face-up units by Australia).
defend with their normal strength); and
A territory is either:
ï option 13: can’t provide HQ support (see ï something similar to a home country but without
11.16.3). a capital city and only reachable by an INF rather
Out of supply land units still have their normal than a MAR (e.g. Gibraltar, British Somaliland,
movement allowance and still exert a ZOC. Papua); or
Aircraft units ï an island that is not part of a home country (e.g.
Aircraft units that are out of supply can only fly rebase Truk is a territory, but Sumatra is not because it
is part of the Netherlands East Indies).
missions.
Major powers and minor countries consist of a home
Naval units country except for the Commonwealth which has 6
If you move a naval unit that is out of supply, subtract (the UK, Canada, India, South Africa, Australia and
1 from its movement allowance (not range) and turn it New Zealand). All references to major power home
face-down (or put a CP used marker on it if it is a countries include all 6 Commonwealth home countries
convoy point) when you finish its move (even at sea). unless otherwise stated.
Option 13: (emergency HQ supply) Non-HQ units Often, major powers and minor countries will also
that are out of supply can operate as if they were in control some minor home countries and territories. For
supply this impulse if they can trace a basic supply example, the French major power has France as its
path to a face-up HQ they may co-operate with. You home country but also controls some minor home
can only do this with as many units as the HQ’s countries (e.g. Algeria) and some territories (e.g. New
reorganisation value. Caledonia).
You must announce the HQ providing emergency Initial control
supply before any unit can gain this benefit. Turn the
HQ face-down after the land combat step. The World in Flames maps show the 1939 political
boundaries. They also show the necessary start lines
An HQ may not provide emergency HQ supply
for the other campaigns.
during the impulse(s) it is surprised.
At the start of a game, your major power controls all
2.5 Control hexes within its home country borders, except any
Entities hexes on the enemy’s side of a relevant start line. The
scenario information (see 24.) will explain this in
There are 2 geographical entities in the game ~ home detail.
countries and territories. Home countries have capital
cities, territories do not. Some major powers and minor countries also control
other minor countries or territories. They are either
A home country consists of every hex that a MAR aligned or conquered. Minor countries aligned with
could reach from the capital of that home country your major power in 1939 are marked on the map after
without crossing a red political boundary or entering a the countries’ names. Again, the scenario information
hex containing the name of another major power (e.g. will provide more detail and explain any exceptions.
all of mainland China including Japanese occupied
China is part of the Chinese home nation, but Hainan A major power or minor country may also control
and Formosa are not). some islands and territories. Most of the sea areas are
marked as being ‘controlled’ by a major power or
When crossing an all sea hexside to reach a hex, that minor country. This means that, in 1939, most of the
hex would not be considered part of the home nation if islands in that sea area were controlled by that major
it could be part of another home nation or named power or minor country.
territory without crossing an all-sea hexside (e.g.
Singapore belongs to Malaya, not the Netherlands East Similarly, islands are controlled by a major power if
they lie astride a sea border between sea areas both zero. For example, if the fraction is -1.5, it rounds to -
marked as controlled by that major power. 1.
Any islands that don’t conform to these rules are Round off a number immediately before:
marked as controlled by another major power or minor ï calculating an odds ratio; or
country. The scenario information details any changes ï looking the number up in a table; or
after 1939. ï comparing it to a dice roll or to a fixed value; or
Changing control ï spending oil (see 13.5.1) or build points.
Example: In an attack, you have 3 units attacking
Control of a hex changes when: across a river. Their total strength is 17, which halves
ï an enemy land unit (except for partisans ~ see to 8.5. In addition, you add in 8.5 factors of shore
13.1, and supply units ~ see 22.4.10) enters it bombardment. You also commit a CV with an air
(the major power entering with the most factors component of 5 as ground support. Its tactical factors
if more than one); or are 2.5. Your total attack strength is 19.5. As you are
ï an island, territory, minor country or major about to calculate an odds ratio, you round it to the
power is conquered (see 13.7.1) or liberated (see nearest whole number ~ 20.
13.7.5); or 2.7 Dice
ï France is declared Vichy (see 17.); or
World in Flames uses 10-sided dice. A roll of 0 is a
ï it is a communist Chinese-controlled city entered
10.
by a nationalist Chinese land unit or vice versa;
or 2.8 Range
ï during the liberation step you return control to
When counting the distance from one hex to another,
the original owner (see 13.7.5, reversion).
you count the final hex but not the starting hex. For
Note that even though major powers may control
example, it is 4 hexes from Berlin to Nuremberg.
minor countries (see 9.8 & 13.7.1), it is the minors
themselves that control hexes in that minor. However,
hexes taken from an enemy major power (or its
3. The Turn
controlled minors) are controlled by the major power After you have set up your game (see 24.1), you play a
taking them regardless of whether those hexes are series of two-month turns until the scenario is over
taken by units of the major power or its controlled (this will be from 5 to 36 turns, depending on the
minors, unless the major powers are not at war with scenario).
each other (in which case the hexes are controlled by Both sides perform a series of activities in every turn.
the minor country taking them). There are 3 stages at the start of the turn that everyone
If a minor country controls enemy major power (or its takes part in. Then there is a sequence of impulses that
controlled minors) hexes and the minor's controlling each side performs alternately. After those impulses
major power comes to war with that major power, then are over, there are a few more stages for everyone.
those hexes immediately become controlled by the Then the turn is over and you start a new turn (easy
minor's controlling major power. isn’t it?!?).
Example: The USSR declares war on Finland in 1939
while Germany and the USSR are not at war. Finland
3.1 Sequence of play
becomes controlled by Germany. During the war, The sequence of play in a turn is:
Finland takes Murmansk and conquers a Russian
controlled Estonia. In 1941, Germany declares war on A. REINFORCEMENT STAGE
the USSR. Murmansk and Estonia immediately B. LENDING RESOURCES STAGE
become German (rather than Finnish) controlled. C. INITIATIVE STAGE
Units in hexes that change control D. ACTION STAGE
Treat any naval and aircraft units in a hex which Repeat D1 through D3 until the action stage
passes to enemy control as if they had been overrun ends.
(see 11.11.6). D1 Determine weather
2.6 Fractions D2 First side’s impulse
These rules frequently require a calculation that Every major power on the first side
produces a fraction. When you have to do this, round performs these steps:
to the nearest whole number, rounding halves up. D2.1 Declare war
Example: Germany has 21 production points. Her D2.2 Choose action
production multiple is 1.25, so she has 26.25 build Choose either a pass, a naval, an
points. This rounds to 26 points. Next year her
air, a land or a combined action.
production multiple increases to 1.5, so she has 31.5
build points. This rounds to 32. D2.3 Perform actions
Rounding a negative number up moves you closer to The major powers that didn’t pass
perform these steps in this order
(their action choice will limit what
4. Reinforcement Stage
they can do ~ see action limits This is the stage when new units and markers you built
table): in earlier game turns will arrive on the map.
(a) Port attacks 4.1 Force pool changes
(b) Naval air missions You will see when you read the set up rules (see 24.1)
(c) Naval movement that you have to place your units into separate force
(d) Your naval combat pools. You build units from your force pools. Having
force pools for each of your unit types lets you select
(e) Opponent’s naval combat the type of unit you want to build. You usually return
(f) Strategic bombardment units that are destroyed to your force pools.
(g) Carpet bombing (option You will add units to your force pools as the game
32) goes on, or as certain events occur.
(h) Ground strike missions 4.1.1 Annual additions
(i) Rail movement
Add new units to your force pools in the reinforcement
(j) Land movement stage of the January/February turn of each year.
(k) Air transport Also add new entry markers to the common entry
(l) Debark land units at sea marker force pool and new partisans to the partisan
(m) Invasions force pool (option 46) at this time.
(n) Paradrops The units and markers you add are those with the new
(o) Land combat year marked on their counter. For example, in Jan/Feb
1942, you would add all units with “1942” on their
(p) Air rebases back and all markers with “1942” on their front.
(q) Reorganisation
4.1.2 Special additions
D2.4 End of action
Neutral major powers can’t have MIL units. When you
Roll to end the action stage. If it go to war, add your MIL units to your force pools.
doesn’t end, advance the impulse Reserve MIL units would be placed on the map instead
marker the number of spaces (see 9.6).
shown on the weather chart for the
If at the end of any peace step your major power is
current weather roll. If it ends,
neutral, remove its MIL units from the game until you
move on to stage E - the end of
are next at war with a major power (see 13.7.3).
turn.
Option 67: Some units have a city name on their
D3 Second side’s impulse back rather than an availability date (see city based
If the action stage didn’t end, repeat the volunteers, 22.4.8).
steps in D2 for the second side. If the
4.1.3 Scrapping
action stage doesn’t end after the second
side’s impulse, go back to D1. When a unit is destroyed or old enough, you can
remove it from your force pools (see 13.6.9).
E. END OF TURN STAGE
Both sides perform these steps in this order: 4.1.4 Replacement naval units (SiF option
E1 Partisans 9)
E2 US entry A few naval units have a gold box around their
E3 Return to base availability year. In a later year, replacement units
E4 Final reorganisation will turn up for these units. Their availability year
E5 Production will also be shown in a gold box.
E6 Intelligence (option 63) If the original unit has been removed from the game
E7 Peace when the replacement unit arrives, remove the
E7.1 Conquest replacement unit from the game.
Otherwise, during any reinforcement step, you can
E7.2 Allied minor support
remove the original unit from the game and add the
E7.3 Mutual peace replacement unit.
E7.4 Vichy declaration Put the replacement unit in the force pool if the
E7.5 Liberation original unit is either in the force pool or face-down
E7.6 Surrender on the production circle; or
E8 Victory check (& option 30: factory Put the replacement unit in the construction pool if
destruction) the original unit is in:
ï the repair pool,
ï the construction pool,
ï on the map, or place a reinforcement anywhere without breaking
ï face-up on the production circle. the stacking rules, you may put it into a hex you
control (not in an enemy ZOC) in the unit’s home
4.2 Reinforcements country that is next to a city where you could have
The production circle has 6 slices, one for each turn in placed it except for the stacking rules. You can’t do
a year. this with naval units. Only 1 unit per city may be
In this stage of the turn, your units and markers in the placed in this fashion each turn.
current turn’s slice arrive as reinforcements. If they are Option 16: (Recruitment limits) Each turn, and in
face-down naval units, place them in the Contruction addition to any MIL, only 1 land or aircraft unit (PiF
pool. Place all other units and markers on the map option 28: and its pilot) may be placed in each
eligible city. Each turn, only 1 naval unit may be
The side with the initiative from last turn places its placed in each eligible port. These limits are
reinforcements first. doubled for naval units arriving in off map major
Where do reinforcements go? ports (SiF option 9: all major ports), land and air
units arriving in off map cities, and all units at major
Set aside your reinforcing offensive chits for later use. power capitals (cumulative, e.g. you may place 4
Put your face-down naval units into the construction land/aircraft units and 4 naval units in Washington
pool. Put all your other reinforcements on the map. each turn). CVs and BBs may only arrive at major
Put your on-map naval reinforcements into a port you ports.
control in the unit’s home country. However, you can
place 1 convoy point a turn in either a Commonwealth 5. Lending Stage
home country other than the United Kingdom or an In this stage, you can announce that you are giving
aligned (not conquered) minor country [Note: this is resources and/or lend leasing build points (see 13.6.4)
only possible if you are playing with Ships in to another major power on the same side this turn.
Flames]. AfA option 48: (Oil) You must also announce how
MIL must be placed in the city or port named on the many of the resources given are oil (see 13.5.1).
counter. If you lose control of the city or port, then You can only give resources (or build points) if you
whenever the unit is in the force pool, remove it from are an active major power and you can only give them
the game instead. If you retake the city, put the unit to another active major power (exceptions: Trade
back in your force pool. If it could arrive but the city agreements ~ see 5.1, US entry options ~ see 13.3.2
or port is fully stacked, put the MIL unit back onto the and lending to Vichy France ~ see 17.4). Vichy France
production circle to arrive next turn (exception: option must also be hostile to lend to other major powers (see
15 ~ Off city reinforcements, see below).
17.4).
All remaining reinforcements must now go into a city
Some major powers need US entry options (see
you control in the unit’s home country.
13.3.2) to be chosen before resources can be given to
Chinese communist units can only arrive as them. The USSR is further restricted in that (apart
reinforcements in a city controlled by the communist from Germany ~ see 5.1) she may only give and/or
Chinese. Similarly, Nationalist Chinese units can only receive up to 1 resource (and/or build point) per turn
arrive in a city controlled by the Nationalist Chinese. unless US entry option 19 (and option 30 for build
Chinese MIL may be removed from the force pool points) has been chosen.
when the other faction controls their city. You cannot give resources to a major power in the
AfA/MiF options 5 & 14: Fortifications (see same turn as it is giving resources to you. However,
22.4.9) and synthetic oil plants (see 22.4.11) can you can give resources to a major power in the same
arrive in any hex controlled by their major power turn as another major power gives resources to you.
that isn’t in an enemy ZOC and won’t violate The same restrictions apply to lend leasing build
stacking. You can’t place fortification units in off points. You may however give build points to a major
map hexes. power in the same turn you receive resources from that
AfA Option 10: Territorials belonging to a territory major power or vice versa.
(e.g. Aden or New Caledonia) may be placed in any How you transport resources is described later (see
city or port in that territory. 13.6.1 and AfA option 31 ~ 13.5.1).
CVPiF/SiF option 56: You can place a
If, during production (see 13.6), it is possible for the
reinforcement carrier plane directly onto a CV in an
promised resources (or build points) to be delivered
eligible port city if the CV can accommodate it.
then they must be delivered. If you cannot meet the
You can’t put a unit on the map if it would violate the promise you made (for example because the convoy
stacking rules (see 2.3). If you can’t fit a unit into any points were not set up, were destroyed, or a railway
city, put it back on the production circle to arrive in the line cut), you still cannot use them yourself this turn.
next turn.
You can put a reinforcement unit in a hex that is in an
5.1 Trade agreements
enemy ZOC. Trade agreements are agreements automatically in
Option 15: (Off city reinforcement) If you can’t place between countries at the start of each game.
They continue until either country involved in the in place to exchange a Japanese build point for US
trade agreement is completely conquered or as resources. The USA must supply Japan with 4
specified below. resources each turn. Two of them must be oil
resources. These amounts can be reduced, or avoided
Germany-USSR
entirely, by certain US entry options (see 13.3.2).
USSR and Germany start the 1939 scenario with a Japan must lend lease the USA with 1 build point a
trade agreement in place to exchange German build turn until the USA embargoes strategic materials (see
points for Soviet resources. 13.3.2, entry option 13).
In each turn, Germany must lend lease 2 build points To avoid US entry penalties (see below), the USA
to the USSR while the USSR must supply Germany must have enough convoy points in the West Coast,
with 7 resources (2 of them must be oil). These Mendocino, Hawaiian Islands and Central Pacific
numbers can change if circumstances vary. For each ocean sea areas to transport the resources to Japan.
of: Similarly, Japan must have enough convoy points in
ï Finland; the Japanese Coast sea area to transport the build point
to the USA.
ï Latvia;
ï Estonia; If, for whatever reason, either side has not met its
ï Lithuania; obligation to provide its resources or build point in the
production step and US entry option 31 has not been
ï Bulgaria;
chosen then:
ï Hungary;
ï Rumania; and ï that side does not get its promised resources or
ï Turkey, build point that turn, and the other side can use
those points themselves;
that an Axis major power either declares war on or ï if Japan was in default, the USA may add 2 entry
aligns with (see 9.7, 9.8 and 19), reduce the number of markers to the Japanese entry pool; and
resources the USSR must supply by 1 (minimum 0). ï if the USA was in default, Japan must randomly
Reduce the ordinary resources before you reduce any remove 2 entry markers from the Japanese entry
oil resources. pool (returning them to the common entry pool).
Reduce the number of resources by 1 from the turn If there aren’t enough markers to remove, the
that Finland allows a USSR claim on the Finnish USA can never declare war on Japan and must
borderlands (see 19.6.1) and by 1 from the turn that now start taking markers from the Ge/It pool. If
Rumania allows a USSR claim on Bessarabia (see there aren't enough markers there, the USA can
19.6.2). Note that each minor country only reduces never declare war on Germany or Italy.
resources once even if claims are allowed and the The USA and Japan stop supplying these resources
minor is declared war on or aligned. and build points once they are at war and keep them
For each of Denmark, Greece, Hungary, Norway, for themselves on the turn they go to war.
Sweden or Yugoslavia that the Soviet Union declares Netherlands
war, or a Soviet controlled unit enters, Germany may
The Netherlands must supply Japan with 2 oil
choose to either keep one of the build points it would
resources a turn. This continues until Japan is at war
normally send to the Soviet Union, or receive an extra
with either the Netherlands or the Commonwealth, or
oil from the Soviet Union, each turn. This choice
the US embargoes oil sales to Japan (see 13.3.2, entry
cannot be changed later.
option 31).
The USSR and Germany stop supplying these
resources and build points once the Nazi-Soviet pact is A neutral Netherlands must supply the CW with all its
broken and keep them for themselves, even the turn remaining oil.
the pact is broken. Persia
Hungary A neutral Persia must supply the Commonwealth with
A neutral Hungary must supply Germany with its 1 of its oil resources each turn.
resource each turn (exception: see 19.6.2). Rumania
Iraq While neutral, Rumania supplies Germany with 2 oil
A neutral Iraq must supply France with 1 of its oil resources and its other oil resource to Italy, each turn.
resources each turn. If France is conquered, or if a Spain
Vichy government has been installed (see 17.1), Iraq While Paris is Axis controlled, a neutral Spain must
instead provides the oil to whichever major power or supply Germany with 1 resource a turn.
minor country controls Syria. A Vichy-controlled Syria
will pass it on to the major power that installed a Sweden
Vichy Government. A neutral Sweden must supply Germany with 3
Japan-USA resources each turn.
The USA and Japan start the game with an agreement Turkey
A neutral Turkey must supply Germany with 1 However, you might let the other side go first if you
resource each turn, until Italy is conquered. want to move the initiative marker toward your end of
the track ~ if they go first and last in the turn, it moves
Venezuela
towards you. This can be important if you want to
A neutral Venezuela must supply the CW with half its secure the first move in a later turn (e.g. Germany’s
oil and the USA with its remaining oil each turn. first turn of war with the USSR).
Shipment If all players on the side winning the initiative cannot
Where possible, these resources (or build points) are agree as to which side should go first, the major power
transported by rail (see 13.6.1). If this isn't possible, with the highest production last turn from that side,
the recipient must provide the convoys required to decides.
receive them (exception: the joint Japan-USA convoy,
see above). If the recipient cannot provide the 7. The Action Stage
convoys, they do not receive the resources (or build The action stage forms the core of the game and will
points). occupy you for most of each turn. There will be a
series of impulses, alternating between the two sides.
6. Initiative Stage After each impulse, you roll a die to see if it was the
In this stage you work out which side has the last impulse. If it was, you move on to the end of turn
initiative. This affects who has the first impulse and stage. If it wasn’t, the other side has an impulse.
who goes first in various other activities. Once you
have the initiative, you keep it until this stage of next 8. Weather
turn. If you are taking the 1st impulse in each pair of
impulses, roll a die to determine the weather for that
6.1 Determining initiative pair. If the result from the last roll (even if it was from
Each side rolls a die. The space the marker occupies the previous turn), was asterisked, add 1, 2 or 3 to the
on the initiative track will give one side or the other a roll, depending on the number of asterisks.
modifier (except in the middle space). Cross reference the modified roll with the turn on the
The side with the higher modified roll wins the weather chart. This gives you the weather in each
initiative. If tied, the side that has the initiative from weather zone.
the previous turn loses. Example: In the 1st impulse of a July/Aug turn, you
The initiative track will indicate if you can demand a roll an 8. The weather roll in the last impulse of the
re-roll. If any active major power on a side demands a May/Jun turn was 1, which has 2 asterisks. Therefore,
re-roll, move the marker one space towards the other you add 2 to your die roll, for a modified result of 10.
side’s end of the track. Both sides now re-roll (with the The weather in the northern monsoon zone is storm.
new modifiers). The re-roll stands - there can be no The weather is fine in all the other zones. You have an
further re-rolls. asterisk as well, which will modify the next weather
roll by +1.
Turn the marker to the side that has won the initiative.
Example: You check the initiative track and see that 8.1 Weather zones
the marker is in the left most column, indicating that The weather zones are marked on the map. They are:
the Axis side gets a +2 modifier and that they can re- 1. The Arctic zone
roll. The Allied die roll is not modified and they won’t 2. The north temperate zone
be able to re-roll. 3. The south temperate zone
The Allies roll a 5. The Axis rolls a 3, which is 4. The Mediterranean zone
modified to 5. The rolls are tied but, because the Axis 5. The north monsoon zone
has the initiative at the moment (the marker is Axis- 6. The south monsoon zone
side up), the Allies win. Desperate to move first, the A hex is in the weather zone it lies in. A sea area is in
Axis demands a re-roll. They move the marker 1 space the weather zone its sea-box lies in. The Baltic Sea is
towards the Allied end (into the Axis +1 space). Both in the north temperate zone.
sides re-roll with the Axis now only adding 1 to their
Each off-map sea area lists the weather zone it is in.
die. The Allies roll a 6, the Axis a 5(+1), again a tie.
The Allies wrest the initiative from the Axis and you The sea area, and all off-map hexes in that off-map
turn the marker Allied-side up in the space it occupies. area, are in that weather zone. The off-map hexes on
the Asian map are in the weather zone of their adjacent
6.2 Effect of Initiative sea area.
The side that won the initiative now decides which 8.2 Weather effects
side has the first impulse of this turn. That side is
called ‘the first side’. Note: who goes first doesn’t 8.2.1 Deserts & desert mountains
affect who has the initiative. Desert and desert mountain hexes in a weather zone in
Usually, you will want to go first because there is blizzard suffer the effects of snow instead. In a
always something you ‘just have to do immediately’. weather zone in storm, these hexes suffer the effects of
rain instead. In a weather zone in rain or snow, they 8.2.6 Invasions
have fine weather instead. You can’t invade (see 11.14) a hex in storm, snow or
8.2.2 Supply blizzard.
The supply range from a unit, or from a secondary 8.2.7 Land combat
supply source, in a hex in fine weather is 4 European
map scale hexes. Land attacks
The supply range from a unit, or from a secondary Reduce the odds in a land attack (see 11.16.5) against
supply source, in a hex in snow is only 3 hexes. a hex in rain by 1 (e.g. 12:1 becomes 11:1, and 3:2
becomes 1:1). Reduce the odds in a land attack against
The supply range from a unit, or from a secondary a hex in storm or snow by 2 (e.g. 11-1 becomes 9-1
supply source, in a hex in rain, storm or blizzard is and 3:1 becomes 3:2). Reduce the odds in a land attack
only 2 hexes. against a hex in blizzard by 3.
Each hex a supply path enters on the Asia or Pacific If at least half of your attacking land units are MTN,
map (AfA/AiF/AsA option 1: or Scandanavian, ski troops (AsA option 65), Swedish, Finnish,
American or African map) counts as 2. So, in snow for Norwegian, or white print Soviet units, you may lessen
example, you could only trace supply 1 hex (because the odds reduction in snow or blizzard by 2 (i.e. snow
that counts as 2 on the Pacific map). You can’t use the has no effect and blizzard becomes a -1 odds shift). If
spare 1 hex unless you trace it across the map join to a you use this power, your first loss must be from one of
European map hex, or overseas. these units (exception: MiF option 7 ~ engineers, see
Each off-map hex a supply path enters counts as 4. 22.4.1). These units provide no benefit in rain or
Thus you cannot even trace 1 off-map hex unless the storm.
weather is fine (exception: overseas supply paths see
2.4.2).
Shore bombardment
Add 1 to a sea-box’s asterisked shore bombardment
8.2.3 Air effects (see 11.16.2) modifiers for units in that sea-box
Halve the naval, tactical and strategic bombardment bombarding a hex in rain or snow. For example, if the
factors of aircraft (including carrier planes) in a sea modifier is ‘0*’, treat it as a ‘1’ for units bombarding a
area, or attacking a hex, in rain or snow. If the aircraft hex in rain.
is suffering anti-aircraft fire, apply this halving after Your units can not shore bombard a hex in storm or
the AA results are applied. blizzard.
The only mission you may fly to a weather zone in
storm or blizzard is a rebase mission.
8.2.8 Turn length
You may not choose naval air combat in a sea area The result on the weather chart will also give you a
where the weather is storm or blizzard. Ignore aircraft circled number. If your last impulse test die roll (see
in such a sea area for all purposes. They may neither 12.) doesn’t end the turn’s impulses, advance the
search nor be included in naval combat. They must impulse marker that number of boxes on the impulse
still abort from the sea area if all other units track.
voluntarily abort however (see 11.5.11). 8.2.9 Terrain
8.2.4 Naval search numbers Lake hexes are frozen in snow or blizzard. Treat a
The weather can affect the chances of finding and frozen lake hex as clear. Land and aircraft units on a
surprising naval forces at sea. It does this by altering lake hex when it unfreezes are destroyed immediately.
the search numbers in each sea-box section during port Lake hexsides are frozen if the hex on each side of the
attacks (see 11.2), naval searches (see 11.5.5) and hexside is in snow or blizzard. Treat a frozen lake
interceptions (see 11.4.6). hexside as a river hexside. Note that the hexside
Add 1 to the sea-box section’s search number if both: between W0936 and W1036 is a lake hexside.
ï the weather in the sea area is fine, rain or snow; Option 8: Flying boats (see 2.3.1) on a lake hexside
and when it freezes, are destroyed immediately.
ï the section contains one of your side’s NAVs or Swamp hexes are treated as forest in snow or blizzard.
carrier planes (CVPiF/SiF option 56: the carrier
plane must be on a CV ~ see 14.4.1 and, if 8.2.10 Iced-in ports
playing with SiF option 27, subject to carrier You can’t move naval units into or out of iced-in ports
plane ranges ~ see 11.5.5). if the weather in the port hex is snow or blizzard.
Add 1 to your search die roll in a sea area in rain, When returning to base during the end of turn stage
snow, storm or blizzard. This roll can also be (see 13.4) the weather is the weather during the last
decreased by enemy convoys (see 11.5.5). impulse of the turn.
8.2.5 Land movement If the last impulse of the turn was blizzard or snow in
the Arctic weather zone, Germany can only ship the
Double the terrain cost (see terrain effects chart) of all
Swedish resources through the Baltic Sea area if
hexes in rain, storm or blizzard.
Narvik is not controlled by an Allied major power
[Designer’s Note: this represents the fact that the ï a country you are already at war with; or
resources were transported through neutral Norwegian ï a minor country that is already controlled by a
coastal waters during Winter]. major power on the other side. However, a
You can’t transport resources (or build points) into or declaration of war on a major power is also a
out of an iced-in port if the last impulse of the turn declaration of war on every minor country
was blizzard or snow in the port hex. aligned to that major power.
Each declaration of war on a major power or neutral
You cannot trace an overseas supply path either out of, minor country could trigger a US entry effect (see
or into, an iced-in port if the weather in that hex is 13.3.3), which are rolled for after all declarations of
snow or blizzard. war. There is no US entry roll if you declare war on a
major power that has (its own, or its controlled minor
9. Declaring war country’s) units in your major power’s home country
In this step, your major powers can declare war on (e.g. France could declare war on Italy without a US
major powers from the other side or on unaligned entry roll if Italian controlled units were in German
minor countries. There are restrictions on some major controlled hexes in Metropolitan France).
powers declaring war (see China – 9.2, US entry - China may not declare war.
13.3, neutrality pacts - 9.5 and Soviet border
rectification - 19.6). 9.3 Compulsory declarations
Interacting with countries you are not at war Germany must declare war on Poland in the first
impulse of any game that starts in Sep/Oct 1939. No
with
major power may make any other declaration of war in
If you’re not at war with a particular major power or that impulse.
minor country, your interaction with it is limited.
France and the Commonwealth must declare war on
You can’t attack its units (exception: see 9.9, multiple Germany on their first impulse after Germany has
states of war). declared war on Poland. No major power may make
You can’t bomb factories or resources it controls. any other declarations of war in that impulse.
You can’t enter a hex controlled by: 9.4 US entry
ï a neutral minor country;
The USA can’t declare war on a minor country unless
ï a neutral major power on your side; or
it has reached the US entry level that allows it to do so
ï a major power or minor country you’re not yet at
(see 13.3.2, entry option 48).
war with on the other side.
The USA can declare war on Germany and Italy in the
9.1 Neutral major powers same step but it can’t attempt to declare war on Japan
A major power is a ‘neutral major power’ if it is not at in the same step as it attempts to declare war on either
war with any other major power. If it is at war with at of the others.
least 1 major power, it’s called an ‘active major If it attempts declarations of war against both
power’. Germany and Italy in the same step, resolve it as one
Units controlled by a neutral major power can only attempt, rather than one for each. If the attempt
enter hexes controlled by that major power, by a minor succeeds, it would count as 2 declarations for US entry
country aligned with it, or by a minor country it is at purposes (see 13.3.2).
war with. They can also go to sea. The USA may declare war on Vichy France (see 17.)
A neutral major power can’t co-operate with any other in any declaration of war step provided the USA is at
major power (see 18.) war with Germany or Italy. This is automatically
Neutral major powers must always pick either a pass successful (see US entry action 32).
or a combined action (exception Germany in 1939 ~ The entry and tension pools
see 10.1). Each naval unit a neutral major power
moves (rather than each task force) counts as 1 naval The US has a Japanese entry pool and a Germany/Italy
move - every 5 convoy points counts as a naval unit entry pool. Your entry level against an Axis major
(SiF option 9: every 2 convoy points (or any spare power equals 1.5 times the value of the markers
point) is a naval unit). you’ve put in its entry pool plus half the value of the
markers in the other pool.
9.2 How to declare war Example: Jay has markers totaling 17 in the
All major powers on this side announce which major Germany/Italy entry pool and markers totaling 8 in the
powers on the other side they are declaring war on this Japan entry pool. Jay’s entry level against Germany or
impulse. They then all announce which neutral minor Italy is (17 x 1.5) + (8 x 0.5) = 29.5, rounding to 30.
countries they are declaring war on this impulse. His entry level against Japan is (17 x 0.5) + (8 x 1.5)
= 20.5, rounding to 21.
You can’t declare war on
Similarly, you have 2 tension pools - a Japanese
ï any major powers or minor countries on your tension pool and a Germany/Italy tension pool. Your
side; or tension level against a major power equals 1.5 times
the value of the markers you have in its tension pool they are not at war with each other. Both the
plus half the value of the markers in the other tension Nationalist and Communist Chinese must agree before
pool. China can enter into a neutrality pact. Major powers
automatically enter into a neutrality pact when they
Attempting to Declare war
choose to come to peace (see 13.7.3).
Announce your attempt to declare war on a major
Provided both major powers agree, you may re-
power. Then, on the “It’s War” table, cross index your
confirm a neutrality pact during any subsequent
entry level against that major power with your tension
Neutrality Pact step (this allows you to re-start the
level against it to find the war number. Now, roll a die:
defensive garrison values at maximum effectiveness ~
ï If it is less than or equal to the war number, your see Garrison Values below).
declaration has succeeded. Turn all your entry
and tension markers over so your opponent can Effect of neutrality pacts
verify your result. If you succeed, roll for the After you enter into a neutrality pact with a major
declaration of war entry option (see 13.3.2). power, units controlled by other major powers on your
ï If it exceeds the war number, your attempt to side cannot enter hexes that are part of your common
declare war fails. You don’t have to turn any border with that major power if they are at war with
markers over but you have to return both 1 entry that other major power. If they are in the common
marker and 1 tension marker to the common border already, move them immediately to the nearest
marker pool. Choose them randomly from the friendly hex not in the common border in which they
pools of the major power you attempted to can legally stack.
declare war on. If you have no marker in the
Your common border with another major power
entry or tension pool, you may never attempt to
consists of every hex you (or your aligned minor
declare war on this major power for the rest of
countries) control within 3 hexes and/or hexdots of a
the game.
hex controlled by the other major power (or its aligned
There are modifications to the die roll. All modifiers
are cumulative: minor countries). Hexes on the American, Asian or
Pacific maps, and off-map hexes, still count as only 1
When attempting to declare war on Germany and/or hex for this purpose.
Italy;
You may only declare war on a major power you have
-2 if the UK has been conquered. a neutrality pact with by first breaking the pact in your
When attempting to declare war on Japan; declaration of war step. Once you have broken a pact,
-2 if China has been conquered. you and the other major power can declare war on
-1 if China hasn’t been conquered but a Japanese each other without restriction. You could even declare
unit is in China. war in the same step. Once a pact is broken, both
+2 if the US fleet is not in Pearl Harbor (see 13.3.2, major powers return the entry markers they have
entry option 26). placed in their common border (see below) to the
common entry marker pool.
When attempting to declare war on any Axis major
power; You can choose to break a neutrality pact with another
major power due to enemy aircraft, having the
+3 if you have not yet chosen US entry option 34 -
required garrison ratio or by breaking the Nazi-Soviet
Pass War Appropriations Bill (see 13.3.2).
pact (see 19.5.3).
-1 if the USA is at war with any major power.
Example: The US entry level against Japan is 38 and You can declare war on a major power you don’t have
the tension level is 18, so the war number is 3. China a pact with during any friendly declaration of war step
and UK are unconquered but there are Japanese units (the USA is subject to further limits ~ see 9.4).
in China. The US is not at war with any major power, Exception: China may never declare war.
the US fleet is in Pearl Harbor and the war
appropriations bill has passed, so Jay will have to roll
Enemy aircraft
4 or less to declare war on Japan. You can break a neutrality pact you have with a major
power during a friendly declaration of war step if:
9.5 Neutrality pacts
ï after you entered into the pact, an aircraft
Neutrality pacts make it harder for major powers that controlled by a major power you are at war with
sign them to declare war on each other. has flown a mission against a hex or unit you
The USSR and Germany control; and
ï that aircraft started its mission in a hex controlled
In all World in Flames scenarios that start after by the major power you have the pact with.
Jul/Aug 1939 and before Jul/Aug 1941, the USSR and
Germany have a neutrality pact in place as part of the Garrison ratios
Nazi-Soviet pact (see 19.5). You may break a neutrality pact, any turn after the
calendar year following its signing, provided you have
Other major powers at least a 2:1 garrison ratio on your common border. To
Major powers from opposing sides can agree to enter work out your garrison ratio with the major power you
into a neutrality pact during any peace step provided
want to attack: can also add up to 6 points of defensive entry markers,
1. Work out your units’ total garrison value. for a maximum defensive garrison total of 12. In 1941,
2. Add your offensive entry marker total to it (see the defensive garrison total is 3 and up to 3 points of
13.2). defensive entry markers can increase the total to 6. In
3. Work out the other major power’s (modified) 1942 the defensive garrison total of 1.5, plus up to 1.5
points of defensive entry markers, gives a maximum
garrison value and add its defensive entry marker
total of 3.
total to it.
4. Compare your total to the other major power’s 9.6 Calling out the reserves
total.
Each major power (exception: Vichy France, see 17.3)
5. If your total is at least twice the other major
power’s, you can break the pact. has reserve units that you can call out when it goes to
war with another major power.
Garrison values
You can always call out reserves that have ‘Res’ on the
'You only count the garrison values of your land and back of their counter. If a reserve unit has a particular
aircraft units (including those of your aligned minors) major power named on its back, you can only call it
on the common border with the other major power. If out when you go to war with that major power.
you don’t have a common border, you can’t use
Example: You can call out the Soviet “Moscow”
garrison ratios to break the pact.
militia when the USSR goes to war with Germany
A unit only has a value if it is face-up and not in the (Ge).
ZOC of a unit it is at war with.
You don’t have to call out all the eligible reserves at
Each unit’s garrison value is: the first opportunity. Any you don’t call out are
any division (AsA & MiF option 2): 0.5 available while you are at war with a major power.
other HQ-A, ARM, MECH, MTN or SS unit: 2 When you call out the reserves:
ï move your eligible reserve units from the reserve
carrier plane unit (CVPiF/SiF option 56): 0
pool to the map immediately in the same manner
other land or aircraft unit: 1 as reinforcements (see 4.2) except that they are
Double the defensive value of your units in the set-up face down; and
calendar year after the neutrality pact was made. The ï put your eligible reserve units that have
defensive garrison value is unmodified in the next previously been removed from the game back
year, halved in the year after that and thirded in the into your force pools.
year following, and quartered in all later years. From now on, treat these reserves just like any other
Example: The USSR and Japan make a pact in 1939. units.
Neither can declare war on the other for the rest of When the USSR comes to peace with Germany, move
1939. In 1940, either can declare war if it can satisfy any reserve units with “Ge” on their back that are
the 2:1 garrison ratio. As it is the calendar year after either on the map or the production circle to the
the pact was made, each side’s units’ defensive reserve pool. Remove from the game all such reserve
garrison value is doubled; their offensive values are units in the force pools.
unmodified. In 1941, the units’ defensive garrison
values will be back to normal, then halved in 1942 When you come to peace with every major power (i.e.
thirded in 1943 and so on. The values of their markers you are neutral again), move all your reserve units that
are never modified. are either on the map or the production circle to the
reserve pool. Remove all reserve units in your force
Entry marker totals pools from the game.
Your entry markers on the common border with their If you go to war again, eligible reserve units can be
numbers face-up are your defensive entry markers. called out again.
Your markers with their numbers face-down are your
In every scenario some major powers will already
offensive entry markers.
have called out their reserves at the start. The scenario
When you want to break a neutrality pact, you increase information will tell you which ones have. Japan and
your garrison value by the value of your offensive China have called out their reserves in every World in
entry markers but you can’t more than double your Flames scenario ~ their units’ reserve status is for
garrison value. For example, if your garrison value is Days of Decision campaigns.
12 and your offensive entry markers total 16, you can
increase your garrison value to 24, not to 28. 9.7 Controlling new minors
Similarly, you increase your defensive garrison value You now allocate control of minor countries declared
by the total of your defensive entry markers on the war on this step, to a major power on the other side
common border. Again, you can’t more than double (see 19.2), in order of declaration.
your (modified) defensive garrison value. The minor country is at war with everyone its
Example: The USSR and Japan make a pact in 1939. controlling major power is at war with, as well as the
Assume Japan’s garrison value on the Russo-Japanese major powers that declared war on it.
common border is 3. In 1940, this doubles to 6. Japan Whoever takes control of the minor sets up its forces
immediately (see 19.4). Germans could fly Finnish aircraft in support, but
could not fly German aircraft nor provide German
9.8 Aligning minors shore bombardment unless a German land unit was
If a neutral minor can align with your major power also in Helsinki.
(see 19.6, 19.7 and 19.8), you can declare that it is You can only attempt to intercept naval units you are
aligning with you. You can only declare one minor at war with. If several major powers’ or minor
aligned with your major power in each friendly country’s units attempt to intercept a task force
impulse. containing units from the other side, you don’t all have
Your major power controls a minor that aligns with it to be at war with every moving unit to intercept the
exactly as if another major power had declared war on task force ~ however the naval units not at war with
it. any intercepting major power or minor country are
ignored in the subsequent naval combat.
9.9 Multiple states of war During port strikes and naval combats, a unit can’t
Because you can be at war with some major powers fight against units from the other side unless it is at
but not others, you will encounter cases where you are war with at least one of them (being at war with an
opposed by some units at war with you and by others enemy unit the naval unit is transporting is not
that aren’t. This rule deals with those cases. enough). However, you resolve, as one combat, a
A unit may not enter or attack a hex (or units therein) combat that includes units that are not at war with each
controlled by a major power on the other side that it other, so long as each unit included is at war with at
isn't at war with. However it can attack a hex least 1 enemy unit in the combat.
controlled by an enemy major power or minor country Example: A combat includes a Commonwealth and a
even if the hex contains units it is not at war with. US naval unit against a Japanese and a German unit.
In attacking such a hex, you must fight all units there, The US is at war with Japan and the Commonwealth
but both sides ignore the fact that you may not be at is at war with Germany. You fight this as one combat
war with all of them. This means that each side could even though US units can’t fight Germans and
fly air missions to the hex and use shore bombardment Japanese units can’t fight Commonwealth. The
Japanese unit is sunk. In the next round, the US unit
etc. as if they were all at war.
isn’t included because it can’t fight German units.
You can only support an attack against units you
Exceptions to the restriction on neutral naval units
control if the supporting units are the same nationality
fighting are US units escorting Allied convoys (see
as the unit (or hex during strategic bombardment)
13.3.2, entry options 11, 29 & 38) and all US units
being attacked or at war with at least one major power
after unrestricted naval warfare is chosen (entry option
or minor country attacking those units (or hexes).
50).
Example 1: There are 2 Commonwealth land units
and a face-down LND in Nice. Italy declares war on Surprise
France and wants to attack Nice. Italian aircraft Units are only surprised (see 15.) if you have just
ground strike the hex. They can be intercepted by declared war on them - not if you are fighting them
Commonwealth (but not French ~ see 18) fighters. without being at war.
Both the Commonwealth and Italy can fly aircraft in
ground support to the hex. If the Italians win the 9.10 Japanese occupation
combat and advance into the hex, the face-down Japan can announce the occupation of French Indo-
Commonwealth LND will be destroyed. China and Madagascar during the declaration of war
Commonwealth units will not be able to counter attack
step (see 13.3.3, entry actions 1 &5). If the
to recapture the hex (unless they declare war on Italy)
prerequisites in 13.3.3 are met, you may align these
because they can’t attack a hex controlled by a major
power they aren’t at war with. minors even if the minor country is aligned, provided
Japan is not at war with the controlling major power.
Example 2: Germany and Italy are at war with the
CW and Germany is at war with the US. German and 10. Choosing Actions
Italian bombers fly a strategic bombardment mission
against London. US FTRs can fight the German You must choose an action for each major power on
bombers because they are at war with Germany. They your side. Each type of action will affect what that
can’t fight the Italian bombers because they are not at major power can do in the rest of the action stage. You
war with Italy, so the Italian bombers automatically can choose one action type in one impulse and a
clear through to the target. If a Commonwealth FTR different type in the next impulse of the same turn.
had also intercepted, you would fight the whole thing
as one combat because the Commonwealth is at war 10.1 Action types
with both Germany and Italy. If the Commonwealth The actions you can choose from are:
FTR were shot down, the Italian bombers would then ï the pass action (good for ending the turn faster);
be cleared through. or
Example 3: The USSR is launching a land attack ï the air action (good for flying aircraft missions);
against German controlled Finnish units in Helsinki, or
before Germany and the USSR are at war. The
ï the naval action (good for moving and fighting
naval units); or
11. Implementing actions
ï the land action (good for moving land units and Major powers that didn’t pass perform the various
fighting land combats); or activities listed at D2.3 in the sequence of play. The
ï the combined action (lets you do a bit of order your side does these activities is important, so
everything). please follow it carefully.
If you are a neutral major power, you must choose 11.1 Passing
either a pass or a combined action. The only exception
is that Germany may instead choose a land action When a major power passes, it can’t do anything else
during the first impulse of Sep/Oct 1939. during the rest of the impulse (exception: its units will
fight if a naval combat occurs but their major power
10.2 Activity limits can’t try to start a naval combat and they can’t fly
What your major power can do in an impulse depends naval air interception missions into the combat).
on what action you chose for it. If you picked a pass Example: The Commonwealth takes a pass action. It
action, it can’t do any further activities this impulse. has naval units in the western Mediterranean along
If you chose a land, air, naval or combined action, you with an Italian task force and a US convoy. The
can do a number of activities depending on the action Commonwealth units can’t start the combat but they
would fight if included in a combat the USA or Italy
type. The allowable activities table tells you what
starts.
activities can be done for each action type.
If every major power on your side (neutral and active)
A tick in a box on the table means you can do an
passes, subtract 2 from your die roll to end impulses
unlimited number of those activities. An empty box
when you get to the last impulse test (see 12.). You
means you can’t do that activity with the action type
only subtract 1 if you are playing a 1 or 2 map game.
you chose.
If every major power on your side passes, except one,
A letter in the box cross-references to a column on the
subtract 1 from your die roll to end impulses. This
major power activities limits table. This tells you how
does not apply to 1 or 2-map games.
many moves, missions and combats you can do.
What counts against a limit 11.2 Port attack
Every aircraft unit that flies counts as an air mission. You use port attack missions to attack enemy naval
Moving a land unit during the land movement (see units in port.
11.11), air transport (see 11.12), debarkation (see To make port attacks:
11.13), invasion (see 11.14) or paradrop (see 11.15) 1. your opponent flies combat air patrol to potential
step counts as a land move. Every aircraft or land unit target hexes;
that moves by rail within one map, or to an adjacent 2. you fly all your selected attacking bombers and
map, counts as a rail move (moving further counts as escorting fighters to their target port hexes;
more rail moves ~ see 11.10). All land attacks 3. your opponent flies intercepting fighters to the
including invasion/paradrop(s), count as a land attack. target hexes;
Attacks against a 0 strength defender still counts 4. you fly intercepting fighters to the target hexes;
against this limit. Every task force of naval units that 5. both sides make search rolls;
moves counts as a naval move. 6. fight any air-to-air combats;
7. surviving bombers suffer anti-aircraft fire from
The limits on air missions if you choose a land, naval the target ships (AsA option 3: and AA units ~
or combined action is a limit on the total number of air see 22.4.2);
missions you can fly in the impulse. Which missions 8. surviving air-to-sea factors attack the ships;
you fly is up to you. However, naval air interception, 9. return all surviving aircraft to base and turn them
ground support, combat air patrol, escort and intercept face-down.
missions don’t count against your mission limits (there
Search rolls
is a tick in those boxes).
The search rolls determine how many surprise points
Example: Italy picks a naval action, so Maria can fly
2 air missions. Her first mission is a naval air mission each side will have. This is similar to normal naval
into the eastern Mediterranean. During naval combat combats (see 11.5.6). Unlike normal naval combats,
she flies some more bombers and FTRs into the sea they do not determine which units take part unless
area but they don’t count against her limit because someone (usually the defender) spends enough
they are naval air interceptions. With her last air surprise points to avoid the combat.
mission, she flies a bomber and strategically Surprise points
bombards Lyon. She sends an FTR as escort and
another to intercept when the French fly against it. You get surprise points equal to:
The escort and intercept missions don’t count against ï the modified search number in the highest sea-
Italy’s limit. box section containing a unit you have included
in the combat; and
Everything done by a minor country unit counts
ï your opponent’s unmodified search roll.
against its controlling major power’s limits. Land based bombers attacking are treated as being in
the 3 section. The defender is in the 3 section if the combats in their sea area, they don’t fly naval air
port is a minor port, and the 5 section if the port is a missions (SiF option 56: except carrier planes flying
major port. Carrier planes are in the section their CV is as LNDs or FTRs, rather than from a CV ~ see 14.4.1).
in (whose search numbers can be modified by the
How to fly a naval air mission
presence of NAVs and CVs ~ see 8.2.4). CVs in port
do not modify the search number. To fly a naval air mission into a sea area, fly the
aircraft from its base to any hex-dot in a sea area. Put
If your major power or minor country was surprised in
the aircraft into a section of the sea-box in that sea
this impulse (see 15.), you get a total of zero surprise
area. If it has no movement points left after flying to
points.
the hex-dot, it can only go into the 0 section. If it has 1
The side with the greater number of surprise points unused point, it can go into either the 0 or the 1
can spend the difference in the same ways as in normal section. If it has 3 points left (i.e. 1+2), it can go into
naval combats (see 11.5.6) except that you cannot the 0, 1 or 2 section. If it has 6 points left (i.e. 1+2+3),
change the combat type (from naval air combat). it can go into the 0, 1, 2 or 3 section. And, if it has 10
If the combat is avoided (by spending 4 surprise points or more points left it can go into any section.
~ see 11.5.6), all carrier planes and aircraft units are
still treated as having flown a mission. So, they count
against mission limits and must return to base face-
down.
The attack
After any air-to-air combat (see 14.3), your opponent
subjects the surviving bombers to anti-aircraft fire
from the naval units in the port (see 11.5.9) and AA
units (AsA option 3: see 22.4.2).
Then you attack the naval units with any of your
bombers’ air-to-sea factors which survived anti-aircraft
fire. You do this just like a naval air combat (see
11.5.9) with the exceptions that:
(a) SUBs in a minor port are automatically included
(major ports are assumed to have bomb-proof Example: This Japanese aircraft has 12 movement
pens and the owner may choose whether to points. It flies 1 hex to the coastal hex and another hex
include them in combat or not); and to the hex-dot. This has cost it 4 movement points
(b) each ‘A’ (abort) result allows you to turn a face- (each hex on the Pacific map costs an aircraft 2
up target unit, face-down; and points), so it has 8 unused movement points.
(c) there is only 1 combat round in a port attack. Therefore, it can go into the 0, 1, 2 or 3 section of the
Option 18: (Bottomed ships) when applying results sea-box.
against units in a port, an ‘X’ result (or 2 ‘D’ results) To use a naval air mission to move an aircraft into a
only destroys the target if you roll less than or equal lower section of the same sea-box, simply put it into
to half its defense factor (the second roll if the unit any lower numbered section, This does not cost
is destroyed by 2 ‘D’ results). If your roll lies movement points. The unit will be able to return to
between half and the full defense factor, put the unit
base further (either in a later mission or in the return to
in the construction pool instead of the force pool. A
base step) because it starts from a lower section.
carrier plane (CVPiF/SiF option 56) on a bottomed
CV (PiF Option 28: and its pilot) is still destroyed. To fly a naval air mission from a sea area, take the
Convoy points can never be bottomed - they are aircraft unit from its section of the sea-box and put it
always destroyed. on any hex-dot in the sea area. Fly it back to any
friendly controlled hex and turn it face-down. Reduce
11.3 Naval air missions its range by the same number it would have cost to
Naval air missions allow aircraft to patrol a sea area or enter the section it came from (i.e. 10 from the 4
to return from patrolling a sea area. section, 6 from the 3 section, and so on).
Unlike most other air missions, you don’t fly a naval Unlike all other air missions:
air mission against an enemy target. You can fly it into (a) your opponents can’t fly any aircraft in response
a sea area whether there is an enemy unit there or not. to your naval air mission;
You can also use a naval air mission to move an (b) naval air missions don’t result in an immediate
aircraft already at sea into a lower section of the sea- combat (although naval combat could occur
box or to return it to base. during the naval combat step ~ see 11.5 and
Only a face-up aircraft can fly a naval air mission. It 11.6); and
(c) at the end of the mission, you don’t return the
must be either a FTR or an aircraft with an air-to-sea
unit to base. Instead, it stays at sea until you
factor instead of an asterisk.
abort it in combat, return it to base in another
Although carrier planes are still included in naval air naval air mission, or return it to base in the return
to base step (see 13.4). move; the movement allowance determines how
11.4 Naval movement effective it will be when it patrols a sea area.
Naval moves allow naval units to move through, or How do units move?
patrol, sea areas and to enter, or leave, ports. Only You can only move a naval unit if it is face-up in a
naval units can make naval moves. sea-box or in a port.
11.4.1 Definition of ‘naval move’ You can move your naval units individually or in a
Each group of units you move is called a task force. A task force. To move naval units in a task force, they
task force can contain any number of surface naval must all start in the same port or sea-box section.
units or any number of SUBs. You can’t have surface You can split a moving task force in any sea area or
naval units and SUBs in the same task force. port it passes through. Each time you split a task force
You make 1 “naval move” with surface naval units from the main force, you use a separate naval move
every time you: (exception: SUB task forces ~ see 11.4.1). The task
force you split off can’t move any further.
(a) move a task force of face-up surface naval units
(plus, of course, any units they are transporting) Example: 2 Commonwealth SCS sail together from
from one port, to any one destination (either to Alexandria to the eastern Mediterranean. It is not
one other port or to the same section of a sea- possible for one to move into the Red Sea while the
box); or other enters the western Mediterranean. One could
(b) move a task force of face-up surface naval units stop in the eastern Mediterranean while the other
continues on to either of those adjacent sea areas.
from one section directly to one lower section of
That would then count as 2 naval moves. Alternatively,
the same sea-box; or
you could move them separately to the Red Sea and
(c) return a task force of face-up surface naval units
the western Mediterranean. That would also count as
from one section of a sea-box to one port (see
2 naval moves.
13.4).
Example: It would count as 1 naval move if you Into and out of port
moved 6 ships from the USA to the 0 section of the When you move a unit out of a port, you must spend
Caribbean sea but as 2 moves if, instead, you put 3 of its first point to move it into a surrounding sea area
them into the 0 section and 3 into the 1 section.
(e.g. naval units in Amsterdam must move directly into
You make 1 “naval move” with SUB units every time the North Sea).
you:
There are three special cases:
(a) move a task force of face-up SUB units from one
port, to any number of destinations (ports or sea- ï although Kiel is a coastal hex on the Baltic Sea,
box sections, even in different sea areas); or you can move naval units directly to Kiel from
(b) move a task force of face-up SUB units from one the North Sea and vice versa.
section of a sea-box to any number of lower ï although Suez is a coastal hex on the Red Sea,
sections of the same sea-box; or you can move naval units directly to Suez from
(c) return a task force of face-up SUB units from the Eastern Mediterranean and vice versa.
one section of a sea-box to any number of ports ï although Panama City is a coastal hex on the
(see 13.4). Gulf of Mexico, you can move naval units
Example: It would count as 1 naval move if you directly to Panama from the Caribbean, and vice
moved 3 SUBs from Brest to the Central Atlantic and versa provided the Panama canal is not closed to
put 2 into the 3 section and 1 into the 2 section. It you.
would count as 2 naval moves to move them back Similarly, a naval unit can only move into a port from
again (because they start in different sections). If you the surrounding sea area. It could continue moving
only returned the 2 SUBs in the 3 section to base, that but, if it ends the naval move in port, turn it face-down
would be 1 naval move, even if they returned to (for convoy points, use a “CP used” marker instead).
different ports.
Sea areas
A task force can’t start a naval move in one sea area
and end its move in another. When a moving unit or task force enters a sea area, it
can either stop there and patrol or, if it has enough
If the moving units belong to a neutral major power,
movement points and range, it can continue moving
each unit you move (not each task force) counts as 1
into an adjacent port or an adjacent sea area.
naval move.
Each naval unit can only make 1 naval move in an How far can units move?
impulse. A unit must stop moving when you have spent its
11.4.2 Moving naval units entire movement allowance or it has reached the limit
of its range, whichever happens first.
You can move your naval units through a series of
adjacent sea areas and ports. You spend 1 point of a unit’s range:
ï for each sea area and port it moves into.
Each naval unit has a range and a movement You spend 1 point of a unit’s movement allowance:
allowance. The range determines how far the unit can ï for each sea area and port it moves into;
ï if it starts the movement out of supply; sea-box, even if they have unused movement points.
ï if it starts the impulse in a port with naval units If a unit started its naval move out of supply (see
controlled by another major power; and 2.4.2), turn it face-down when it reaches a sea-box
ï for each point of the (unmodified) search number section.
of the section you put the unit into.
11.4.3 Task forces (SiF option 21)
Example: The Arkansas (with both a movement
allowance and a range of 4) starts its move in Instead of moving all your units on the map, you can
Alexandria with a Commonwealth TRS. They move 3 just move a task force marker. You keep the units in
areas - eastern Mediterranean, Malta (where the TRS the task force on the task force display that comes
drops off) and western Mediterranean. This costs with Ships in Flames. Only naval units (and their
Arkansas 4 movement points (1 for each sea area and cargoes and carrier planes) may be placed on the
port entered and 1 for starting with a Commonwealth task force display.
naval unit). It can’t move any further even though it A task force has the movement allowance of its
still has 1 point of its range unused. slowest unit and the range of the shortest ranged unit
Option 19: (In the presence of the enemy) It costs a in the force. If you drop off the slowest, or shortest
surface naval unit 2 points of its movement ranged, unit, the force has as many movement points
allowance (not range) to enter a sea area that as the new slowest unit and the range of the new
contains a CV (with a carrier plane), SCS or aircraft shortest ranged unit.
unit controlled by an unsurprised (see 15.) major Example: Your task force contains a battleship with
power it is at war with. This does not apply (i.e. you 3 movement points and 3 range, another with 4
pay normal costs) if, at the start of the impulse, the movement points and 3 range and two cruisers with
sea area contained a friendly: 6 movement points and 4 range. You move them out
ï CV with a carrier plane; or of Honolulu and drop off the 3 point battleship in
ï SCS; or the Hawaiian Islands sea area. You move that ship
ï aircraft unit. from the task force display to the map.
It also doesn’t apply to a naval unit returning to base The task force now has 4 movement points with 3
nor if the only enemy units attempting to slow you unused, and 2 areas left in its range. It proceeds to
down are aircraft during storm or blizzard. the Central Pacific where you drop off the 4 point
battleship. The task force now has 6 movement
How does a unit patrol? points with 4 unused. Its range is now 4 with 2 areas
When a naval unit stops in a sea area, it is patrolling. left. It moves on to the Japanese Coast where, with 3
To show this, you must put it into that area’s sea-box. unused points, it can go into the 0, 1, 2 or 3 section.
You can put it in any section of the sea-box which has All of this would count as 3 naval moves.
a (unmodified) search number less than or equal to the You can create a task force before any naval
unit’s unused movement allowance. [This is different movement. Simply move the units to the task force
from the system used for naval air missions.] display and replace them with a task force marker.
You can transfer units out of an existing task force
A unit can only be in one section of a sea-box at a
into a new task force in the same place.
time. Other units could be in the same or different
sections of the sea-box. Before any naval move, you can reorganise 2 or
more task forces in the same port or sea-box section
Example: into 1 or more task forces.
Creating or reorganising task forces does not count
against your activity limits, the units’ movement
allowance or range.
Hidden task forces
As a further option, you can keep your task force
marker face-down so that your opponent doesn’t
know which force is which. You can examine your
opponent’s task force display at any time.
Each task force must contain at least one naval unit.
During step 4 of combat (determining type of
combat), or when you are trying to force your way
The Vittorio Veneto (with a movement allowance of 5 through an interception, you must reveal the task
and a range of 2) starts its move in La Spezia. It moves force’s identity.
2 sea areas. This costs it 2 movement points and 2 If your opponent moves a task force further than
range (1 for each sea area). Because its range is used some units would be allowed to move, those units
up, it can’t move any further even though it still has 3 (and any cargo they are carrying) are destroyed.
points of its movement allowance unused. It can use its
remaining movement allowance to go into the 0, 1, 2 11.4.4 Naval movement restrictions
or 3 section. 1. You can’t move naval units between Kiel and the
Convoy points can only ‘patrol’ in the 0 section of the North Sea if an enemy major power controls any
of the hexes adjacent to the Kiel Canal. stacked with, or it can embark them when it moves
2. You can’t move naval units between the Eastern through the port they’re in.
Mediterranean and the Red Sea, or between Suez Alternatively, a TRS with unused transport capacity
and the Eastern Mediterranean, if a major power can end its move in a sea area and immediately
you are at war with controls any of the hexes embark face-up land or aircraft units (after any
adjacent to the Suez Canal. interception attempts ~ see 11.4.6). They must be in a
3. You can’t move naval units between the Eastern coastal hex in that sea area.
Mediterranean and the Black Sea (even via
Panderma) unless Istanbul is friendly controlled. If a unit you embark is out of supply, immediately turn
it face-down. This means it can’t debark at sea or
4. You can’t move naval units between the Baltic
invade (see 11.13 and 11.14).
Sea and the North Sea (even via Fredrikshavn or
Kristiansand) if major powers you are at war Option 26: If you are using the amphibious rules
with control at least 2 of Oslo, Copenhagen and (see 22.4.12), there are restrictions on embarking.
Kiel. Debarking in port
5. You can’t move surface naval units (SUBs aren’t
If a TRS ends its move in a port, any cargo debarks
restricted) between the Western Mediterranean
and Cape St. Vincent (even via Tangier) if a automatically at the end of its naval movement.
major power you are at war with controls The cargo debarks face-down if:
Gibraltar. ï it is already face-down; or
6. You can’t move naval units between the North ï it is the action segment and the TRS started the
Sea and the Bay of Biscay (even via Brest or step at sea.
Plymouth) if a major power you are at war with All other cargo debarks face-up.
controls London. Debarking at sea
7. After the US has closed the Panama canal (see
13.3.2, entry option 33), you can only move Face-up land units can debark from a face-up TRS at
naval units between the Gulf of Panama and the sea during the land movement step (see 11.13). Face-
Caribbean Sea if: up aircraft units can debark from a face-up TRS at sea
ï its controlling major power is at war with the during the aircraft rebase step (see 11.17).
USA and lets you; or, if none, The TRS is then turned face-down.
ï the US player lets you. 11.4.6 Interception
The “even via” clauses apply only when attempting to Interception is a way of bringing enemy naval units to
move between sea zones through the port in a single combat before they end their move. You can try to
naval move. A unit can move into the port from a sea intercept a task force of enemy naval units as soon as
zone in one step and then move out to sea in the other it enters a sea area containing at least one of your face-
sea zone in a later step.
up naval or aircraft units.
11.4.5 Naval transport You can’t try to intercept:
Transport capacity ï a SUB task force; or
ï aircraft units flying into or through the sea area;
A face-up TRS may transport aircraft or land units or
when it moves. The transport capacity of a TRS is: ï units moving from one section into a lower-
(a) 1 land unit, or numbered section of the same sea-box; or
(b) 1 aircraft (CVPiF/SiF option 56:or 2 carrier ï a task force only containing naval units you are
planes); or not at war with.
(c) 1 V-weapon (PiF option 23), or How to intercept
(d) 2 divisions and/or artillery (AsA/MiF/PoliF
options 2 & 3), or If you want to try to intercept, announce whether you
(e) 1 frogman (AsA option 24), or are committing your SUBs to the attempt. This is an
(f) 1 supply unit (MiF option 6). all or nothing choice - you commit all your SUBs or
Embarking and transporting land or aircraft units does none at all. Your aircraft and surface naval units are
not count against limits on the activities of land or always committed to every interception you attempt.
aircraft units. You must now turn a unit (except a convoy) face-
AsA/MiF option 25: (SCS transport) You can down. If you can’t turn a unit face-down, you can’t
transport 1 non-motorised infantry class division on intercept. You can turn a SUB face-down even if you
each SCS. The division can embark on, and debark don’t intend to commit your SUBs.
and invade from the SCS, as if it were a TRS. An As long as that face-down unit remains in the sea-box,
SCS cannot shore bombard while transporting a you can make further interception attempts in that sea
unit. area against other task forces during the same impulse
Embarking without having to turn over another unit. If that unit is
in the sea-box during naval combat, it also allows you
You can only embark a unit if it is face-up.
to attempt to start a naval combat there without having
A TRS can embark face-up units it starts the impulse
to turn another unit face-down (see 11.6). If the face- Reduce the task force’s remaining movement
down unit aborts or is destroyed, you would have to allowance (not its range) by the (unmodified) search
turn over another unit to make another interception number of the section you put them into (to fight
attempt or to start a combat in that sea area. through).
To find out if the interception succeeds, roll a die and Example:
compare it to the search number in the highest section
containing units you committed to the interception.
Some weather will modify the search numbers, as will A Commonwealth SUB and several surface naval units
the presence of carrier planes and NAVs (see 8.2.4 and are in the North Sea at the start of an Axis impulse.
SiF option 27 ~ 11.5.5) Heinz wants to slip his German fleet into the Atlantic
past this Allied blockade, so selects a naval action for
You succeed if you roll the modified search number, or Germany and moves the fleet out of Kiel into the North
less, of the highest section that contains one of your Sea.
committed units. If your roll is higher than that
The weather is storm, so the search roll will be
modified search number, your interception attempt
increased by 1 and carrier planes and NAVs have no
fails. search benefit.
Interception attempt fails Jeremy declares an interception attempt, turns a unit
If the interception attempt fails, the moving force face-down and commits his SUB to combat. He rolls a
continues as if nothing had happened. ‘2’. Therefore, his units in the 3 and 4 section are
included. Those in the 0, 1 and 2 sections (including
Successful interception the SUB) fail to intercept and are ignored for now.
If the interception attempt succeeds, the moving Heinz decides to fight through, hoping to be able to
player has 2 choices: continue moving after the interception combat, and
(a) stop the move in that sea area; or places his task force into the 2 section. There are
(b) try to fight through. already other German ships in the 2 and 3 sections
Any units which stop, go into the sea-box like any that Heinz moved in a previous impulse.
other naval move (see 11.4.2). There is no interception Both sides could normally fly naval air interception
combat, but there may be naval combat in that sea area missions now. However, it’s a storm, so that’s out.
in the naval combat step (see 11.5). If you are Heinz rolls a ‘5’. The other units in the sea-box are not
returning to base (see 11.4.1 (c) and 13.4) you cannot included in the first combat round, so only the moving
stop in the sea area. Instead you must try to fight your units will fight.
way through.
The players now fight a combat round. After the round,
Fighting your way through both sides again make search rolls to see which units
If you want to fight your way through, put your task will be included in the next round.
force into one section of the sea-box (as if it was In the second round, Heinz rolls a 2 so that only the
ending a move there). German ship in the 3 section is included (i.e. the
intercepted units are excluded).
Now start the normal combat sequence (see 11.5.1).
The only differences are in the first round: In the third round, both sides fail to find each other.
The interception combat is over and the intercepted
ï your opponent’s interception roll counts as units can continue moving. Their movement allowance
his/her search roll; and is reduced by 3 (1 to move into the sea area and 2 to
ï your opponent has already announced whether be placed into the 2 section). Their range is only
his/her SUBs were committed; and reduced by the 1 spent to reach the sea area.
ï although you determine which of your units take
part by making a search roll as usual, the units in Instead of moving them on, Heinz could choose to
the task force are always included (even if there leave his fleet in the North Sea, in which case they
would stay in the 2 section of the sea-box. If they do
are other units in their sea-box section which
this, they could fight again in the naval combat step.
aren’t).
After the first round, the combat continues exactly like 11.5 Naval combat
any other combat. It is quite possible for your moving
task force to be excluded from later combat rounds. 11.5.1 Combat sequence
After you have made all your naval moves, you can, if
End of interception you wish, initiate naval combat. A side can only try to
The interception combat ends as soon as either side initiate combat once in each sea area each naval
has no units at war with any units of the other side in combat step (there can be any number of interception
any section of the sea-box, or the search rolls fail to combat attempts during naval movement).
produce a combat.
You can’t try to initiate naval combat at all if you
You can then either leave the task force where it is, or chose a land or pass action. However, your units can
move it, or part of it (splitting it would be an extra take part in any combat that another major power
naval move ~ see 11.4.1) with its remaining range and initiates.
movement allowance.
Choose a sea area and initiate a combat there. You can to combat. You have a choice whether or not to
only choose an area if it contains at least one unit from commit your side’s SUBs. If you decide to do so, you
each side that are at war with each other. must commit all your side’s SUBs in the area. The
active side decides whether to commit SUBs first.
Combat sequence
The combat sequence has these steps: 11.5.5 Searching
1. Both sides (active side first) fly aircraft to the Each side rolls a search die and compares the result to
area (naval air interception). the search numbers in the sea-box sections its
2. Both sides (active side first) commit SUBs committed units occupy.
3. Search for the enemy. If neither side finds the Example: If you have an SCS in the 4 section and a
other, the combat is over. TRS in the 2 section, you would compare your die roll
4. Determine type of combat (air, surface or to the 2 section and the 4 section. If you also had a
submarine). SUB in the 3 section, you would compare your roll to
5. Resolve combat. that section but only if you committed your SUBs to
6. Both sides can abort the combat (active side the combat.
first).
Subtract 1 from your search roll for every 10 enemy
7. If both sides remain, start again from step 1. If
convoy points (or part) in the sea area. This modifier
not, the combat is over.
does not apply to interception attempts, port attacks or
If the combat ends, go on to the next sea area.
during storm or blizzard. This modifier does apply
11.5.2 Initiating a combat after the first round of an interception combat.
To initiate a combat, point to a sea area where you Add 1 to your search roll in a sea area in rain, snow,
have a face-up (non-convoy) unit at war with another storm or blizzard.
major power, and announce that you will initiate The search numbers can be modified (see 8.2.4) by +1
combat there. If you have no face-up units in the area if the weather in the sea area is fine, rain or snow, and
(except convoys), you can’t initiate a combat there. If the section contains one of your side’s NAVs or
you chose an air action, the unit chosen must be an undamaged CVs (CVPiF/SiF option 56: a CV must
aircraft. have a carrier plane on it).
You can’t choose the cargo on a ship but, if you SiF option 27: (CV search) Instead of increasing the
choose a ship carrying cargo, turn its cargo face-down search number in a section of a sea-box by 1, in
as well. You can turn a SUB face-down, even if you Fine, Snow or Rain modify it according to the
don’t intend to commit them to the combat. longest range among the carrier planes on
CVPiF/SiF option 56: You may not turn a carrier undamaged committed CVs in that section:
plane face-down to start a combat. If you turn a CV ï if the longest range is 1-3 no modifier
face-down, turn its carrier plane face-down as well. ï if the longest range is 4-6, increase the search
You don’t need to have moved a unit into the sea area number by 1;
in the impulse to initiate combat and you can still pick ï if the longest range is 7+, increase the search
number by 2.
an area even if you fought an interception combat
there. If both side’s modified search roll is higher than the
highest modified search number in the sections
Turn the chosen unit face down. You only need to turn
occupied by one of its committed units, there is no
a unit face-down to initiate the combat, not to fight
naval combat. Go on to the next sea area.
each round in the combat.
If either side’s modified roll is less than or equal to the
11.5.3 Naval air interception modified search number of a section occupied by one
Once combat is initiated in a sea area, each side of its committed units, then a naval combat will occur.
(active side first) can fly aircraft units into it. You can If a combat occurs, each of your committed units is
only fly units that could fly a naval air mission into included if your modified search die roll was less than
that sea area (see 11.3). or equal to the modified search number of the section
You can’t fly naval air interception missions if you it is in.
chose a pass action. Example: It is raining in the western Mediterranean.
An aircraft flying a naval air interception mission flies You have a battleship in the 1 section, a NAV in the 3
it like a naval air mission except that: section and a cruiser in the 4 section. You roll to find
the enemy (whose force includes 5 convoy points). The
(a) the aircraft flies with only half its range; and
number in the 3 section increases by 1 because you
(b) a naval air interception mission doesn’t count
have a NAV there, so it ends up as a 4. Your search roll
against your air mission limits. will be reduced by 1 because of the enemy convoy
You can fly an aircraft into any sea-box section it has points in the sea area but increased by 1 because of
the range to reach, even a section that doesn’t already the rain. So, you have to roll a 4 or less for your units
contain friendly units. in the 4 and 3 sections to be included in the combat.
11.5.4 Committing units The battleship in the 1 section is only included if you
roll a 1.
You must commit every non-SUB unit in the sea area
Only one side succeeds has 11 surprise points. That is 4 for the highest section
number containing any included Axis unit and 7 for
If only your side gets to include units, then you must
Jeremy’s search roll. Maria can spend the 7 point
pick at least one (or more if you prefer) section difference.
containing committed enemy units. Only those enemy
units are included in the combat.
Just because you choose to include the enemy units in
a particular section in the combat doesn’t mean that
your own units there are also included. They must
have been included by your own search roll.
Example:

US and Japanese units are in the Marianas sea area


where the weather is fine. During the Allied naval
combat step, Jay decides to initiate combat there,
turning a US unit face-down. The players go into the
combat sequence.
Kasigi rolls a 7, so no Japanese units trigger combat.
Jay rolls a 3 and so would normally include his units
in the 3 & 4 sections only. However, he also includes
the units in section 2 (because of the undamaged CV in
the 2 section, the search number there is 1 higher for
the Allies).
Jay must now include the committed Japanese units in
one or more sections and decides to include only those
in sections 0 & 1, thus including all the Japanese units
(except the uncommitted SUB) in those two sections
(but not the US units in section 1). If Kasigi had rolled,
say, a 2, the combat would have been fought between
the Japanese units in section 3 and the US units in
sections 2, 3 and 4.
11.5.6 Surprise points
Your search rolls will also determine the number of
surprise points you have available. You can spend
surprise points to improve your chances of success in
the combat, or even to avoid combat entirely.
You get surprise points equal to:
ï the modified search number in the highest section
of the sea-box that contains a unit you have
included in the combat; and
ï your opponent’s unmodified search roll
Add these together to work out your total surprise
points. If your major power was surprised in this
impulse (see 15.), you get no surprise points.
Work out the difference between your surprise points
and your opponent’s. Whoever has the most can spend
that difference. If there is no difference, or if you have
the least, you can’t spend any points.
Example: Jeremy’s Commonwealth fleet occupies the
3 and the 0 sections of the Western Mediterranean.
There is a Commonwealth convoy and CV in the 0
section and the weather is rain. Maria has sailed an
Italian cruiser into the 4 section of that sea area and
now turns it over to initiate a combat.
Jeremy rolls a 7 while Maria rolls a 3. Jeremy has no
units included but Maria chooses to include the
Commonwealth forces in the 0 section.
Jeremy has 4 surprise points. That is 0 for the highest
section number containing any included Allied units
(+1 for the CV) and 3 for Maria’s search roll. Maria
Spending surprise points type not normally allowed (e.g. SUB combat
You can spend your excess surprise points in these even if no enemy convoy points are included);
ways: 2. You can choose to make it a naval air combat
(active side decides first) if you have an aircraft
Benefit Cost unit or undamaged CV (CVPiF/SiF option 56:
Avoid combat 4 with a carrier plane) included and the weather in
the sea area is neither storm nor blizzard;
Choose combat type 4 3. If it is not a naval air combat, you can choose to
Select enemy target 3 per make it a submarine combat (active side decides
target first) if you have a SUB included and your
Increase your column on 2 per opponent has any convoy points included; or
column 4. If it is neither a naval air combat nor a submarine
combat, it is a surface combat.
naval combat chart
You can choose a combat type that won’t produce a
Decrease opponent’s column 2 per combat. For example, you can choose a naval air
column combat (priority 2 above) even if you only have an
Increase your air-to-air combat value 2 per FTR and your opponent has no aircraft present. You
point might do this to prevent an unfavourable combat type
Decrease opponent’s air to air 2 per occurring.
point 11.5.8 Surface naval combat
combat value
To determine the combat results, work out the total
Increase your anti-aircraft fire 2 per attack factors of each side’s surface naval units and
column SUBs included in the round. During surface naval
Decrease opponent’s anti-aircraft fire 2 per combat each included Sub’s attack factor is reduced by
column 1.
Find your own total in the surface row of the naval
If you have 4 or more points and want to avoid combat chart. That will determine the column where
combat, announce it now. The combat will be over and you find the results you inflict on your opponent.
you can go on to the next sea area.
You can increase your column by spending 2 surprise
You can spend points on the other benefits as you go. points per column. You can decrease your opponent’s
For instance, when you get to combat type, you would column by spending 2 surprise points per column. You
announce whether you wanted to spend points on can’t move off the right-hand end of the naval combat
choosing the type, when you get to combat, announce chart. If you are moved off the left-hand end, you
how many points you want to spend shifting columns, inflict no result on your opponent.
and so on.
Cross reference the final column with the row
If you spend 3 points to select a target, you can only containing the number of ships your opponent has
select a unit that was included in the combat (you can’t taking part in the round. A ship is a naval unit, or 5
select a cargo separately from its TRS). You can spend convoy points, included in the combat.
these points at any time before the die is rolled against
SiF option 9: every 2 convoy points (and any spare
this target. 1 point) counts as a ship.
You can only spend points to modify air-to-air combat
values at the start of the naval air combat (not during Combat results
each air-to-air combat round). The combat results are:
11.5.7 Choosing combat type Result Effect
Determine the type of naval combat you will fight this X The unit (and any cargo on it) is
round. A naval air combat involves each side’s aircraft immediately destroyed.
fighting each other, then attacking the opposing ships D The unit is damaged. Put a damage
or SUBs. A surface action pits each side’s surface marker on the unit. If the unit is
ships and SUBs against the other in a gunnery/ torpedo already damaged, it (and any cargo
duel. A submarine combat pits one side’s SUBs against on it) is destroyed instead.
the other’s escorts and convoys. A damaged unit only has half its
You can have one type of action in one combat round printed attack, AA and ASW factors.
and a different type in the next. Its defense factor is 1 higher. Its
range and speed are not affected. A
The choice
damaged CV may not fly carrier
Both sides will fight the same type of combat. You planes (see 14.4).
make the choice according to this priority:
At the end of combat in this sea area
1. You can choose the combat type if you spend 4 (not each round), all damaged units
surprise points. You can even choose a combat
must abort. Boris has 2 Soviet battleships and a cruiser included
in the combat, totaling 20 attack factors. Heinz has a
A Your unit aborts. At the end of the
battle cruiser and a light cruiser totaling 7 factors.
combat round, return it to base They are with 5 convoy points.
according to the return to base rules
Boris inflicts 1 ‘X’ result and 1 ‘A’ result. Heinz
(see 13.4).
applies the ‘X’ result to his battle cruiser - good choice
Turn the aborted unit (and any as he rolls above its defence factor and the ‘X’
cargo) face-down. becomes a ‘D’. He puts a damage marker on the battle
1/2 A No effect unless the same unit cruiser. The cruiser suffers the ‘A’ result and hightails
it for Kiel.
suffers two ‘1/2 A’ results in one
round of combat. Two ‘1/2 A’ results Heinz inflicts 1 ‘D’ and 2 ‘A’ results. Boris applies the
become an ‘A’ result. ‘D’ result to one of his battleships. He rolls above the
ship’s defence factor, so the result becomes an ‘A’. He
Cross referencing the column and the row gives you applies an ‘A’ result against the other battleship and
your combat results. There may be a number of ‘A’ rolls above its defence factor too, so its ‘A’ result
results, some ‘D’ results and some ‘X’ results as well. becomes a ‘1/2 A’. He applies the last ‘A’ result
The combat is simultaneous - both sides should work against the cruiser. Its roll is not so lucky and it suffers
out the results they inflict before anyone implements its ‘A’ result. Boris aborts the battleship and the
them. However, the active player rolls for the damage cruiser to Leningrad. The ‘1/2 A’ result on the
of the defending player's ships first. battleship lapses - it will be untouched for the next
round.
You must implement all ‘X’ results first, then all ‘D’
results and, finally, all ‘A’ results. The next round’s search rolls produce no combat and
that combat ends. The damaged German battle cruiser
For each combat result you inflict, the owner selects a must abort. Heinz returns it to Kiel and then puts it
target to suffer that result. For every 3 surprise points into the damage pool. The German convoy points are
you spend, you can select the target instead of your all alone, just waiting for the next Soviet sortie to
opponent (see 11.5.6). finish them off.
You can choose the same unit to suffer more than one Convoys
result, unless it is already destroyed or has suffered an
Every 5 convoy points counts as a ship for resolving
‘A’ result.
combat. The defence factors of all convoy points is ‘5’
Roll a die for each target. If you roll the target’s (SiF option 9: use the printed values instead). An ‘X’
defence value or less, it suffers the result. If you roll result destroys 5 convoy points, a ‘D’ result damages 5
more than its defence value, it suffers the next worse points and an ‘A’ result aborts 5 points. A ten point
result - an ‘X’ becomes a ‘D’; a ‘D’ becomes an ‘A’ convoy point marker can be broken down into two five
and an ‘A’ becomes a ‘1/2 A’. pointers when taking losses.
SiF option 9: The defense value of a TRS or an SiF option 9: Every 2 convoy points counts as a
AMPH is half its printed value. ship for resolving combat. Convoy points use their
Damage results can carry over from round to round printed defence factors. An ‘X’ result destroys 2
(use the damage markers to indicate the affected convoy points; a ‘D’ result destroys 1 convoy point
units). All ‘1/2 A’ results lapse at the end of each round and an ‘A’ result aborts 1 convoy point.
(damage control parties have fixed the problem). 11.5.9 Naval air combat
‘X’ and ‘D’ results happen immediately. In blizzard or storm there is no naval air combat. If
However, you only implement ‘A’ results (including you have spent surprise points to choose a naval air
unsuccessful ‘D’ results and double ‘1/2A’ results) at combat in blizzard or snow (see 11.5.7), go directly to
the end of this round of combat. All units aborting to step 6 of the naval combat sequence (voluntary aborts
the same port can abort together if you wish. If an ~ see 11.5.1).
aborting unit was damaged, put it into the damage pool In other weather, the first step in a naval air combat is
after it successfully aborts. Put any cargo on a to decide which of your FTRs and carrier planes will
damaged and successfully aborted TRS, onto the be flying as bombers and which as fighters during this
production circle to arrive as a reinforcement in the naval combat round (CVPiF/SiF option 56: Carrier
next turn. planes on damaged CVs do not participate in naval air
CVPiF/SiF option 56: Put any carrier plane, on a combats).
damaged and successfully aborted CV, onto the Then you resolve air-to-air combat (see 14.3). For
production circle to arrive as a reinforcement in the
every 2 surprise points you spend, increase your air-to-
next turn.
air combat value by 1 or decrease your opponent’s by
PiF option 28: Increase your available pilots track 1. This modification lasts for the whole naval-air
by 1 when you put an aircraft unit or carrier plane combat.
onto the production circle because the TRS or CV
transporting it aborts when damaged. Example: If your air to air strength was 7 and your
opponent’s was 4, your air-to-air combat value would
Example: It’s a surface naval combat in the Baltic.
be +3 and your opponent’s -3 (see 14.3.2). You have 4 sea factor does not press the attack.
surprise points. For 2 of them, you could increase your Example: Jay is rolling 4 dice and picking the best 2.
air-to-air combat value to +4, or decrease your He rolls 2, 3, 6 and 10. The best 2 total 16 points.
opponent’s to -4. To increase yours as well as Kasigi decides to destroy 1 of the land based bombers
decreasing your opponent’s value would cost all 4 with the first 10 points. With the next 5 points, he
surprise points. aborts another land based bomber. The last point
You decide to spend only 2 surprise points to increase simply stops one of the remaining factors from
your air-to-air combat value by 1. Luckily, you shoot pressing the attack.
down your opponent’s front fighter and your opponent Normally the owner chooses which aircraft will be
misses. Your opponent’s new air-to-air strength is only destroyed or aborted. However, for every 3 surprise
3, so your modified air-to-air combat value is now +5,
points the opponent spends (see 11.5.6), the opponent
which, sadly, gives you no extra benefit. You can’t
can select the (legal) target instead of the owner.
spend more surprise points now to modify either side’s
air-to-air combat value, so must hope that you will Example: Continuing the previous example, Jay has 3
again benefit from your +1 modifier in a future air-to- surprise points. After rolling 16 points of AA fire, Jay
air combat round in this naval-air combat. decides to spend the 3 surprise points to pick a carrier
plane as one of the Japanese aircraft to be destroyed.
After any air-to-air combat, bombers which get cleared
Thus Kasigi must now either abort a bomber or
through resolve the air-to-sea combat. This consists of
destroy another carrier plane to satisfy the first 10
anti-aircraft fire first and then an air-to-sea attack. points of his losses.
Anti-aircraft fire If a CV’s carrier plane is destroyed, put a damage
You only resolve anti-aircraft fire during port attacks marker on the CV (CVPiF/SiF option 56: unless you
and naval air combats. are playing with separate carrier planes).
Exception: If you are playing with artillery (AsA Anti-aircraft fire is affected by surprise (see 15.1).
option 3: see 22.4.2), anti-aircraft units can fire at
The air-to-sea attack
any air mission.
The air-to-sea factors that survive anti-aircraft fire
Total the target units’ anti-aircraft factors. Locate this
press the attack using the air-to-sea row of the naval
total on the anti-air row of the naval combat chart.
combat chart. With this change, you then determine
This determines a column. You can increase or
the outcome in the same way as you do for surface
decrease this column by 1 for each 2 surprise points
combat (see 11.5.8).
you spend.
In the air-to-sea attack, both sides alternate picking
Cross-index the final column with the number of
targets to suffer a result. The attacking player has first
enemy bombers that were cleared through. The result
pick.
will be in the form “+X/Y”. Y is the number of dice
you roll. X is the number of dice that count. If X is For every 3 surprise points you spend, you can select
positive, you count the highest of the dice. If X is the target instead of your opponent (see 11.5.6).
negative, you count the lowest. 11.5.10 Submarine combat
Example: Kasigi has 4 Japanese land based bombers Submarine combat allows you to attack enemy convoy
and 2 carrier planes cleared through against Jay’s points. Either side can also spend surprise points to
fleet. Jay has 67 anti-aircraft factors and decides to pick a submarine combat even if there are no subs or
apply 6 surprise points to anti-aircraft fire, giving 3
convoy points included (see 11.5.7).
right shifts. This moves it to the 119-142 column.
Cross-referencing that column with the 6-7 bombers In a submarine combat, each side’s SUBs (not any
row, he gets a “2/4” result. So, he rolls 4 dice and other units) will fight the opposing side’s included
adds up the best 2 of them. If there were only 2 shifts, non-SUB units. If each side has both SUBs and other
the result would have been “-3/4” in the 99-118 targets, there will be 2 separate combats. For each
column. He would then roll 4 dice and total the lowest submarine combat, add up the non-SUB side’s ASW
3 of them. factors:
For every 10 points in the total, the owner may choose ï 2 for each SCS included (CLiF option 75: each
to: BB adds 0);
ï 1 for each CV included (CLiF option 75: each
(a) destroy 1 land-based bomber; or CV adds 0);
(b) destroy 2 carrier planes; or ï 1 for each air-to-sea factor included (including
those on CVs that aren’t damaged) during fine,
(c) destroy 1 carrier plane and abort 1 land-based
bomber. rain or snow;
ï 1 for every 5 (SiF option 9: 2) US or
If there are 5 points left, the owner may choose to: Commonwealth convoy points included in a
combat in 1942;
(a) abort 1 land-based bomber; or ï 2 for every 5 (SiF option 9: 2) US or
(b) destroy 1 carrier plane. Commonwealth convoy points included in a
For every remaining point in the total, 1 further air-to- combat in 1943; and
ï 3 for every 5 (SiF option 9: 2) US or the production circle to arrive as a reinforcement in the
Commonwealth convoy points included in a next turn.
combat in 1944 or later. CVPiF/SiF option 56: Put any carrier planes on a
The non-SUB side uses these factors to attack the damaged CV that successfully aborts onto the
SUBs. You do this in the same way as a surface naval production circle to arrive as reinforcements in the
combat except that you use the ASW row of the naval next turn.
combat chart and only count the SUBs as targets. PiF option 28: Increase your available pilots track
The SUBs also attack in the same way as a surface by 1 when you put an aircraft unit or carrier plane
naval combat except that they use the SUB row of the onto the production circle because the TRS or CV
naval combat chart and only the convoy points count transporting it was damaged.
as ships (1 ship per 5 convoy points). If any units at war with each other remain in this sea
SiF option 9: Every 2 convoy points (and any spare area, go back to step 1 in the combat sequence (see
point) counts as a ship. 11.5.1) and run through the sequence again. This
If no convoy points are included (only possible if you continues until one side has no units at war with any
spent surprise points to choose a submarine combat ~ units on the other side in this sea area, or until the
see 11.5.7) then you fight on the ‘0’ ships row. combat search rolls don’t produce another combat
round.
Losses inflicted by the non-SUB side can only be
taken on the SUBs that attacked them (owners choice). 11.6 Opponent’s naval combat
For every 3 surprise points you spend, you can select
After your side has resolved combat in all their
the target SUB instead of the owner (see 11.5.6).
selected sea areas, any major power on the other side
Losses inflicted by the SUB side can only be taken on can try to initiate combat (see 11.5.2) in any other sea
convoys (unless someone spends 3 surprise points to areas your side moved a non-SUB unit into or within
inflict them on another target). If convoy points can (but not through) in your naval air missions step or
take no further losses, ignore any remaining losses your naval movement step. Your opponents can't pick
(unless you spend surprise points to select another an area that has already been selected this impulse.
target).
Your opponent simply points to areas, one by one, and,
Example: It is fine weather in 1942 and Heinz has in each of them, turns a unit face-down and follows
gained 10 surprise points in a naval combat. He has the sequence in 11.5.1. If a unit your opponent turned
spent 4 of them to choose a submarine combat. He has face-down during the naval movement step in an
2 SUBs included, totaling 8 attack factors. Jay has 10 interception attempt (see 11.4.6) is still in the sea area,
convoy points, an SCS and a 2 air-to-sea factor NAV he or she can attempt to start a naval combat there
included. Jay attacks with his 6 ASW factors (2 for the
without turning another unit over.
SCS, 2 for the NAV and 2 for the convoys because it is
1942) against 2 enemy “ships”. He gets 1 ‘D’ result Example: Jeremy has finished all the naval combats
and 3 ‘A’ results. Heinz rolls against his SUBs’ he wanted to start. He didn’t try to start a combat in
defence factors to determine the outcome. the Eastern Mediterranean where Maria’s Italian fleet
is at an advantage against an escorted TRS Jeremy
Then he attacks the convoys with 8 attack factors
moved there during his naval movement step. Maria
against 2 ships (remember, the escorts don’t count). He
turns the Vittorio Veneto face-down in an attempt to
gets 2 ‘D’ and 3 ‘A’ results. Jay rolls a 5 for the first
exploit her advantage. Triumphantly, she rolls a 1 and
damage die against a convoy. One of the convoys is
starts the combat. Despondently, Jeremy reaches for
damaged. Heinz spends 3 surprise points to roll the
another lager.
second damage die against the same convoy. Jay rolls
a 3, sinking it. Heinz spends his last 3 surprise points 11.7 Strategic bombardment
to inflict the first ‘A’ result on the SCS. Jay rolls
against the SCS unit’s defence factors to see if it Strategic bombardment missions allow aircraft to
suffers the result. The second ‘A’ result is applied attack enemy production and resources.
successfully against the remaining convoy. The last ‘A’ To strategically bombard:
result cannot be applied because there are no convoys 1. your opponent flies combat air patrol to potential
that can suffer further results and Heinz has run out of target hexes;
surprise points. 2. you fly all your selected attacking bombers and
escorting fighters to the target hexes;
11.5.11 Multiple naval combat rounds
3. your opponent flies intercepting fighters to the
After each round of naval combat, any unit at war with target hexes;
another unit in this sea area may abort (the active side 4. you fly intercepting fighters to the target hexes;
deciding first). If any unit on a side chooses to abort, 5. fight any air-to-air combats;
all units on that side committed to combat this round 6. surviving bombers suffer anti-aircraft fire from
must also abort. Do this just like the units are returning AA units (AsA option 3 see 22.4.2);
to base (see 13.4). 7. surviving bombers attack the target hexes;
Put damaged naval units that successfully abort into 8. return all remaining aircraft to base and turn
the repair pool. Put any cargo on a damaged TRS onto them face-down.
Target hexes strategic bombardment missions like aircraft. V-2 &
V-3 weapons cannot be intercepted. If a V-1 is
A target hex can be any hex that contains an enemy
aborted, it is destroyed instead. All V-weapons are
controlled usable factory. A factory is usable if the destroyed after they attack their target.
controlling side could transport a resource to it and, if
they did, it would produce a production point (see V-weapons can be rail moved (see 11.10) or naval
13.6.1). transported (see 11.4.5). V-2 weapons can also move
like land units. V-weapons can’t fly a mission in the
A target hex could instead be an enemy controlled oil same impulse as they move.
resource hex. You can’t fly a strategic bombardment
A-bombs
mission against a hex that only contains other
resources. Only the USA can build an atomic bomb. It arrives
as a reinforcement like all other units (see 4.2). It is
The bombing a land unit but without a ZoC and is captured when
After any air-to-air combat (see 14.3) and anti aircraft overrun by an enemy land unit. If playing America
fire (see 22.4.2) total the strategic factors of all in Flames or Patton in Flames there is no counter
surviving bombers. These may be affected by weather limit to A-bombs and, subject to research, any major
(see 8.2.3). power may build them.
A-bombs have no movement allowance. An A-bomb
Locate the total on the strategic bombardment table
may only move by rail (see 11.10) and naval
and roll a die. The result is the number of points lost
transport (see 11.4.5) as if it was an INF division
by the target hex. Add 1 to the die roll if the bombers (even if not playing with that option).
did not fight any air-to-air combat this impulse (i.e.
were not interecepted). Furthermore, any of the owner’s bombers with 9 or
more printed strategic bombardment factors may air
If the target is an oil hex, that number of oil resources transport (see 11.12), or launch a port attack with
is lost from the hex for the turn. (see 11.2), or strategic bombard with an A-bomb in
If the target is a factory hex, that number of production the appropriate step of each impulse.
points will be lost from the factory owner’s production During port attack or strategic bombardment, if the
point total for the turn (see 13.6.3). bomber survives any air-to-air combat and/or anti-
You can’t lose more production points in a turn than aircraft fire without being aborted or destroyed, the
there are usable factories in the hex or more oil than A-bomb may be dropped on the target.
there are oil resources there. An A-bomb attacks with 25 factors instead of the
Ignore asterisks in the standard game. bombers own factors. It may be included with other
bombers attacking the target. A-bomb factors are
Example: 4 Commonwealth bombers with 20 strategic modified for terrain, weather or night missions like
bombing factors attack Lille which is functioning as a all other bombers.
German factory. The Germans do not fly any aircraft
The A-bomb is destroyed after it attacks its target. If
to oppose them. The die roll is an 8 modified to 9. On
its bomber is destroyed, the A-bomb is destroyed as
the 19-24 column of the strategic bombardment table,
well.
this produces a result of 4*. So, 4 points are lost,
which in this case is 1 production point (since the hex 11.8 Carpet bombing (option 32)
has only 1 functional factory). The spare points are
Carpet bombing lets your strategic bombers destroy
lost unless there are any other targets in the hex.
enemy land and aircraft units, not just turn them
Option 30: After implementing the above result, face-down.
each asterisk in the result destroys 1 usable factory
To carpet bomb:
as well. Use the factory markers to show reduced
factories. In the example, the red factory in Lille 1. your opponent flies combat air patrol to
would have been destroyed in addition to the potential target hexes;
production point loss. 2. you fly all your selected attacking bombers
Where there is more than one target in the hex, the and escorting fighters to the target hexes;
order you apply results are: production points, oil 3. your opponent flies intercepting fighters to the
resources, saved oil (see 13.5.1), saved build points target hexes;
(13.6.8), blue factories (22.2), red factories (22.2), 4. you fly intercepting fighters to the target
synth oil (22.4.11) and then oil hexes (22.4.11). hexes;
5. fight any air-to-air combats;
11.7.1 V-weapons and atomic bombs (PiF 6. surviving bombers suffer anti-aircraft fire
option 23) from AA units (AsA option 3 see 22.4.2);
V-weapons and A-bombs form a new force pool. 7. surviving bombers attack the target hexes;
They are a new class for gearing limit purposes. 8. return all remaining aircraft to base and turn
Production of A-bombs and V-weapons cannot be them face-down.
accelerated.
The carpet bombing
V-weapons
Add up the strategic factors of your surviving
Only Germany can build V-weapons. V-weapons fly bombers modified by terrain (see 14.5). Locate this
total on the strategic bombardment table and roll a example during a surprise impulse, a tank buster
die. Add 1 to the die roll if the bombers did not fight ground striking a MECH with the benefit of an
any air-to-air combat this impulse. offensive chit during an air action would roll 4 dice.
For each asterisk result, destroy 1 land or aircraft 11.10 Rail movement
unit (PiF option 28: with pilot) in the target hex
(chosen randomly). Ignore the number result. Rail movement lets you quickly move land and aircraft
PiF option 23: You may carpet bomb with atomic units and factories over long distances.
bombs and V-weapons. When carpet bombing, A- How to rail move
bombs have 25 strategic bombardment factors.
You can rail move a unit or factory if it is at a station.
11.9 Ground strike A station is any city hex, port hex or hex with an HQ.
An HQ is its own station, so it can rail to or from any
Ground strike missions allow bombers to attack enemy
rail hex, even one that is not a port or city.
land units and aircraft units on the ground. If you are
successful, the enemy units will be more vulnerable to You can move the unit or factory from one station to
attack by land units. any other station, over any distance. However, you can
only move along railway lines (i.e. each hex you enter
To ground strike:
must be connected by a railway line to the hex you
1. your opponent flies combat air patrol to potential
target hexes; leave). Your side must control each hex you enter.
2. you fly all your selected attacking bombers and Your rail move can only enter or leave a hex in an
escorting fighters to the target hexes; enemy ZOC if there is a friendly land unit in that hex
3. your opponent flies intercepting fighters to the both before and after the rail move. Its move must stop
target hexes; when it enters an enemy ZOC.
4. you fly intercepting fighters to the target hexes; A unit can rail move across a straits hexside if there is
5. fight any air-to-air combats; a rail line in the hex on either side of the straits. Only 1
6. AsA option 3: surviving bombers suffer anti- unit a side can rail move across each straits hexside in
aircraft fire from AA units (see 22.4.2); a turn.
7. surviving bombers attack the target units.
8. return all remaining aircraft to base and turn Units
them face-down. You can only rail move a unit if it is face-up. After
AsA option 3: ART can also ground strike adjacent ending its rail move, turn the unit face-down.
hexes (see 22.4.2).
Factories
The strike You can rail move any blue factory you control in your
After any air-to-air combat (see 14.3), each bomber home country if:
attacks each face-up enemy land or aircraft unit in the (a) an enemy in-supply land unit is currently in this
hex. home country and on the same map as the factory; or
Roll 1 die for each attack. If the result is less than or (b) a factory in this home country was destroyed by
equal to the aircraft’s tactical factors, the ground strike strategic bombardment during this or the previous
is successful. Turn the target unit face-down. turn.
Offensive chits (see 16.), weather (see 8.2.3) and
terrain (see 14.5) may affect an aircraft’s tactical Factories must always end their rail move at a city hex
factors. in their home country. You can never end with more
than 2 blue factories in one city.
Example: Two of Kasigi’s Japanese CVs, the Ryujo
and Soryu, launch a ground strike against a British Use the factory markers to show the removal of
corps and an HQ in Singapore. The weather is rain. factories at one place and their arrival at the other.
The carrier planes have 1 and 2 tactical factors The railed factory is not available for production until
respectively. These are halved for rain and halved the 2nd turn after it finishes its move. For example, if
again for jungle, leaving 1/4 and 2/4 factors. The you move it in Jan/Feb, it starts producing again in
Ryujo carrier plane rounds to 0, so can’t succeed, May/Jun.
while the second rounds to 1. Kasigi rolls one die
Option 12: (limited access across straits) A unit
against the corps but it is not a 1. The die he rolls
can’t rail move across a straits hexside if the
against the HQ is a 1 so he turns the HQ face-down.
presence of enemy units would prevent you tracing
When the defending units are surprised (see 15.), roll 2 an overseas supply path into that sea area (see
dice for each attack instead of 1. If either is less than 2.4.2).
or equal to the aircraft’s tactical factor, the ground
strike succeeds. Limits
Option 33: Tank busters have their tactical factor If you chose an air action, you can only rail move
printed in a red circle. Add an extra die if the aircraft aircraft units. If you chose a land action, you can only
is a tank buster and the target unit is MECH, ARM rail move land units and factories. If you chose a
or HQ-A. This is cumulative with surprise (see 15.1) combined action you can rail move factories, land
and offensive chits in an air action (see 16.1). For units and/or aircraft units.
How long the move is, determines how many rail supply but you must turn it face-down when you finish
moves it counts as: moving it.
A unit must always end its move when it enters an
move where? land or factory enemy ZOC (exception: it can continue moving if it
aircraft unit then overruns a land unit in the next hex ~ see
within 1 map 1 2 11.11.6). You can move a unit which starts its move in
to an adjacent map 1 2 an enemy ZOC directly into another enemy ZOC
(even a ZOC of the same unit).
2 maps away 2 3
3 maps away 3 4 11.11.2 Terrain
The movement point cost for a land unit to enter a hex
Example: To rail move an aircraft unit from the and cross certain hexsides is listed on the terrain
Western European map to the Pacific map would cost effects chart. All units pay the leg movement costs.
3 rail moves. It would take 4 rail moves to rail a
factory this distance. Option 34: (Motorised movement rates) Self
propelled and motorised artillery units (see 22.4.2 ~
Only the starting and destination hexes count for map AsA option 3), motorized engineers (see 22.4.1 ~
distance (e.g. railing a land unit from Baku to MiF option 7), supply units (see 22.4.10 ~ MiF
Vladivostok costs 1). If you are railing to or from a option 6), HQ-A, ARM, MECH and MOT use the
hex that is half on one map and half on another (e.g. motorised cost on the terrain effects chart to enter
Breslau), you are assumed to be railing to or from the each hex. All other land units use leg movement
map further away. costs.
Rail moves do not also count as a land move or an air All terrain and weather effects are cumulative.
mission.
Hexes and hexsides
11.11 Land movement Land units (except MTN) may not cross an alpine
Land movement is the normal way land units move hexside. MTN units may cross an alpine hexside at the
around the maps. Only face-up land units can make a cost of +1 movement point, but may not trace supply
land move. across them.
Each land move allows you to move 1 land unit. You Land units (except MAR) may only move across an
can only move a unit once in each land movement all-sea hexside if it is a straits hexside. They may only
step. cross a lake hexside if it is frozen (see 8.2.9). MAR
units may cross an all-sea or lake hexside at the cost of
11.11.1 How to move land units +1 movement point, but may not trace supply across
You can move your land units one by one, or stack by them (except at straits hexsides).
stack, as you choose. You must finish moving the
MTN units pay 1 less movement point to enter
unit(s) you are moving before you can start moving
mountain hexes on the Asian, Pacific and American
another unit.
maps.
If you move a stack of land units together, each unit in
Japanese infantry class units pay 1 less movement
the stack uses up 1 land move. You can drop units off
point to enter a jungle hex.
from the stack in any hex it enters but you can’t pick
up other units as you go. These reductions occurs after you apply any weather
effects.
A unit making a land move moves from its starting hex
to an adjacent hex. Then it can move to another Option 17: (HQ movement) An HQ-A and HQ-I
adjacent hex, and so on until it runs out of movement spends one additional movement point for the first
points. hexside it crosses that is not along a railway.
AiF/PatiF Option 37: (Railway movement bonus)
Each unit has its movement points printed on its
A land unit pays 1 less movement point (minimum
counter. Each hex it enters will use up 1 or more of
1) to enter a hex when it moves, or advances after
those points depending on: combat, along a railway (but not a road). This
ï which map it is on; reduction occurs after you apply any weather (see
ï what the terrain is in the hex, and sometimes on 8.2) or overrun (see 11.11.6) effects.
the hexside it crossed to enter it, (see the terrain
effects chart); 11.11.3 Enemy units
ï what the weather is in the hex (see 8.2.5); and You can only move a land unit into a hex containing a
ï whether the unit is motorised or not (see 11.11.2 unit from the other side if you do so by paradrop (see
~ option 34). 11.15), invasion (see 11.14), or overrun (see 11.11.6).
Sometimes a unit will have unused movement points
11.11.4 Neutral major powers
but not enough to enter the next hex. You can always
move the unit into that next hex but you must then turn You can only move a land unit of a neutral major
it face-down. power into:
ï a hex it controls; or
You can move a unit which starts its move out of
ï a hex controlled by one of its aligned minor overrunning units with a total of 0 factors (e.g.
countries; or partisans).
ï a hex in a minor country it is at war with. Overrun odds are not affected by aircraft (aircraft units
The only exception is the US (see 13.3.2, entry options can not fly ground support in an overrun).
7 & 44).
Units overrunning enemy land units pay double the
11.11.5 Active major powers normal terrain cost to enter the hex being overrun
You can move a land unit controlled by an active (after weather effects). Turn them face-down if they
major power into any hex controlled by: exceed their movement allowance.
ï that major power and its aligned minors; or You can continue moving the units after they overrun
ï another active major power on the same side (or but, if they are in an enemy ZOC, they can only do so
its controlled minor countries); or by further overrunning.
ï a major power or minor country it is at war with.
Example:
There are some exceptions:
ï units can’t enter the home country of a non co-
operating major power on the same side unless
they satisfy the foreign troop commitment rules
(see 18.2); and
ï minor country units can’t enter a hex controlled
by another minor country aligned with their side
unless they satisfy the foreign troop commitment
rules.
ï units cannot enter a country controlled by
another power on their side without permission
of the owner.
11.11.6 Overruns
Land units can sometimes destroy enemy units during
movement. They do this by entering the enemy hex
and declaring an overrun. These 8 and 9 factor German ARM units want to
You can only conduct an overrun with a single unit, or overrun the face-down Soviet ARM unit in snow. They
with a single stack of units that started the land can overrun one ARM unit because both of the
movement (or Advancing after combat, see 11.16.5) overrunning units are also ARM units. The Soviet unit
step together. is black print and out of supply in a clear hex, so its
combat factor is only 1. Because it’s behind a river
Overrunning land units hexside, the German units are halved to 8.5, rounding
A unit can only overrun a land unit if it is in supply to 9. The overrunning units have odds of 7:1 (9:1,
both when it starts moving and in the hex just before it down 2 odds because of snow). The Soviet ARM is
overruns. destroyed and the German units move into its hex. The
hex costs them 2 movement points (1 doubled for the
You can only overrun land units that are in a clear or
overrun). If they don’t have that many points left, they
desert hex that is not a city hex (ports are OK). would turn face-down in that hex. If they have more,
Overrunning across a river, canal or straits hexside they can keep moving (and overrunning).
halves the overrunning units’ attack factors as normal.
You can’t overrun a land unit in a fort hex across a fort Overrunning aircraft units
hexside. A fort hex is one containing a fort symbol. If a land unit from the other side moves into a hex
At least one of the overrunning units must be an ARM, containing your aircraft units (either through
MECH or HQ-A unit. overrunning any land units in the hex, or because there
If the defending units include an ARM or HQ-A unit were no land units in the hex in the first place):
(AsA option 3: or anti-tank unit), you can only ï destroy all your face-down aircraft units (PiF
overrun them if you have more ARM or HQ-A units. option 28: this also destroy the pilots); and
ï rebase your face-up aircraft units (see 11.17) and
If the defending units do not include an ARM or HQ-A
turn them face-down. Exception: even face-up
unit (AsA option 3: or anti-tank unit) but do include a
aircraft units (and pilots) are destroyed if the
MECH unit, you can only overrun them if you have
overrunning units have surprised your major
either: power or minor country (see 15.)
ï an ARM or HQ-A unit; or Overrunning naval units
ï more MECH units.
You can only overrun if you have odds of at least 7:1 If a land unit from the other side moves into a port
at the moment of overrun. These odds can be affected containing any of your naval units, they must rebase.
by weather, supply, hex and hexside terrain and Before they do, roll for each face-down or surprised
offensive chits (see 16.3) like ordinary combats (see naval unit there.
11.16). Your final odds are always 7:1 if you are If you roll a ‘5’ or higher, you keep control of the unit.
If you roll a ‘1’, the enemy major power takes control The transport
of it until destroyed (option 46: partisans destroy An ATR can carry either:
naval units instead of taking control). Place it in the ï 1 PARA; or
Repair pool. On a roll of ‘2’ ~ ‘4’, it is destroyed. ï 1 MTN; or
(Options 9 & 28: Any carrier plane (and its pilot) ï AsA/MiF option 2: 1 INF division.
suffer the same fate as a CV it is on.). MiF option 6: you can also air transport a supply
With the units from the overrun hex that you keep unit (see 22.4.10). However, you must use 2 ATRs
control of, you must immediately make a return to for the mission. You can complete the transport
base move (see 13.4.1) and then turn them face-down. provided at least 1 ATR survives.
They may not embark units during this move. They You can unload the cargo either at the target hex, or
can be intercepted as they rebase and must attempt to keep it with the ATR and unload it when the ATR
fight through from the ‘0’ box if intercepted. If they returns to base.
can’t reach such a base within double their range Turn the ATR face-down after completing the mission.
(ignoring their movement allowance), destroy them However, only turn the cargo face-down if it
instead. commenced the impulse out of supply or the ATR was
Example: Soviet naval units based in Leningrad will aborted in either air combat.
often be unable to rebase if Leningrad falls because
Example: Ju-Ming’s Nationalist Chinese have
they won’t be able to leave the Baltic Sea. So they will
launched an offensive and cut supply to a Japanese
usually be destroyed.
MTN unit in Wuhan. In the Axis air transport step,
You only pay the normal terrain cost to overrun a hex Kasigi tries to extricate his unit by flying his L2D 6
containing only naval and/or aircraft units. movement points to Wuhan, to pick up the MTN. Ju-
Ming flies an I-16 to intercept it and Kasigi then flies
11.12 Air transport in his Ki-27 as an intercepting fighter. The ATR is
Air transport missions allow you to transport some aborted by the air-to-air combat and Kasigi returns it
land units to a friendly hex (or a hex occupied by a (and the MTN unit) to base at Nanking and turns both
partisan you co-operate with), by air. of them face-down.
To fly an air transport mission: Option 35: Any aircraft with a white range circle
1. your opponent flies combat air patrol to potential can fly an air transport mission, even if it is not an
target hexes; ATR.
2. you fly your selected ATRs and escorting fighters Option 36: Large ATRs were capable of
to the target hexes; transporting heavier equipment. They are marked
3. pick up the units being transported. Alternatively, with a white INF corps symbol. A large ATR can
a unit may start with an ATR and fly with it to a transport a unit in the same way as any other ATR.
target hex (not to a hex-dot); However, it can instead transport any 2 infantry
4. your opponent flies intercepting fighters to the class divisions (except MAR or MOT), 1 other
target hexes; infantry class corps or army (except HQ, MAR,
5. you fly intercepting fighters to the target hexes; MOT or PART), or 1 supply unit. It pays twice
6. fight any air-to-air combats; normal movement costs while transporting these.
7. AsA option 3: surviving ATRs suffer anti-aircraft So, it pays 2 points per hex on the European maps, 4
fire (see 22.4.2); points on the Asian and Pacific maps and 12 points
8. surviving ATRs can unload their cargo at the in an off-map hex.
target hexes;
9. return all remaining aircraft to base and turn
11.13 Debarking land units
them face-down; Face-up land units in a sea area (being naval
10. your opponent flies intercepting fighters to the transported ~ see 11.4.5) can debark into friendly
hexes where your ATRs returned to base; controlled coastal hexes in that sea area. They can also
11. you move intercepting fighters to the return-to- debark into hexes occupied by a partisan unit they co-
base hexes; operate with.
12. fight any air-to-air combats; Each unit which debarks counts as 1 land move. You
13. AsA option 3: surviving ATRs suffer anti-aircraft may only debark from a face up TRS.
fire (see 22.4.2);
14. any cargo still on an ATR now unloads; A debarking unit must end its move in the hex it
15. return all remaining intercepting fighters to base debarks in. If that hex costs it more movement points
and turn them face-down. than it has, turn the unit face-down. Otherwise, it
'The target hex of an air transport mission must be a debarks face-up. Turn the TRS face-down at the end of
hex in which the ATR can stack. the step that a unit debarks from it.
Each air transport mission you attempt counts as 1 Debarking units are always in supply in the impulse
land move as well as 1 aircraft mission. they debark.
Aircraft that returned to base at step 9 can only take Option 26: There are restrictions on debarking (see
part in step 12 air-to-air combat if they are ATRs. 22.4.12).
11.14 Invasions the ZOC of a friendly corps or army;
ï + the shore bombardment modifier for each
Invasions allow land units to attack enemy held coastal
invading unit;
hexes in a sea area you have transported them to. ï -1 if it cannot trace a basic supply path of any
You may only invade an enemy controlled coastal hex length; and
that has at least 1 all-sea hexside (at least part, but not ï -1 if surprised (see 15.).
necessarily all, of this coastal hexside must touch upon The shore bombardment modifier applies to each unit
the sea area where the TRS is located). You can only that invades. Use the modifier from the section of the
invade with face-up land units on TRSs in the sea area. sea-box the unit invades from (remembering the effect
The TRS must be in the 1, 2, 3 or 4 section of the sea- of weather ~ see 8.2.7).
box. Only infantry class units can invade. These modifications are cumulative but the notional
AsA/MiF/PoliF option 2: The Commonwealth 79th unit can never have less than 0 combat factors.
and US Mar ARM divisions (see 22.4.1) can also
Add the notional unit’s combat factor to those of any
invade from a TRS.
land units in the hex. Then modify their total combat
AsA/MiF option 25: A division may invade from an factors for terrain and weather.
SCS, as if it were a TRS.
The notional unit is treated like a normal unit for all
Option 26: If you are playing with Amphibs (see purposes during combat except that they only have a
22.4.12), there are restrictions on the units that can ZoC into their own hex and are always face-down.
invade from a TRS.
Resolve the combat normally. Any combat result
You can’t invade a hex in storm, snow or blizzard.
(other than ‘-’) destroys the notional defending unit. It
To invade, move your land units from their TRS into doesn’t count as a loss towards satisfying the combat
the invasion hex. Put part of each invading unit over result.
the all-sea hexside it is attacking across. Example: Japan declares war on the Commonwealth
Each unit which invades counts as 1 land move. Each and attempts to invade the mountain hex east of Port
invasion counts as 1 land attack. Moresby with a 5-factor MAR from the 2 section and a
Invading units are in supply for the rest of the impulse 5 factor INF from the 3 section in the Bismarck sea.
they invade. Only the Commonwealth notional unit is defending,
but Port Moresby is occupied by a Commonwealth
Invading units have no ZOC into the invaded hex until INF. The weather is rain.
it is empty of enemy (including notional) units. They
The notional unit is usually worth 1, but you add 1 for
have no ZOC into adjacent hexes for the impulse of
the adjacent corps, 2 because a land unit is invading
invasion. Thereafter, they have a normal ZOC. from the 2 section (the 1* shore bombardment modifier
Turn the TRS face-down at the end of the step that a becomes 2 because of the rain) and 1 because a land
unit invades from it. unit is invading from the 3 section. You subtract 1
because it is a surprise impulse. This total of 4 doubles
Invasion combats to 8 for the mountain.
Invading units must attack the invasion hex in the land The invading INF’s factors are halved, so Japan’s total
combat step (see 11.16). They can attack together with combat factors are 2.5+5=7.5. After adding 7.5
other land units that are not invading. factors of shore bombardment and 4.5 factors of
If you retreat, shatter or destroy all defending land ground support, the invading total is 19.5 combat
units, the invasion is successful. Otherwise, the factors (rounding to 20). This results in odds of 2:1
invading units are destroyed. (20:8). The rain drops the final odds 1 level to 3:2 (+1
due to the notional unit being automatically face-
If a successful invasion leaves you occupying a hex
down). Kasigi regrets not invading from a closer port,
containing enemy aircraft or naval units, then they allowing an invasion from a higher section of the sea-
have been overrun (see 11.11.6). box (if they had all invaded from the 4 section, the
Invading MAR units have their normal combat factors. odds would have been 9:1 +1 (20:2, less an odds level
Halve the combat factors of other invading units. for the rain).
Each hex defends against an invasion with a notional At the end of the attack declaration step (see 11.16.1),
land unit, in addition to any actual land unit in the hex. you can state that your notional unit is to be ignored
The notional unit is the same nationality as any major [you might do this to prevent breakthroughs by units
power or minor country with a real unit in the hex attacking in conjunction with an invasion]. If you do
(owner’s choice if more than one). If there are no real (and there are no other friendly land units in the hex),
units, it is the same nationality as the major power or there is no attack, and the attacker occupies the hex as
minor country that controls the hex. if debarking onto a friendly hex (see 11.13).
The notional unit has 1 combat factor, modified by: An invading unit must end its move in the hex it
ï +1 if it is a city hex; invades. If the hex costs it more movement points than
ï +1 if the hex is in the home country of the major it has, turn the unit face-down after any combat (even
power that controls the hex; if you got an asterisk result).
ï +1 if it is not stacked with a land unit, but is in
11.15 Paradrops into. If the hex costs it more movement points than it
has, turn it face-down after any combat (even if you
PARAs are land units but have the additional ability of
got an asterisk result).
flying into an enemy hex without having to move by
land through the intervening hexes. Example: Jay flies an ATR and a 5 factor PARA to
Aachen which is Axis controlled and contains a 3
PARAs can only fly a paradrop mission if they start factor militia and a face-down German LND. Heinz
the mission in supply and stacked with an ATR. intercepts with a fighter and Jay intercepts it with a
AsA/MiF/PoliF option 2: The Commonwealth 51st fighter from Liege. The ATR is cleared through during
air-landing and German 5th mountain divisions can air-to-air combat and the PARA makes its drop.
also paradrop if accompanying a PARA (see 22.4.1). The PARA must attack the militia and the notional unit
If they fly the mission, they are in supply for the rest in Aachen during land combat. The notional unit is
of the impulse. worth 3 factors (1 +1 for the city +1 for home country,
To fly a paradrop mission: although there are other German corps adjacent, they
1. your opponent flies combat air patrol to any are ignored as a real unit is stacked with the notional).
hexes. The US '7' factor INF in Saarbr¸cken also attacks. Jay
adds 3 factors of ground support and Heinz flies in a 1
2. you fly all your selected ATRs, the PARAs they
factor bomber and a fighter. They resolve an air-to-air
start with, and escorting fighters to the target
combat. Both side's bombers are cleared through. The
hex;
combat odds are 2:1 (15 factors to 7).
3. your opponent flies intercepting fighters to the
target hexes; Heinz chooses the assault table and Jay rolls a 5
4. you fly intercepting fighters to the target hexes; modified to 6 (as notionals are always considered
5. fight any air-to-air combats; face-down), giving a '1/1' result, destroying his INF
6. AsA option 3: surviving ATRs suffer anti-aircraft and the German militia and notional unit. The PARA
fire from AA units (see 22.4.2); lands and destroys the face-down LND in the hex. The
7. surviving PARAs drop into the target hex. PARA is face-down because there was no asterisk on
8. return all remaining aircraft to base and turn the combat result.
them face-down. Option 35: Any aircraft with a white range circle
Each unit which paradrops counts as 1 air mission and can fly a paradrop mission, even if it is not an ATR.
1 land move. Each paradrop counts as 1 land combat. However, aircraft can’t fly a paradrop mission if
they have a ‘no-paradrop’ symbol:
PARAs can’t drop into a lake hex (unless frozen ~ see
8.2.9).
Paradropping units have no ZOC into the target hex
until it is empty of enemy units (including notional
units). They have no ZOC into adjacent hexes for the
rest of the impulse. Thereafter, they have a normal
ZOC. 11.16 Land combat
Paradrop combats After you have finished any paradrops, your land units
A unit which paradrops into an enemy controlled hex can attack enemy land units they are adjacent to.
must attack the defending land units (even if only a Combat is not compulsory (except if you are invading
notional unit) in the land combat step (see 11.16). It or paradropping).
can attack together with land units that are not The land combat sequence is:
paradropping. 1. declare all attacks, (the defender then announces
If you retreat or destroy all defending land units, the whether any notional units are to be ignored);
paradrop succeeds. Otherwise, the paradropping units 2. add defensive shore bombardment (option 38);
are destroyed. 3. add offensive shore bombardment;
4. announce defensive HQ support (option 13);
If a successful paradrop leaves you occupying a hex 5. announce offensive HQ support;
containing enemy aircraft or naval units, then they 6. fly and resolve ground support missions;
have been overrun (see 11.11.6). 7. resolve HQ support;
Like invasions, each hex you paradrop into defends 8. the combats are then resolved one by one
with a notional land unit in addition to any actual land (attacker choosing the order of combat
unit in the hex. The notional unit has 1 combat factor, resolution).
modified like invasions (see 11.14). The rules applying Each land attack allows you to attack 1 stack of enemy
to notional units during invasions also apply to land units. There is no limit on the number of units
notional units in paradrops. that can take part in each attack. Overruns are not land
Resolve the combat normally (remember that notional attacks.
units are always face-down). If you attack a hex with units from several major
After any air-to-air combat (see 14.3), a surviving powers, each of those major powers has made a land
paradropping unit ends its move in the hex it drops attack.
11.16.1 Declaring combats quarters, not sixths, the attacker.
You declare all your attacks now. To declare an attack, A PARA that drops into a hex is not attacking across
point to the defending hex and identify every land unit any hexside. Therefore you don’t halve or third its
that will attack it. factors due to a river, canal or fort hexside.
The target hex must contain an enemy land unit - you Example:
can’t attack aircraft and naval units in land combat
(they can be overrun ~ see 11.11.6).
Eligible land units
You can only attack a hex with face-up land units that
are adjacent to the hex (or invading or paradropping
into it).
A land unit can only attack if it has 1 or more combat
factors.
You can attack with some units that are eligible and
not with others - it’s up to you. 1 land unit in a hex
could attack one hex, while the second unit in the hex
attacks a different hex.
Supply
Units can’t attack if they are out of supply when you The German MECH, MOT and INF are attacking the
declare or resolve the combat. French INF across both the Maginot line and the
Defending units that are out of supply when resolving Rhine river. Therefore, you divide their total factors by
combat defend with their full combat factors if they 6. Their 23 factor total reduces to 3.87. The PARA
are face-up. dropping into the hex adds 4 factors for a total of 7.87.
If they are out of supply and face-down, they have Triple the combat factors of MTN units defending in
(before modifications): mountain hexes. Double the combat factors of other
units defending in mountains.
ï 3 combat factors if they are white print units; and
ï only 1 factor if they aren’t. Double the combat factors of units defending in
AsA/MiF/PoliF option 2: All face-down divisions swamp hexes.
defend with 1 combat factor when out of supply. If the defending units are in a jungle hex, reduce the
Terrain odds ratio by 1 level (e.g. 2:1 becomes 3:2 and 20:1
becomes 19:1). Ignore this effect if all attacking land
Halve the combat factors of a MTN unit that attacks units are Japanese controlled.
across an alpine hexside. No other land unit can attack
across an alpine hexside. Option 39: (Blitz bonus) -1 to the land combat die roll
if attacking a 2 or 3 factory stack.
MAR units are halved attacking across a lake or all-
sea hexside. No other land units can attack across a 11.16.2 Shore bombardment
lake or all-sea hexside (except at straits). Shore bombardment lets you support a land attack
All land units are halved attacking across a river or with your SCS. You can shore bombard a coastal hex
canal. with any face-up SCS in the sea area (AsA/MiF
MAR units’ factors are not affected by attacking option 25: except for those carrying cargo ~ see
across a straits hexside or by invading. All other land 11.4.5).
units are halved attacking across a straits hexside or Only the attacking side can use shore bombardment.
invading. Shore bombarding SCS add their bombardment factors
Third the combat factors of a unit that attacks into a to an attack. Reduce the bombardment factor of each
fort hex across a fort hexside. There is no effect when SCS by the bombardment modifier in its section of the
you attack out of a fort hex. A fort hex is destroyed sea-box (see weather effects on bombardment ~ 8.2.7).
permanently when control of the hex changes. You can’t bombard with SCS in the ‘0’ section (note
A unit that attacks across a river and a printed fort the ‘none’ there).
hexside is both halved and thirded (i.e. it has only a Example: Calais is being attacked by the
sixth of its combat factors). Commonwealth in fine weather. Three Commonwealth
SCS are in the ‘2’ section of the North Sea, and can
A unit that invades across a printed fort hexside (this shore bombard Calais. The ships have shore
only applies to Singapore) is also halved and thirded. bombardment factors of 5, 4 and 2. The shore
A MAR unit would only be thirded. bombardment modifier of the 2 section is ‘-1*’. Since
AfA/MiF option 5: Forts you build (see 22.4.9) the weather is fine, the modified shore bombardment
only halve, not third, the attacker. Attacking or factors are 4, 3 and 1 respectively.
invading across both a river and a built fort only You can’t bombard any hex in storm or blizzard.
Halve the (reduced) bombardment factors if the hex is 11.16.4 Ground support
a forest, jungle or swamp hex. Ground support permits you to support a land attack
Ignore any shore bombardment factors (after any with bombers. Both sides can fly ground support into
reduction and halving) that exceed the total (modified) the same combat.
combat factors of the attacking land units. For To fly ground support:
instance, if you bombard with 5 shore bombardment 1. your opponent flies combat air patrol to potential
factors but units totaling 7 factors are attacking across target hexes;
a river, you would only count 3.5 of the bombarding 2. you fly your selected attacking bombers,
factors. escorting fighters and combat air patrol to
After taking part in shore bombardment, turn the potential target hexes;
bombarding units face-down. They remain in the sea 3. your opponent flies intercepting fighters or both
area and could take part in future naval combats. bombers and escorting fighters to the target
Option 38: (Defensive shore bombardment) The hexes;
defending side can also use shore bombardment. 4. you fly intercepting fighters to the target hexes;
Use the same rules as normal shore bombardment to 5. fight any air-to-air combats;
work out the total factors that count (you can only 6. AsA option 3: surviving bombers suffer anti-
count up to the total (modified) combat factors of aircraft fire from AA units (see 22.4.2);
the defending units). 7. add the tactical factors of surviving bombers to
their side’s combat value in the land attack;
The defender must allocate shore bombardment
8. return all remaining aircraft to base and turn
before the attacker does.
them face-down.
Example: A Soviet unit is defending a mountain hex AsA option 3: ART units can also provide ground
on the Black Sea during fine weather. It is face-down support into adjacent hexes (see 22.4.2).
and out of supply, so it has 1 combat factor,
doubling to 2 for the mountain. The Soviet Black Sea Support
fleet in the 2 section provides defensive shore An aircraft’s tactical factors may be reduced by the
bombardment worth 3, 3 and 2 points. Only 2 points weather (see 8.2.3) and terrain (see 14.5) in the target
of this can be used (because there are only 2 hex.
defending factors).
You ignore any tactical factors (after modification)
11.16.3 HQ support (option 13) flown by the attacking side that exceed the total
HQ support gives you a chance to modify the (modified) combat factors of the attacking land units.
combat odds, both attacking and defending, at the Similarly, you ignore any (modified) tactical factors on
cost of turning an HQ face-down. the defending side that exceed the total (modified)
HQ support cannot be used in overruns nor during combat factors of the defending land units.
an impulse the HQ is surprised. Return all aircraft to their bases before you resolve the
Support land attack.
After all land attacks are declared, the inactive side Option 33: (Tank busters) Double the tactical factor
announces HQ support for target hexes. You can of an aircraft flying a ground support mission if it is
only allocate 1 face-up HQ to support each hex. It a tank buster and any of the enemy units in the
must be in, or adjacent to, the target hex. It can’t combat is a MECH, ARM or HQ-A unit. Tank
provide support to a unit it does not co-operate with, busters have their tactical factor printed in a red
to an adjacent hex if it is separated from it by an circle.
impassable hexside, or if its own hex is also being 11.16.5 Resolving attacks
attacked.
Add up the attacking units’ (modified) combat factors,
Then the active side can allocate 1 face-up HQ to shore bombardment and ground support. Round the
support each target hex. The HQ must be one of the total to the nearest whole number (rounding 0.5 up).
units attacking that hex.
Total the defending units’ factors in the same way.
Resolve HQ support after ground support missions
have been flown and any air-to-air combats fought. Choosing combat tables
Roll 1 die for each HQ providing support. If the roll You must now select one of the two land combat
is less than or equal to the HQ’s reorganisation results tables ~ blitzkrieg or assault. The blitzkrieg
value, you shift the odds in the combat 1 level in table allows retreats and leaves the attacker face-up
your favour. For example, a 2-1 combat becomes a more often. The assault table will generally increase
3-2 if you add HQ support to the defense, and 3-1 if the casualties for both sides.
you add it to the attack. Obviously, if both sides add
HQ support successfully, the odds shifts will cancel. The attacker chooses the table if:
1. the defending hex is a non-city hex in clear,
Turn an HQ that successfully provided HQ support forest or desert; and
face-down (not if it wasn’t successful) after 2. any attacking unit is not attacking across a fort
Advancing after combat (see 11.16.5) regardless of hexside; and
the combat result. 3. either the attacker has more:
ï ARM and HQ-A units than the defender; or combat and anti aircraft fire, if any).
ï MECH units than the defender and the Option 42: (Allied combat friction) Subtract 1 from
defender has no ARM or HQ-A units. the die roll for each attacking major power
AsA/MiF/PoliF option 2: Divisions count as 1/2 a providing combat factors to the attack except the
unit (rounding up). first (e.g. if Commonwealth land units are attacking
AsA option 3: Each defending anti-tank unit counts with French shore bombardment and US ground
as an ARM corps. AA units which have a combat support, subtract 2 from the die-roll).
factor circled in red or pink are treated as AT units
Results
for the choice of land combat.
Cross-reference the (modified) roll with the final odds
In all other cases the defender chooses.
column. For odds less than 1-2, use the 1-2 column.
Odds ratios For final odds of more than 7-1 (blitzkrieg) or 10-1
Compare the attacker’s total to the defender’s total and (assault), use the right-most column.
work out the basic ratio between them. Round the ratio The result is expressed as ‘X/Y’. If X is a number,
to a whole number. Always round in favour of the destroy that number of attacking land units. If Y is a
defender. For example, 19:5 rounds to 3:1, not 4:1. number, destroy that number of defending land units.
Option 40: (Chinese attack weakness) Halve the The owning player always chooses losses in a land
combat factors of nationalist Chinese land units that combat. If players on a side can not agree on which
are attacking. unit(s) to lose, choose from all eligible units randomly
Option 41: (Fractional odds) Round to a whole Retreats
number in favour of the defender, then work out
If the result includes an ‘R’, the attacker retreats all
how far to the next odds ratio you are. Round this in
favour of the defender to the next 10%. Roll a die surviving defending land units 1 hex (even if face-
just before rolling the combat die (you could roll it down).
with the combat die if you want), to see if you find You retreat units individually and you can retreat them
the result on the lower odds or the higher odds. If into different hexes.
you roll the percentage or less, you resolve it on the You can’t retreat a unit into a hex it couldn’t move
next higher odds, otherwise on the lower odds. into.
Example 1: 12:7 rounds to 3:2. But you have a If a unit could retreat into several hexes, you must
spare 1.5 factors. This is 42.9% of the way to 2:1
retreat it according to these priorities:
(i.e. 1.5/3.5). So you get a 40% chance (i.e. a roll of
1. a hex not in an enemy ZOC and not causing
1-4) of resolving the combat at 2:1.
over-stacking.
Example 2: 35:6 is 5.83:1 which rounds down to
2. a hex not in enemy ZOC and causing over-
5:1 but with an 80% chance of resolving the combat
at 6:1. stacking.
Reduce the ratio for the effects of jungle (see 11.16.1) 3. a hex in an enemy ZOC containing a friendly
land unit and not causing over stacking.
and weather (see 8.2.7).
4. a hex in enemy ZOC containing a friendly land
If, after all modifications, you are attacking 0
unit and causing over stacking.
defending combat factors, the combat result is an
Destroy a unit if it can’t retreat under any of these
automatic "*/2B" result in a blitzkrieg attack or an
priorities.
"*/2S" if it is an assault.
If the unit ends in a hex which is still to be attacked, or
Rolling dice where it is overstacked, continue retreating the unit
The attacker now rolls a die. Add 1 to the roll for each according to the same priorities (or destroy it if this is
face-down land unit defending in the hex. Subtract 1 not possible).
from the roll for each odds level below 1:2.
Shatter
Example: The odds are 1:5 but both defending units
are face-down. You add 2 for the face-down units but If the result includes an ‘S’ (shatter) or a ‘B’
subtract 3 for the odds levels. The net modifier is ‘-1’. (breakthrough), put each surviving defending land unit
on the production circle if it could have retreated.
AfA option 10: Subtract 1 from the roll if the only
These units will arrive as reinforcements next turn.
land units attacking are territorials. Add 1 to the roll
Destroy any units that could not have retreated.
if the only land units defending are territorials (see
22.4.5). The attacker can choose to treat an ‘S’ or a ‘B’ result
Option 39: (Blitz bonus) Add 1 to the die roll for as a retreat result (‘R’) instead. You decide this after
each two attacking ARM, MECH and HQ-A units you get the result (but before the next combat).
conducting a blitz attack against a clear or desert Advancing after combat
(non city) hex in fine weather. Subtract one from the
roll per defending ARM, MECH and HQ-A in a If the combat leaves the target hex empty of enemy
(non city) clear or desert hex in fine weather. Add 1 land units (MiF option 6: except supply units), you
to the roll for each paradropping unit (after air to air can advance any of your attacking units into the hex.
Defending units can never advance.
Turn an advancing unit face-down if the terrain cost of Example:
the hex exceeds the unit’s movement allowance.
If the result included a ‘B’, you may be able to
advance some attacking units a second hex (unless you
converted the ‘B’ into an ‘R’ result).
The first hex of the advance must be the defending
hex. If the defending hex only cost 1 movement point
(modified for weather), you can advance each
attacking HQ-A, ARM and MECH unit a second hex.
You can also advance MOT and CAV units a second
hex if they start and end the advance stacked with the
same HQ-A, ARM or MECH unit. Turn an advancing
unit face-down if the cost of the second hex is 2 or
more movement points.
AsA/MiF/PoliF option 2: MOT and CAV
corps/armies can’t advance a second hex if only
stacked with a MECH or ARM division. Heinz attacked some Soviets in a clear hex on a
You can conduct an overrun (see 11.11.6) in the European map. Hex A was emptied by a ‘B’ result.
second hex. Heinz advances his 6-4 INF into hex A. He advances
the 7-6 MECH into hex A and then on into hex B. It
Ignore all enemy ZOCs (but not enemy land units) in ignores the ZOC of the CAV unit in hex C.
an advance after combat.
He also advances his 8-6 ARM 2 hexes, this time to
hex C. The 7-5 MOT accompanies it, and together they
overrun the CAV there. The advance into hex A costs 1
MP but hex C costs 2 movement points (1 for clear
terrain, doubled for the overrun). Therefore, Heinz has
to turn the ARM and MOT face-down. The MECH
stays face-up because hex B only cost it 1 movement
point.
Facing
Turn all attacking units face-down after the combat
unless the result was asterisked.
Turn all the defending units face-down if they
retreated or if they took more losses than the attacker.
Combat example

In snow, 17 factors of Japanese land units attack 7


Soviet factors in Nikolayevsk across a river. A
successful ground strike earlier in the impulse turned
the Soviet MIL face-down. They are being kept in
supply by the Soviet ship in the 1 section of the sea
box.
The Japanese have 8.5 factors after halving for the
river.
Three SCS with modified shore bombardment factors
of 5, 4 and 2 are also available to Kasigi. He chooses
to use only the first two ships. Of their 9 shore
bombardment factors, only 8.5 can be included. These
2 SCS are turned face-down so can’t be used for shore
bombardment for the rest of the turn. The remaining
SCS is still available for shore bombardment.
Three bombers with printed tactical factors of 3, 2 and
2 are also available to the Japanese. Their total halves
to 3.5 because of the snow. The attack factors are thus
8.5+8.5+3.5=20.5. This rounds to 21. The odds ratio
is 21:7 or 3:1. This reduces to 3:2 for the snow.
The attacker and defender only have one MECH unit
in the combat each, so Boris has choice of combat carrier plane, or SCS unit.
table. Trying to save his MECH, Boris picks the Aircraft units flying a rebase mission can’t be
blitzkrieg table. The die roll is a 10, adding 1 because intercepted.
of the face-down defending unit, giving a modified 11.
This is a result of ‘*/1B’ in the 3:2 column. Boris Rebasing units stay face-up after completing their
destroys his MIL and moves the MECH (which could mission even if they started their move out of supply.
have retreated) onto the production circle to arrive Aircraft units on a TRS at sea can ‘fly’ a rebase
next game turn. mission into any friendly controlled coastal hex in the
Kasigi takes no losses and, as the result was sea area and end their rebase there. This represents
asterisked, his land units stay face-up. Therefore, they unloading aircraft in shallow coastal waters and short
can continue moving and fighting in future impulses. stay visits to port.
The MECH unit can’t advance two hexes (even though
it was a breakthrough result) because the first hex 11.18 Reorganisation
costs 2 movement points (all hexes on the Pacific maps In the reorganisation step, you can turn some face-
cost at least 2 points). He advances them into down units face-up. This will permit them to move and
Nikolayevsk where they stop. attack again in later impulses of the turn.
Boris smiles - he made the right decision. If he’d
11.18.1 Air supply
picked the assault table, he’d have lost his MECH too.
Kasigi smiles too - that idiot Boris. If he’d picked the An air supply mission allows you to turn a unit face-up
assault table, the Japanese units would’ve been turned in any land hex by flying an ATR to that hex.
face-down. Now they will be able to destroy the face Option 35: Any aircraft with a white range circle
down ARM unit next impulse (after the Imperial navy can fly an air supply mission, even if it is not an
has dispatched the Soviet cruiser, of course). ATR.
11.16.6 2die10 Land CRT (option 43) To fly air supply:
On page 60 of this rule book is the 2 die 10 combat 1. your opponent flies combat air patrol to potential
results table. This table replaces the standard combat target hexes;
tables included in the combat charts. 2. you fly all your selected ATRs and escorting
fighters to the target hexes;
If you play with the 2 die 10 table, whenever you
normally roll one die for land combat, you now roll 3. your opponent flies intercepting fighters to the
2 and add up their values. You then apply the target hexes;
modifiers below the tables, and cross-index the 4. you fly intercepting fighters to the target hexes;
modified total with the table being used, to find the 5. fight any air-to-air combats;
result. 6. AsA option 3: surviving bombers suffer anti-
aircraft fire from AA units (see 22.4.2);
The 2 die 10 table includes 2 new results, the half 7. surviving ATRs provide air supply;
disrupted and the extra loss to the attacker in bad 8. return all remaining aircraft to base and turn
weather or terrain. The half disrupted result means
them face-down.
that during Facing (see 11.16.5), half the surviving
face-up attackers remain face-up, owner’s choice. Air supply
The extra loss in bad terrain and/or bad weather will Each surviving ATR gives you 1 reorganisation point
mean the attacker takes more losses and makes bad you can use to turn over units in the target hex.
terrain even more of a premium. However, the table Option 36: ‘Large’ ATRs give you 2 reorganisation
is also slightly more bloody for the defender too so points if the ATR has not flown over half its range to
the net effect is heavier casualties all around. the target hex.
The other change to the current combat system is to 11.18.2 HQ reorganisation
increase the modifier from +/-1 to +/-2 in most
cases. Thus being disrupted is worse now than it A face-up HQ can reorganise units within range of the
was, placing a greater premium on air-ground co- HQ. The HQ's reorganisation range is equal to its
operation. reorganisation value in motorized movement points.
The path from the HQ to the unit to be reorganised is
11.17 Aircraft rebases traced exactly like a basic supply path, except its
You use rebase missions to move aircraft units from maximum length is determined by the HQ's
place to place. reorganisation range, and it may not be traced
overseas. You may always trace 1 hex if the unit
To fly a rebase mission, simply move the rebasing
tracing supply is not prohibited from entering that hex.
aircraft up to double its printed range to any friendly
Lack of supply does not stop an HQ from reorganising
controlled hex. You can rebase bombers with extended
units, or a unit from being reorganised.
range up to quadruple their printed range.
An HQ has as many reorganisation points as its
Option 44: An aircraft can rebase up to triple its
reorganisation value.
printed range (or 6 times its printed range if it has
extended range), if it only flies over friendly Turn the HQ face-down after it reorganises.
controlled hexes, and sea-dots in sea areas that don’t
contain an enemy aircraft, undamaged CV with
11.18.3 TRS supply current impulse end number on the impulse track,
A face-up TRS at sea has 1 reorganisation point it can impulses are over and you go on to the end-of-turn
use for units on a coastal hex in the sea area. The TRS stage.
can’t be carrying any cargo. If not, advance the impulse marker the number of
Turn the TRS face-down after it reorganises. spaces determined by current weather ~ see 8.2.8
(unless the impulse marker is already in the last box).
11.18.4 Reorganising Your opponents now have their impulse. If they are the
You can only reorganise a unit that started the step second side, they repeat stage D2 of the sequence of
face-down. This means you can’t reorganise an ATR play (see 3.1), If they are the first side, they repeat
that flew an air supply mission in this step. stages D1 & D2 of the sequence of play.
It costs 1 reorganisation point to reorganise a land unit If impulses end and your side had both the first and
in a land action, an aircraft unit in an air action, or a last impulse in the turn, move the initiative marker 1
naval unit in a naval action. In all other cases it costs 2 space towards your opponent’s end of the initiative
points to reorganise each unit. track.
CVPiF/SiF option 56: If you reorganise a CV, you Example: The initiative marker is in the Axis ‘+1’
can always reorganise its carrier plane free. space. The Axis went first in the turn. After their 3rd
impulse, they have to roll a 3 or less to end the action
The number of reorganization points required to
stage. They roll a ‘2’. You move the impulse marker to
reorganize a unit is based on the action taken by the the ‘0’ space because the Axis has taken the first and
major power controlling the unit, not the action taken last impulses in the turn.
by the major power controlling the units performing
reorganization. 13. End of Turn Stage
You can never reorganise an HQ (except during final
The end of turn stage involves a little bit of tidying up
reorganisation ~ see 13.5).
before you start the next turn. More importantly, this is
You can never reorganise aircraft or naval units at sea - the stage where you build more units as
they must be in a hex (exception: Offensive chits in a reinforcements for later turns.
naval action ~ see 16.2).
When you have completed this stage, the turn is over
You can reorganise units using reorganisation points and you can proceed to the next turn.
from units of co-operating major powers and minor
countries. However, you double the reorganisation cost 13.1 Partisans (option 46)
of a unit if any reorganisation point came from a co- Partisans are units that appear in countries you have
operating major power or minor country. conquered (and in some you are still fighting). Some
Option 36: If you are playing with large ATRs, you countries can have partisans no matter who controls
need 2 reorganisation points to reorganise a large them.
ATR in an air action, 4 in any other action type. Partisans can attack, block movement and occupy
Variable reorganisation cost (option 45) hexes.
Double the cost to reorganise a LND, NAV or ATR Getting partisans
that has a production time of 3 or more turns (large At the start of this step, roll a die and locate the
ATRs don’t cost any more if you are playing with result on the partisan table. This will specify 8
Option 36). countries eligible for partisan activity in the turn.
Double the reorganisation cost for ARM and MECH Each of those countries named on the chart on a
units unless at least 1 of the reorganisation points green background is eligible if it is conquered or any
comes from an HQ-A. of its hexes are enemy controlled. Note: “France”
Doublings are cumulative. For example, it would means Occupied France after a Vichy government
cost you 8 reorganisation points to reorganise a has been installed (see 17.1).
Rumanian ARM in an air action with German Each country named in bold italics on a red
reorganisation points (if none of them came from an background is eligible if it is controlled by any
HQ-A). active major power.
Roll another die for each eligible country and
12. Last impulse test compare it to that country’s partisan number (in the
After you have finished your impulse, roll a die. fist symbol on the map). If an unconquered country
If every major power on your side (neutral and active) was neutral at any time in the calendar year, halve
chose a pass action, subtract 2 from your die roll. You its partisan number.
only subtract 1 if you are playing a 1 or 2 map game. You put a partisan unit in the country if the result is
If every major power on your side chose a pass action, less than or equal to that country’s (modified)
except one, subtract 1 from your die roll to end partisan number. If it is at least 11 less, place 2
partisan units in the country. If it is at least 21 less,
impulses. This does not apply to 1 or 2-map games.
place 3 partisan units in the country. If the roll
If the modified die roll is less than or equal to the exceeds the partisan number, there is no effect.
There are some modifiers to the die roll: Partisans don’t control hexes. However, they can
ï -1 for each partisan unit already in the interrupt the benefits of controlling a hex they
country; and occupy. If a partisan is in a hex:
ï + the total garrison value in the country. ï enemy major powers can’t move units,
Each unit’s garrison value is: factories or resources into the hex (except by
overrun ~ see 11.11.6); and
any division (AsA/MiF/PoliF option 2): 0.5 ï enemy major powers can’t use any resources
other HQ-A, ARM, MECH, MTN or SS or factories in the hex; and
unit: 2 ï enemy major powers can’t trace supply into
carrier plane unit (CVPiF/SiF option 56): 0 the hex; and
other land or aircraft unit: 1 ï units of the partisan’s nationality (only) can
debark, or paradrop, into the hex without
A unit has a garrison value only if it is face-up and having to fight a notional unit; and
not in the ZOC of an enemy unit. The unit must also ï enemy aircraft and naval units in the hex are
be on the opposite side to the major power that will overrun (see 11.11.6); and
control the partisan. ï stored oil (AfA option 31), oil resources
Note that, unlike neutrality pact garrison values, (option 14), and blue factories (option 30)
anti-partisan garrison values are never doubled, may be destroyed.
halved, or modified by entry markers. Partisan units are always in supply.
Setting up partisans They only have a ZOC in the hex they occupy.
Set up partisans by drawing them randomly from the Partisans may move anywhere within their home
force pool. You draw them, and set them up, for country. They can never leave their home country.
each country in the order (left to right) shown on the Partisans only co-operate with other units from their
table. If no partisans are left in the force pools, you own country.
can choose to remove any partisan from the map Add 1 to each partisan unit’s combat factors if it is
(even if only just set up). defending in a forest or jungle hex. Shattered
The controlling major power can place a partisan partisans are destroyed instead.
unit in any enemy controlled hex in its country that Partisans are always at war with the conquering
is not in an enemy ZOC. If there are no such hexes, major power (and it's aligned minors) even if the
put the partisan back into the force pool. partisan's controlling major power is not at war with
Controlling partisans the conquerer.
Partisans in ‘green’ countries are controlled by the Partisans are not removed from the map either when
major power that controlled their country before it their country or their controlling major power has
was conquered (or still control it if it isn’t yet been conquered. Even if their controlling major
conquered). Partisans in China are always power has been completely conquered, partisans can
communist Chinese units. French partisans are still move and fight every turn as if their controlling
controlled by the Free French unless it is completely major power had chosen a land action.
conquered, after which they are controlled by the
Soviets.
13.2 Entry markers
Partisans in ‘red’ countries are controlled by the In this step, major powers with neutrality pacts can
nearest major power currently at war with the major pick an entry marker (the side with the initiative
power that controls the country. The nearest is the choosing first). Entry markers either increase your
major power whose capital city is closest to the offensive garrison values, to see if you can break a
minor’s capital city. If no major powers are at war neutrality pact, or increase your defensive garrison
with the controlling major power, then the nearest values, to resist a pact being broken. Germany can
major power on the other side runs the partisans. pick 2 markers. Any other major power in a pact can
Example: In Nov/Dec, Heinz has a German INF, a pick 1 except Japan which can only pick a marker if
NAV and a face-down FTR in Greece which he she did not pick 1 last turn.
attacked and conquered in Mar/Apr. There is You put the markers on your common border (see 9.5)
already a partisan unit in Greece. The partisan roll with the major power you have the neutrality pact
is a 6, so Greece is eligible for partisan activity. The with. If you have more than one neutrality pact, you
German garrison value is 2 (1+1). The FTR has no have to choose which border to put your marker on.
value because it is face-down. The partisan number You may then look at the marker.
for Greece is 6. This halves to 3 because it is the
same calendar year that Greece was attacked. So, to Next, you must decide whether the marker will be
get a partisan, Jeremy has to roll less than or equal offensive or defensive. If you place it as an offensive
to 3. He adds 2 to the roll for the Axis garrison marker, place it with its number face-down. If you
value. He subtracts 1 because of the partisan unit place it as a defensive marker, place it with its number
there. The net modifier is +1, so Jeremy has to roll a face-up.
1 or 2 to succeed. After you place your marker(s), you may either:
Partisan effects ï move 1 marker from one border to another; or
ï turn over 1 marker (converting it from offensive common entry marker pool. From Jan/Feb 1942
to defensive or vice versa). onwards, draw an extra marker. Each marker you pick
Example: The USSR has pacts with Germany and may go into either the Japan entry pool or the
Japan. Boris places 1 marker face-up on the German Germany/Italy entry pool (your choice).
border. He then moves a face-down marker from the
Some US entry actions give the US an extra marker
Japanese border to the German border. It will require
draw. These are noted on the US entry actions chart.
another turn for Boris to turn that marker face-up so
that it can play a part in defending Russia against the Draw one extra marker a turn for each of these that
German hordes. applies. The extra marker must go into the entry pool
marked for that action (e.g. the extra marker for the
You can always look at your own offensive markers Axis conquering the United Kingdom must go into the
but can’t show them to anyone else (even on your own Germany/Italy pool).
side).
Once you are at war with Germany, Japan and Italy,
If you run out of markers, add the next available year’s you stop drawing markers because entry levels will no
markers to the pool. When these are all used, every longer be relevant. Return all the markers in the US
major power randomly returns half its offensive and entry and tension pools to the common entry marker
half its defensive markers to the force pool. Record the pool.
value of the markers you return and show them to the
other players to verify their value. The recorded values Action entry markers
still modify your garrison values. If you want to turn You will also add entry markers during a turn if major
over a marker but have none left on-map, you can turn powers take certain actions (see 13.3.3).
over one of those you removed. Randomly draw a
marker from the pool - show the other players that it 13.3.2 US entry options
doesn’t exceed your recorded total, then put it on the The US entry options chart lists political choices
map. If it exceeds your recorded total, you can’t turn available to you. Each option is targeted against Japan
over a marker after all - put it back into the pool. (Ja), Germany/Italy (Ge/It), or all three (if neither is
There are some new markers to add to the marker pool specified).
at the start of each year. If you want to choose an entry option, you must be at a
high enough entry level to pick it. The entry level is
13.3 US entry marked on the left hand side of the entry options.
The US will begin some scenarios as a neutral major You may always pick one option against Japan and
power. Although not involved in a neutrality pact, the one against Germany/Italy every turn. You can choose
USA still requires entry markers to be able to go to a second option against Japan if the first option against
war. Japan did not move a marker to the tension pool. You
Its progress towards war is governed by the number of can choose a second option against Germany/Italy if
markers it has in 4 pools, the US entry pools and the the first option against Germany/Italy did not move a
US tension pools. By manipulating the markers in marker to the tension pool. Of course, you do not have
these pools, the US will be able to go to war with the to choose any option if you don't want to, or you could
Axis powers once it has judiciously applied pressure to choose some only against Japan but none against
control war-like Axis tendencies. Germany/Italy, or vice versa.
There are 2 US entry pools and 2 US tension pools - a When picking an option, you must turn over enough
Japan version, and a Germany/Italy version, of each. markers to prove that you have reached the required
The scenario set up (see 24.) tells you how many entry level. In the cases of US entry options 22 (Gear
markers start in each pool. up production) and 34 (Pass war appropriations), you
must also show that you have enough tension to play
13.3.1 Entry markers the option. After showing your opponent, turn the
The US entry level is changed by the entry markers markers face-down again.
you draw. You will have an entry level against Japan Where an option requires a pre-requisite option to be
and another against Germany and Italy. This is picked first, it must have been picked in a prior turn.
explained in 9.4. Also to the right of the entry option, will be a number
Only you will know your entry levels, although your in parentheses. This is the tension cost of that entry
opponents will make guesses based on the entry option. For each 10 tension points the entry option
options you choose and may learn some information costs, randomly choose a marker from a US entry pool
from intelligence operations (option 63: see 22.1). and move it to the corresponding tension pool. If there
You can look at your own markers after you have are any remaining tension points, roll a die. If the roll
committed them to a particular entry pool but you is less than or equal to the remaining points, move
can’t show them to anyone else (even on your own another random marker from an entry pool to the
side). tension pool.
Regular entry markers If the entry option is aimed at a particular major
power, you must move a marker from its entry pool to
Each turn randomly choose 1 entry marker from the
its tension pool. If there are no markers in the entry 4. Intern French CV - You can only choose this
pool, the USA can never declare war on that pool’s entry option if the French CV “Bearn” is on the
major power(s). map and Paris is Allied controlled.
If the entry option is not aimed at any particular major You can either:
power, you must move a randomly chosen marker ï remove the French CV from the game and put
from an entry pool of your choice to its corresponding a random US TRS from the force pool on to
tension pool. the production circle to arrive as a
reinforcement next turn; or
Example: The US entry level against Japan is 23 and ï put the French CV in the repair pool. It is a
against Germany/Italy is 25. The US cannot repair US unit for the rest of the game.
Western Allies ships as Jay doesn't have an entry level
7. Occupy Greenland & Iceland - You can declare
of 25 against all three Axis major powers.
control of Greenland and Iceland during any
However, in a previous turn, the US has embargoed future Allied declaration of war step. When you
strategic materials (US entry option 13) and thus can do, move any other Allied units in Greenland or
now Freeze Japanese assets (US entry option 23). Jay Iceland to the nearest hex their major power
rolls a 9. No marker is moved from the Ja entry pool to controls. You can only choose this entry option if
their tension pool and thus the US can pick another an Axis major power has declared war on
option against the Japanese. Denmark and no Axis land unit is in Greenland
Jay decides to gear up production (US entry option or Iceland.
22) and so checks US tension against all three major 9. Resources to China - Allied major powers can’t
powers. Luckily for the US, it has a tension of 12 give resources to China until you choose this
against Japan and 11 against Germany/Italy and so entry option. In future turns, each major power
may choose this option (only 11 is required against can give up to 5 resources a turn (no limit once
each major power). that major power is at war with Japan). The US
Jay rolls a 5 which requires him to move an entry can use its convoy points to transport resources
marker from the Ge/It or Ja entry pool into the to China from the USA.
corresponding tension pool. Jay cannot pick another Choosing this entry option opens the Burma
option as two options have been chosen against Japan road. It then counts as a railway for moving
and the first option chosen against Germany/Italy resources and build points (only) into China (not
resulted in a marker being moved from the entry pool out). The scenario information (see 24.) will tell
to the tension pool. you whether the Burma Road starts the game
If you have relocated a sufficient fleet to Pearl Harbor open or closed.
(see entry option 26) and the entry option is aimed at 11. US east coast escorts - Once you choose this
Japan, you can increase or decrease the tension cost entry option, up to 5 US CVs or SCS (you
by up to 3 before rolling the die. choose which and there is no limit after the US is
Example: Jay picks entry option 9 - Resources to at war with Germany or Italy) in the 0 section of
China. This has a tension cost of 4. Because the entry the US East Coast sea area, can take part in any
option is aimed at Japan and because there is a combat round in which Allied convoys are
sufficient US fleet in Pearl Harbor, Jay can modify included, even though you remain neutral. There
that tension cost by up to 3 before rolling. So, he could is no US entry effect for fighting.
increase it to a maximum of 7 or decrease it to 1. Jay 13. Embargo on strategic materials - The US only
(strangely) chooses to increase the tension cost to 5, convoys 3 resources to Japan per turn instead of
then rolls his die. 4. This takes effect from this step. Two of the
You can only choose each entry option once. Record resources must still be oil resources. Japan no
the entry options you choose on your builds chart. longer needs to supply the USA with a build
point.
When the US goes to war with a major power, you are
treated as having chosen every unchosen entry option 15. Resources to western Allies - The US can give
aimed at that major power. You still roll for each of up to 5 resources per turn each to the
these options but don’t have to move a marker to the Commonwealth and France in future turns
tension pool when called for unless you so desire (unlimited while the USA is at war with
Germany). US convoy points can’t be used to
(except for your declaration of war ~ see 9.4). You do
transport these resources while the US is a
this on a case by case basis.
neutral major power.
When the US is at war with every unconquered Axis 16. Gift of destroyers to CW - The next 10 SCS the
major power, you are treated as having chosen every Commonwealth starts, completes or repairs cost
entry option (except US entry option 44). 1 less build point each. An SCS that is started
The entry options and completed would count as 2 of the 10 SCSs.
17. Lend lease to China - Each Allied major power
The US entry options are: can give up to 5 build points a turn to China (see
1. Chinese build aircraft - You must choose this 13.6.4). The US can use its convoy points to
entry option before China can build any aircraft transport build points to China from the USA.
unit. This entry option can only be chosen if you have
already chosen entry option 9. entry option, up to 5 US CVs or SCS (you
19. Resources to USSR - The US, CW and/or choose which and there is no limit after the US is
France can give or receive 1 resource each per at war with Germany or Italy) in the 0 section of
turn to or from the USSR in future turns even if the North Atlantic sea area, can take part in any
the USSR is neutral (5 each per turn while combat round in which Allied convoys are
Germany and the USSR are at war and unlimited included, even though you remain neutral. There
while the US is also at war with Germany). US is no US entry effect for fighting. You can’t
convoy points can’t be used to transport these choose this entry option unless you have already
resources while the US is a neutral major power. chosen entry option 11.
20. US land-based air escort - The USA may 30. Lend lease to USSR - The US, CW and/or
commit land-based air units to escort Allied France can give or receive 1 build point each per
convoy points in the 0 box in any sea zone where turn to or from the USSR in future turns even if
the USA is allowed to escort convoy points. the USSR is neutral (5 each per turn while
22. Gear up production - The US production Germany and the USSR are at war and unlimited
multiple increases by 0.25. You also need a while the US is also at war with Germany). You
tension level of at least 11 against all major can only choose this option if you have already
powers on the other side before this option may chosen entry option 19. US convoy points can’t
be chosen. be used to transport these build points while the
US is a neutral major power.
23. Freeze Japanese assets - This entry option can
only be chosen if you have already chosen entry Option 49: (Hitler’s war) From now until
option 13. The US only needs to supply Japan Germany and the Soviet Union are at war, the
with 2 resources a turn in this and later turns. Soviets pick an extra marker during the entry
Both must be oil resources. marker step of each turn. After looking at the
marker, they can treat it as a normal marker
24. Re-open Burma Road - If the Burma Road was (offensively or defensively) or stack it face
closed by political pressure (not military down on any of their useable factory stacks.
control), it is re-opened when you choose this Once placed they may never be moved even
entry option. if the hex becomes controlled by another
25. Repair western Allies’ ships - After you choose major power.
this entry option, the US can repair During their first production step at war with
Commonwealth and French naval units. The Germany, turn all entry markers on factory
repairs count against US gearing limits. stacks face up. These markers are converted
26. Relocate fleet to Pearl Harbor - It is harder to into saved build points (AfA option 31 ~ see
declare war on Japan if you haven’t chosen this 13.6.8) available for production or saved for
entry option. Until you choose it, the only naval future turns. If not playing AfA option 31,
units that may base at Honolulu or Pago Pago are those extra build points must be spent
TRSs and CONVs. After you have chosen it, any immediately under the restrictions of 13.6.8
US naval unit can base there. and any excess after production are lost.
To avoid the +2 modifier for declaring war on 31. Oil embargo - This entry option can only be
Japan, you need a fleet of at least 2 CV and 4 BB chosen if you have already chosen entry option
units (owner’s choice) in Honolulu when you 23. Japan no longer receives any resources from
attempt to declare war. the US or from the Netherlands East Indies. You
If you have that fleet there, you also have more need no longer maintain a convoy chain to Japan.
control over the tension level for anti-Japanese 32. US refutes Naval War zones - The USA may
entry options (see above). use its own convoy points to ship any resources
SiF option 9: the fleet must be at least 8 SCS and/or builds points that the USA is lend-leasing
and 2 CV. A CV or SCS only counts if its first to any allied major power. These convoy points
cycle cost is at least 2 build points and is not may be attacked by Axis units even if they are
the Langley. not at war with the USA.
27. Lend lease to western Allies - The US can give 33. Close Panama Canal - naval movement through
up to 5 build points a turn (see 13.6.4) to each of the Panama Canal is now restricted (see 11.4.4).
the Commonwealth and France in future turns 34. Pass War Appropriations Bill - The US
(unlimited while the USA is at war with production multiple increases by 0.25. You can
Germany). You can only choose this option if only choose this option if you chose entry option
you have already chosen entry option 15. US 22 in a previous turn and have a tension level of
convoy points can’t be used to transport these at least 17 against all major powers on the other
build points while the US is a neutral major side.
power. 36. CW reinforces Pacific - Allied land and aircraft
28. Start strategic bomber production - The US units can’t enter Hong Kong or any CW
can’t produce 4-turn LNDs until this entry option controlled territory on the Pacific map until:
is chosen. ï you have chosen this option; or
29. North Atlantic escorts - Once you choose this ï Japan is at war with the Commonwealth; or
ï an Axis land unit has entered Hong Kong or as 1 naval move, instead of counting each ship as
any CW Pacific map territory. a naval move.
38. Arm merchantmen - Once you choose this You can only choose this entry option if you
entry option, up to 5 US CVs or SCS (you have already chosen entry option 38.
choose which and there is no limit after the US is 13.3.3 US entry actions
at war with Germany or Italy) in the 0 section of
Actions both sides take before the US is at war with
any sea area, can take part in any combat round
every Axis major power can hasten or delay its entry.
in which Allied convoys are included, even
though you remain neutral. There is no US entry When a major power takes any action specified on the
effect for fighting. You can’t choose this entry US entry actions chart, you should check the US entry
option unless you have already chosen entry cost of that action. If the cost is positive, you may
option 29. have to randomly choose one or more markers from
40. US reinforces Guam - Allied land and aircraft the common marker pool and put it in one of your
units can’t enter Guam until either you have entry pools. If the cost is negative, you may have to
chosen this option or an Axis land unit has randomly choose one or more markers from an entry
entered Guam or the Marshalls (see 13.3.3) first. pool and return it to the common marker pool.
Thereafter, there is no restriction. If the action has "(Ge/It)" after it, place or remove the
41. US reinforces the Philippines - You can’t move marker into/from the German/Italian entry pool. If the
Allied land and aircraft units to the Philippines action has "(Ja)" after it, place or remove the marker
until either you have chosen this option or an into/from the Japanese entry pool. In all other cases,
Axis land unit has entered the Philippines. the US player can choose either entry pool.
Thereafter, there is no restriction.
For every 10 US entry points the action costs,
43. CW reinforces the Netherlands East Indies - randomly select 1 marker. If there are any remaining
You can’t move Allied (except NEI) land and points, roll a die. If the roll is less than or equal to the
aircraft units to the Netherlands East Indies until: remaining points, select another marker.
ï you have chosen this option; or
ï Japan is at war with the Commonwealth; or Example: Japan occupies Indo-China. This has a US
ï an Axis land unit (other than a partisan) has entry cost of 12. So, you add 1 marker from the
entered the Netherlands East Indies. common marker pool to the Japan entry pool. Roll a
Thereafter, there is no restriction. die and compare it to the remaining 2 points. If you
roll a 1 or 2, you put a further marker into the Japan
You can only choose this entry option after you
entry pool.
have chosen entry option 31 and Germany or
Italy have declared war on the Netherlands. You can only pick markers for each action once,
The Netherlands East Indies is a minor country regardless of the number of times that the action
consisting of all the 1939 NEI-controlled hexes occurs, unless the chart notes otherwise.
in the Bay of Bengal, Bismark Sea, East Indian If the US can’t take a marker from an entry marker
Ocean, South China Sea and Timor Sea. Its pool when required, it can never declare war on that
capital is Batavia. pool’s major power(s).
44. US occupies Northern Ireland - You can
The entry actions
declare control of Northern Ireland during any
future Allied declaration of war step that the The actions on the chart are mostly self explanatory.
Commonwealth controls every hex in Northern Those that aren’t are:
Ireland and provided the Commonwealth agrees.
Northern Ireland becomes US controlled. Move 1. Japan occupies Indo-China - Japan aligns
any other Allied units there to the nearest hex French Indo-China but only if it is a Vichy
their major power controls. From now on, the US territory (see 17.2) and there are no Allied units
may use the Belfast factory and Belfast becomes there. Japan does this by announcing the
a primary supply source for the US. occupation during an Axis declaration of war
46. US may advance build units - The USA may step. Move any Vichy units in French Indo-China
advance build units while neutral. to the Free French force pool.
All hexes in French Indo-China immediately
48. US may declare war on any minor country -
become Japanese controlled.
The US may declare war on any minor country.
3. Japan militarises Marshalls - this occurs as
50. Unrestricted naval warfare - US naval and soon as Japan moves the first unit into any hex
aircraft units at sea can freely attack, and be on the border of the Marshalls sea area.
attacked by, any Axis naval and aircraft units. 5. Japan occupies Madagascar - Japan aligns
You still can’t port attack, shore bombard, Madagascar but only if it is a Vichy territory (see
ground strike, strategically bombard, carpet 17.2) and there are no Allied units there. Japan
bomb, or fly ground support. does this by announcing the occupation during
You can escort Allied convoys in any sea area an Axis declaration of war step. Japan must have
with any number of SCS or CVs. aligned French Indo-China (see entry action 1) in
You can now move any number of ships together a previous turn.
Move any Vichy units in Madagascar to the Free occupying) and by its range.
French force pool. A unit must return to base during this step if it is:
All hexes in Madagascar immediately become ï any unit (except convoy points) of a neutral
Japanese controlled. major power; or
6. Japan forces closure of Burma Road - the ï a TRS with a cargo on board; or
Burma Road is one way that the Allies can ï any unit (except convoy points) in the 0 section.
transport resources (see 13.3.2, entry option 9) Any other of your units can return to base if you like.
and build points (entry option 17) to China. The Convoy points can stay at sea even if they are in the 0
Axis can close it by physical occupation but section. If they do return to base, they won’t be able to
Japan can also close it by diplomatic pressure on convoy resources in the production step of this turn.
the Commonwealth.
If Japan does this, an Allied major power can’t Both sides (side with initiative first) must decide
transport resources or build points to China via which units to return to base and which to keep at sea.
the Burma Road or French Indo-China until it is If you decide to keep a unit at sea, you must
at war with Japan or the USA chooses US entry immediately move it into the next lower section of the
option 24. China can still use the road to sea-box. If you decide to return it to base, move it into
transport its own resources. the surrounding sea area but, for reference, keep it
You only have to roll a die for diplomatic closure next to the sea-box section it came from.
of the Burma Road, not for physical closure.
After both sides make these decisions, units return to
10. Japan occupies Chinese city: - each time a
base (active side first). They can be intercepted (see
Japanese controlled land unit occupies (or
11.4.6) but only by units staying at sea. Only the
reoccupies) a Chinese controlled city in China,
intercepted units, units staying at sea and aircraft that
there is the possibility of an outrage like the rape
of Nanking occurring, an atrocity that the USA fly naval interception can take part in an interception
public finds out about. You do not roll for cities combat.
controlled by the Japanese as a result of a If intercepted, you must attempt to fight through from
Chinese surrender. the ‘0’ box.
15. Axis invades the United Kingdom - the Axis
What if you can’t return to base?
has invaded the UK as soon as any Axis land unit
occupies any hex of the United Kingdom at the Destroy any unit (checked individually) that has no
end of any Axis land combat step. base to return to. It makes no difference if a unit
19 & 30. Minor aligned - this occurs when the minor couldn’t return to base because it was out of range or
country aligns with a major power (see 9.8). A was blocked by naval movement restrictions (see
minor that joins a side because a major power 8.2.10 and 11.4.4).
declares war on it doesn’t count. Destroy any unit at sea that couldn’t have returned to
20, 31 & 32 Major Power declares war on neutral base (even if it could stay at sea).
minor - roll once for each major power declaring
war on this minor this impulse. 13.4.1 Naval unit rebasing
21. Allies support attacked minor - the Allies have A neutral naval unit can only return to a port
supported an attacked minor country if there are controlled by its country or by its controlling major
at least 4 Allied corps or armies in the minor’s power. In the case of a neutral major power unit, you
unconquered home country during the Allied may also return it to base to a minor country port
minor support step of the same turn an Axis controlled by that major power.
major power declared war on it. Soviet units in
Subject to foreign troop commitments (see 18.2), a
east Poland don’t count and neither do the
naval unit of an active major power (or a minor
minor’s own units.
aligned to an active major power) can return to any
26. USSR controls East Poland - see 19.5.1.
27. USSR controls Nazi-Soviet Pact areas (Baltic port controlled by an active major power (or by a
States) - see 19.5.2. minor aligned to an active major power) on its side.
34, 35 & 36. Search and seizure - see 13.6.1. Turn naval units (but not their cargoes) face-down
when they return to base during this step.
13.4 Return to base
Units at sea can return to base during this step. If they 13.4.2 Aircraft rebasing
do, they will be available to sail again in the next turn. To return an aircraft unit at sea to base, put it into any
Those that stay at sea will only be able to stay in the hex-dot in the sea area and then fly it from there to any
sea-box next turn or sail back to a port. hex it can base at (remembering to reduce its range by
Units may return to base during naval movement, after the cumulative number of the sea-box section it came
aborting from combat and during this step. You return from ~ see 11.3). Unlike a rebase mission, you don’t
units to base like a normal naval move except in double the range of an aircraft unit when returning it to
reverse. base.
Each unit returning to base is limited by its movement 13.5 Final reorganisation step
allowance (reduced for the sea-box section it is Turn all face-down units face-up (including units that
have stayed at sea and units that are out of supply). are saving there.
Option 47: (Isolated reorganization) You can only You may save only 1 oil marker (of any value) in
turn a unit face-up if it can trace a path to a primary each city or port (cumulative) you control and
supply source for that unit. You trace the path in the double these limits in your major power’s capital
same way as a basic supply path, including via (e.g. The Commonwealth can save 16 oil (4 x 4) in
overseas supply paths (see 2.4.2) except that it can London). You can’t save other resources. This is in
be of any length. addition to saved build points (see 13.6.8).
13.5.1 Oil (AfA option 48) You can use saved oil resources either to reorganise
units or as resources for production. Treat them
If you are playing with this option, you only exactly like printed oil resources.
automatically turn units face-up during the final
reorganization step if they are not oil dependent. To You transport oil like any other resource (see 13.6.1)
flip oil dependent units, you must spend oil except that they may be transported to cities and
resources. ports that are not factories. Of course, it still has to
get to a factory to be used for production.
Oil dependent units are shown on the Unit costs
chart (see 28). Neutral major powers can only save one oil per turn
(in addition to their previously saved oil).
You can only use your own oil to flip your units
face-up. Even oil controlled by co-operating major If you gain control of a hex containing saved oil
powers can’t help. However, communist and resources, they become yours.
nationalist Chinese can use each other’s oil. Saved oil resources can be destroyed by strategic
You do not have to transport the oil anywhere. But bombardment (see 11.7).
you must be able to trace a path from the unit to the Option 14: Each oil marker you place on the map
oil resource. This path is exactly like a basic supply costs 1 build point. It is free to increase the value of
path (including via overseas) (see 2.4.2) except that the marker (up to their maximum value of 4 oil).
it can be of any length. Please note that this means it is in your interest not
No more than 5 units can trace a path to the same oil to use up that last barrel of oil in a particular hex if
resource. there is any other source of supply. Neutral major
powers (like all others) may now save any number
Work out how many oil dependent units you want to of oil per turn.
flip face-up. Each HQ-I counts as 2 units, each HQ-
A counts as 3 and each aircraft that takes 2 turns to Option 30: Instead of adding a standard +1,
build counts as half a unit. Divide the total by 5. unbothered bombers (see 11.7) add 1 for each 10
This is the minimum number of oil resources targets (factories, oil resources, (option 14: synth oil
(whether from the current turn or saved) that you plants) and saved oil), or fraction thereof, in the hex.
must spend. This means that you can turn 2 units There is now no stacking limit of oil in a city or
face-up for nothing (because 0.4 rounds to zero). port.
If 3 or more units trace a path to the same oil 13.6 Production
resource, you must spend that resource. This may
mean that you will have to spend more oil resources Production allows you to build new units and to repair
than the minimum number. damaged naval units. How much you can build
depends on the resources and factories your major
Example: You have only 2 oil resources and 6 face- power controls.
down oil dependent units. You will have to spend a
minimum of 1 oil resource to flip them face-up Each factory that receives a resource makes one
because 6/5 = 1.2, which rounds to 1. You will only production point. You multiply this by your production
have to spend the minimum if 4 or 5 of the units can multiple to give you build points. Build points are
trace a path to the same resource. But suppose that what you spend to buy new units.
3 units can only trace to 1 of the resources and the 13.6.1 Resources
other 3 can only trace to the second resource. In
that case, you would have to spend both resources to Resources are printed on the map. The total resources
flip all 6 units face-up. in each country are recorded on the factory and
SiF option 9: Each naval unit (CVPiF/SiF option resources table.
56: or carrier plane) you turn face-up counts as half There are two types of resources - general resources
a unit and each convoy point counts as a quarter of a and oil resources. Oil and general resources are the
unit. same, except for strategic bombardment (11.7) and the
CLiF option 75: Each CA or CL you turn face-up optional oil rule (AfA option 48 ~ see 13.5.1).
counts as a quarter of a unit. You can use any resource you control in the
Saved oil resources (AfA option 31) production step (you don’t need to have controlled it at
the start of the turn) if you are able to transport it to a
You can save oil resources you used neither in
usable factory in that step. You can only use 1 resource
production nor to reorganise units. A major power
can only save oil if it was transported to a city or for each factory in the hex you transport it to (the rest
port it controls. Put an oil resource marker on that can be saved there if they are oil resources and you are
city or port to indicate how many oil resources you playing with AfA option 31).
Example: Suppose you control a pocket surrounded by Example: Japan is convoying 6 resources from
enemy controlled hexes. Within the pocket, you have 2 Malaya, the Netherlands East Indies and Hainan to
factories and 5 resources. You can only use 2 of those Japan through the South China Sea and the China
resources because the other 3 don’t have a factory they Sea. Because of US submarine attacks in the China
can be transported to. Sea, there are only 5 convoy points there. Therefore,
You can’t use an oil resource that was lost to strategic only 5 resources get through, even though there are
bombardment during the turn (see 11.7). still 10 convoy points in the South China Sea.
Naval movement restrictions apply to resource
Transporting resources by rail transportation. You can only ship resources from one
You transport a resource to a factory in the production sea area to an adjacent sea area if one of your SCS
step by railing it from its hex to a usable factory. It could have made the same move in the last impulse of
must move along railway lines (roads count as the turn.
railways for this purpose). It can also cross a straits A chain of convoy points across one or more sea areas
hexside from one railway hex to another. Each doesn’t all have to be from the same major power.
resource cannot cross more than 1 straits hexsides.
Active major powers may contribute to the convoy
This move does not count as a rail move and the chain of any other major power on the same side.
resource does not have to start its move at a station. Neutral major powers can only contribute to convoy
The move can only pass through: chains with other major powers if the rules specifically
ï hexes you control; allow it (see 5.1.1 and 13.3.2, option 9). Neutral major
ï hexes in neutral minor countries; and powers’ convoys can not transport resources or build
ï hexes controlled by another major power, but points to other major powers unless the rules
only if it allows you. specifically allow it (see 5.1.1 Japan-USA, 13.3.2,
Allied major powers (except the USSR) may only options 9, 15, 17, 19, 27 and 30).
trace resources through Soviet controlled hexes while
Any number of major powers from both sides could
the USSR is at war with Germany.
have convoy points passing through the same sea area.
The resource’s move can only enter or leave a hex in
an enemy ZOC if there is a friendly land unit in the Search and seizure
hex. Its move must stop when it enters an enemy ZOC. You can stop major powers on the other side that you
If the resource is in the same hex as the destination are not at war with from transporting resources (and
factory, it can be used there regardless of enemy build points ~ see 13.6.4) overseas to major powers
ZOCs. you are at war with. To do this:
Option 12: (limited access across straits) A resource ï you must have an SCS, CV or SUB in the sea
can’t be transported across a straits if the presence area during the production step;
of enemy units would prevent you tracing an ï the major power you are not at war with must
overseas supply path into that sea area (see 2.4.2). have convoy points there that are transporting
Transporting resources by sea resources (or build points) to a major power you
are at war with; and
If you can’t rail a resource to a usable factory, you ï there must not be an SCS, CV or aircraft unit
may be able to rail it to a port and then ship it overseas with an air-to-sea factor, controlled by a major
through a chain of sea areas, each containing convoy power you are at war with, in the sea area (or a
points. If that chain of sea areas extends to a port, you US unit that can escort there because of US entry
may then be able to rail the resource from that port to a options 11, 20, 29, 38 or 50 ~ see 13.3.2).
usable factory.
You can then execute a search and seizure if you want
You can rail a resource point both before and after to. If you do, those resources (or build points) are lost.
shipping it overseas but you can not ship it overseas, Each search and seizure you execute is a US entry
then rail it, then ship it overseas again. action (see 13.3.3) if it is conducted against a major
Example: You could rail a resource from the east power not at war with the USA.
coast of the USA to the west coast and ship it to the
USSR via Vladivostok. You could then rail it to
Convoy points
Moscow to become a production point. Since it has Convoy points appear in multiples of 5 on their front
already moved overseas, you couldn't then rail it to and multiples of 10 on their back (SiF option 9:
Murmansk and on by sea to Britain. convoy points come in all denominations up to 10) and
Some resources are in coastal hexes that are not ports. you can make change with them as you wish.
You can pick these resources up directly from the You establish convoy lines by moving the convoy
coast as if they were at a minor port. points during your turn, just like any other naval units.
A side can only ship 5 resources a turn into, and/or out Their only difference is that they can stay at sea even
of, each minor port. if they are in the 0 section of the sea-box during the
return to base step.
You can only ship as many resources through a sea
area as the number of convoy points you have in that
area.
13.6.2 Factories Increase the USSR's multiple:
Each hex can contain up to 3 factories. Some of those ï by 0.25 from 1942 onwards if Minsk or Kiev are
factories will be red factories but most will be blue Soviet controlled; and
factories. The total red and blue factories in each ï by 0.25 from 1943 onwards if Leningrad,
country are recorded on the factory and resources Moscow and Stalingrad are Soviet controlled.
table. Increase the USA’s production multiple:
A red factory is usable if you control it in the ï by 0.25 when the US chooses entry option 22.
production step. ï by 0.25 when the US chooses entry option 34.
A blue factory is usable if you control it in the ï by 0.25 when the US is at war with any Axis
production step and it is either in your (current and/or major power.
1939) major power’s home country or in an aligned ï by 0.25 when the US is at war with every Axis
(not conquered) minor country. major power that has not yet been completely
Each resource you transport to a factory produces 1 conquered.
production point. Only 1 resource may be sent to each ï by 0.25 on the anniversary (i.e. after every 6
factory. turns) of the turn the US selected entry option 34.
Example: Dusseldorf has 2 factories (1 blue and 1 Example: The US chose entry option 34 in Sep/Oct
red). If 3 resources were transported to Dusseldorf, it 1941. Japan declares war on the US in
would produce 2 production points. November/December 1941 and the US declares war
on Germany in January/February 1942. In
Option 29: (Food in Flames) For each of Australia,
March/April 1942, the Commonwealth completely
India and South Africa where one or more resources
conquers Italy. On that turn, the US is at war with
are transported to a factory in Great Britain this turn,
every unconquered Axis major power. So, the US
add 1 production point to the Commonwealth total.
production multiple will increase to 1.25 on that turn,
Example: It is Jul/Aug 1942, and the to 1.5 in Sep/Oct 1942, to 1.75 in Sep/Oct 1943, and to
Commonwealth player managed to ship 2 resources 2 in Sep/Oct 1944.
from South Africa to a factory in Great Britain this
Option 49: (Hitler's war) Replace notes (b), (d) and
turn. Alas the convoy line from India is cut and
(e) of the Production Multiples Table with:
Australia is Japanese controlled so the
Commonwealth only receives 1 additional (b) +0.25 to China each turn;
production point this turn. (d) +0.25 to the USSR while Germany and the
13.6.3 Production multiples USSR are at war with each other.
Using this option, major powers no longer receive a
Total your production points and then subtract the
bonus for an in supply enemy unit in their home
number of production points you lost to strategic
country, and the USSR no longer receives any
bombardment (see 11.7). bonuses based on the cities they control.
Multiply the outcome by your major power’s
production multiple. The result is your major power’s 13.6.4 Lend lease
build points. Lend lease was a device FDR invented to circumvent
You may also have build points lend leased from other US neutrality laws concerning non-involvement in the
major powers (see 13.6.4). war. US military goods were “leased” to the other
Allies on a deferred payment or return basis
AfA option 31: You may also have saved build (preferably without too many holes in them).
points from previous turns (see 13.6.8).
To lend lease, you must announce how many build
Each major power has an initial production multiple. points you are giving during the lending stage (see 5.).
These rise progressively during the game. Essentially, You can lend lease any number of build points to or
this reflects an increasing national industrial output from each major power each turn (exceptions: China
and an increasing share of that output being devoted to and USA ~ see 13.3.2 and the USSR ~ see 5.). You can
military uses. Production multiples are listed on the lend lease build points and receive them in the same
Production Multiples Chart. turn (but not to the same major power).
Increase a major power’s production multiple by 0.25
Transport
if there is an in supply enemy unit in the major
power’s current home country (an unconquered UK During the production step, you transport the promised
only in the case of the Commonwealth and not Siberia build points to any city or major port in the recipient’s
in the case of the USSR). home country (Britain’s in the case of the
Commonwealth). You do this in exactly the same way
Increase a major power’s production multiple by 0.25
as you transport resources (see 13.6.1), except that you
if an enemy unit took part during the turn in a land
can also transport an additional 2 build points to the
attack (not overrun) against any friendly land unit
capital and 1 to each other city and major port
(including partisans and notional units) in the major
cumulative, each turn (e.g. you could transport 6 build
power’s current home country (an unconquered UK
points to London each turn; 2 for being the capital, 3
only in the case of the Commonwealth and not Siberia
for the factories and 1 for the major port in the hex).
in the case of the USSR).
Promised build points that can’t be transported are costs chart (see 28.).
lost. MiF: (Garrison armies) Russian garrison armies
Convoy points that you use to transport resources can’t cost 2.
be used again to transport build points. So, for SiF option 9: SUBs from World in Flames (a first
example, if you have 5 convoy points in a sea area and cycle cost of ‘2’) cost 1 less build point for each
you transport 3 resources through it, you could only cycle. If playing with Patton in Flames or America
transport up to 2 build points through that sea area. in Flames, use Ships in Flames units wherever
Similarly, resources you ship into or out of a minor possible. For additional PatiF and AiF naval units,
port will limit how many build points you can ship reduce their first time cost to that of the SiF first
into and out of that port (see 13.6.1). time costs. Reduce the second time costs of subs by
1 and surface naval units (except TRSs) by 2.
Foreign aircraft
PiF option 28: The cost on the back of Planes in
Some aircraft units have coloured horizontal stripes Flames units is both the cost and turns needed to
matching another major power’s colour. build each aircraft. If you are not playing with pilots
Don’t add these aircraft to your force pools when they (see 14.6), each Planes in Flames aircraft (option
enter the game. Put them into the lend-lease pool 23: not V-weapons or A-bombs) costs 2 build points
instead. more. If you are, the turns shown on the back of the
During set up or this step, you can move a striped World in Flames aircraft is also their cost.
aircraft from the lend-lease pool to your force pool if: CVPiF/SiF option 56: Carrier planes cost 3 build
points each and take 4 turns to produce. If you are
ï the source major power agrees; and
also playing with pilots (PiF option 28), use the cost
ï an aircraft with the same designation is currently
on the back of the counter (they still take 4 turns).
in either the source major power’s force pool or
its reserve pool. If you don’t have enough build points, you can’t build
Move that other aircraft from the force pool or reserve anything.
pool to the lend-lease pool. Naval units
The source major power can reverse this process The production cost of convoys is not shown on the
during this step if the striped aircraft is in the force counter. They take only one cycle to produce and cost
pools or reserve pool. Move it back to the lend lease 1 build point per convoy point. They take 4 turns to
pool and move the matching aircraft to the source build. If you aren’t playing with Ships in Flames you
major power’s force pool. have to build them in multiples of 5.
Example: At the start of 1943, the Commonwealth is
All other naval units have two costs shown on their
eligible to receive an F4U-1. Because it is striped,
back. The first number is the build points it costs to
Jeremy must put it into the lend-lease pool. He asks
put the unit on its first production cycle. It is also the
Jay if he can add it to the Commonwealth FTR force
cost to repair the unit. The second number is the cost
pool. Jay, worried about German pressure, declines,
to put the unit on its second production cycle.
arguing that he needs it himself. In Jul/Aug 1943, Jay
realises that the Commonwealth probably needs this All naval units take 2 turns to repair. Repairing each 5
plane more than he does. Noting that the F4U-1 is still convoy point unit costs 2 build points (SiF option 9:
in his force pool, he tells Jeremy he can have it if he convoy points don’t get damaged, so you won’t ever
still wants it. Eagerly, Jeremy moves the repair them).
Commonwealth F4U-1 from the lend-lease pool to his When you build a naval unit on its first cycle, put it on
FTR force pool. The US F4U-1 goes into the lend- the production circle face-down. When it arrives as a
lease pool. reinforcement, put it into the construction pool. The
China may not place US sourced aircraft in its force ship has been launched but not yet fitted out.
pools until US entry option 1 (build Chinese aircraft) You can only build a unit on its second cycle if it is in
has been picked. the construction pool. You put these units face-up on
13.6.5 Building units the production circle. You also put naval units face-up
if you are repairing them from the repair pool. These
You can spend your build points on buying new units
units go onto the map when they arrive as
or repairing damaged naval units.
reinforcements (see 4.2).
Minor countries do not spend build points. Their
controlling major power uses their resources and Limitations
factories instead. You may only build some Chinese and US units after
Your major power can build new units (and repair you have chosen US entry options that let you build
damaged naval units) whose total cost is less than or those units (see 13.3.2, entry options 1 and 28).
equal to its build points. What each unit costs and how Which units
long it takes to build is usually shown on the back of
CoiF option 76: Each turn you may build up to one
the counter.
convoy point for each minor country aligned to your
The costs and turns for all units is listed on the unit major power. All other convoy points being built
this turn must belong to the major power itself. Builds charts
You must select all other units you build from the You should record what you produce on the builds
force pool randomly. You can nominate the type of chart as a reference for next turn’s gearing limit.
unit you want to build, and sometimes even the cost
you want to pay (e.g. you can choose a 2 point SCS 13.6.6 Gearing limits
rather than a 3 because they are in separate force pools In a turn, your major power can build (and repair) as
~ see 13.6.9). But within those parameters, the choice many units of a particular class as it built (and
is random. repaired) in the previous turn plus 1. This is a gearing
When you build a unit from the repair pool or from the limit.
construction pool, you can select the exact unit you Each 5 (SiF option 9: 2) convoy points (SiF option 9:
want (exception: CoiF Option 79 ~ Auxiliary Cruisers or part thereof) counts as one naval unit.
are chosen randomly when repaired). Naval units count as being built whether they come
Building ahead from a force pool, the repair pool or the construction
pool.
If a particular type of unit (e.g., INF, NAV, CV etc.) is
not available in any of your force pools, you can build Example: If the USA put 2 naval units on their first
one or more randomly of that type from the following production cycle last turn, completed another and
year's additions (see 4.1.1). Each unit built in this repaired 3 more, its gearing limit for this turn is
fashion costs its usual amount plus 50% of the unit's (2+1+3)+1=7.
cost (minimum of 2), and takes 1 extra turn to build. Exceptions
If none of that type is available in the next year’s On the first turn of any scenario or campaign there are
additions, you can build one from the additions for the no gearing limits.
year after that for double its normal cost (minimum of Major powers are not subject to gearing limits on the
3), the next year again for triple cost (minimum of 4) turn that a major power declares war on it.
and so on. Each additional year that you build the unit
ahead increases by 1 turn the time to build the unit. Units classes
When advance building naval units that take two The unit classes are shown on the unit costs chart (see
rounds to build, only the first round costs more and 28.).
takes longer than usual. However, the additional first
round cost is based on the total cost of the unit (i.e., 13.6.7 The production circle
first and second round combined). When you build a unit, you must place it on a future
Example: the USA advance builds an AMPH from turn’s slice of the Production Circle.
next year's force pool. The unit costs 3 for the first The number of turns ahead will be shown on the back
round and 4 for the second, and takes 4 turns. The of the counter in most cases (there will be a little clock
build ahead increases the first round cost to 7 (3 + (7 symbol with the number inside it). Count that many
total build points cost of the unit divided by 2 = 3.5 turns ahead and put the unit in that space.
rounds to 4)), and it takes 5 turns instead of 4. When
Example: You produce an ARM in Sep/Oct of 1941.
the AMPH reaches the construction pool, it may be
The number in the clock on the back of the unit is a 4,
completed for the usual 4 build points and 4 turns,
so you put the unit 4 spaces ahead, on the May/Jun
even if the year of arrival of the unit has not yet
1942 slice of the production circle.
occurred.
PiF option 28: The cost shown on the back of units
You can’t build ahead just because the cost of unit you
in Planes in Flames is also how long the unit takes
want is not available. All pools of the type must be to produce.
empty. For example, if you want to build a 4 cost FTR
and none are available, you can’t build ahead if there Place naval units face-down if you build them from
is a 5 cost FTR available. the force pool. Place all other units face-up (including
naval units you build from the construction or repair
When you build ahead, pick a unit randomly of the pools).
type and cost that you want (e.g. when you have run
out of all FTRs in your force pools, you can choose Each turn of the production circle is also divided into 6
whether to randomly pick a 4 or a 5 cost FTR from sectors. If you want to, you can place the units you
next year’s units). build on the sector equal to the time it takes to build
the unit.
SiF Option 9: You may not pick a replacement
naval unit (see 4.1.4) from future years’ units. Example: Continuing the previous example, you
would place the ARM on the ‘4’ sector of the May/Jun
If you find you have insufficient points to pay for the 1942 slice.
unit, you may not build ahead this turn. If there are no
units of that type and cost available to build ahead, 13.6.8 Saving build points (AfA option 31)
you may not build ahead a unit of that type (there is a You may save build points you did not spend in the
strict counter mix-limit for units). production step. Use build point markers to show
Neutral major powers may not build ahead (exception: how many build points are being saved.
US Entry Option 46 ~ see 13.3.2). You may save only 1 build point marker (of any
value) in each city or port (cumulative) in your back into their force pool.
major power’s home country (any Commonwealth
home country) and double these limits in your major 13.7 Peace
power’s capital (e.g. The Commonwealth can save During this step, you check to see whether any major
16 build points (4 x 4) in London). This is in powers or minor countries have been conquered. If a
addition to saved oil (see 13.5.1). minor country is not conquered, you check to see if it
In a later production step, you can remove those qualifies for Allied support.
build points from the map and add them to your If any major powers are at war, you check to see if
build point total. You may spend any number saved they want to come to peace.
at your capital. No more than 1 saved build point
may be consumed per turn from each other city, Finally, check to see whether any previously
useable factory and port (e.g. you can spend 5 saved conquered major powers or minor countries have been
build points on production in New York and liberated.
unlimited in Moscow each turn). 13.7.1 Conquest
You transport saved build points as you do resources
You can only conquer a home country or territory if
(see 13.6.1) except that may be transported to cities
you are at war with the major power or minor country
and ports that are not factories.
that controls it.
If you gain control of a hex containing saved build
points, they become yours. All conquest in a turn occurs simultaneously.
Build points in a hex can be destroyed by strategic Minor countries never conquer anything. The home
bombardment (see 11.7). country or territory is instead conquered by the
minor’s controlling major power (unless it is not at
Option 30: Instead of adding a standard +1 if not
war, see 2.5).
intercepted (see 11.7), unbothered bombers add 1 for
each 10 targets (factories, oil resources, (option 14: You cannot conquer a conquered minor country or
synth oil plants) and saved build points), or part territory. You may only liberate or revert it (see
thereof, in the hex. There is now no stacking limit of 13.7.5).
saved build points in a city or port.
Territories
13.6.9 Force pools To conquer a territory, you must control every city and
To play World in Flames, you have to sort your units port in that territory. If it has no ports or cities, you
into force pools. Which units go into which force need to control every hex instead.
pools is explained in the set-up rule (see 24.1). If more than one major power from the same side
Before you build new units, you can remove your units controls ports and cities in a territory, the major power
from the force pools if the date on their back is at least with the greatest influence is the conqueror. Use this
4 years ago (e.g. in Jan/Feb 1940, you could remove priority to determine who has the greatest influence:
any units from your force pools with a date of 1936 or 1. Whoever controls the most ports and cities in the
earlier). If the major power is not neutral, it may territory.
remove units from the force pool if the date on the 2. Whoever has the highest garrison value (see
back is at least 3 years ago. 13.1) in the territory.
When you want to build a new unit, you can nominate 3. Whoever occupied the territory’s last city or port.
the force pool it comes from but not the unit itself. You also conquer a territory if you control every port
Instead, you draw the unit randomly from the pool. and coastal city in every sea area the territory has a
There are annual additions to your force pools (see coastal hex in.
4.1.1). Certain special events can also add units to When you conquer a territory, control of every enemy
your pools. But the main reason why you put a unit controlled hex there not occupied by an enemy land
into your force pool is that it has been destroyed. unit passes to your major power.
You don’t have to put a destroyed unit back into your Italy
force pools. You can remove it from the game instead
Italy is conquered when any 3 of these are true during
(you ‘scrap’ the unit). You have this choice every time
this step:
one of your units with a date on its back is destroyed.
1. The Allies control Rome.
Once made, it is irrevocable - you can’t put the unit
2. The Allies control Tripoli.
back when you run out of units later, so be careful. 3. The Allies control any printed factory hex in
The main reason for keeping units from your pools is, Italy (apart from Rome).
of course, to improve the average quality of your pool. 4. The Allied garrison value (see 13.1) in Italy is
It’s particularly useful if the pool has (or will have) a greater than the Italian garrison value there
lot of units (e.g. aircraft units in Planes in Flames) or (remember, Sicily is part of Italy).
if you know you won’t ever build all the units in the
pool (e.g. Commonwealth battleships in Ships in Other home countries
Flames). To conquer any other home country, you must control
You can’t scrap partisan units - they must always go its capital plus every printed factory hex in that home
country. You do not need to control a hex that only several empty hexes in the ZoC of any two of the US,
contains factories that were moved, or built, there. Commonwealth and/or Germany. Italy keeps control of
If more than one major power from the same side Yugoslavia.
controls the capital and printed factories in a home All naval units now in enemy controlled hexes are
country, the major power with the greatest influence in treated as if they had been overrun (see 11.11.6). This
that home country is the conqueror. Use this priority to means they can be captured, destroyed or forced to
determine who has the greatest influence: rebase.
1. Whoever controls most factories in the home Now choose a new home country for the units of the
country (with the capital counting as an conquered home country. Conquered Commonwealth
additional 3 factories for this calculation). home countries can pick another Commonwealth
2. Whoever has the highest garrison value (see home country (e.g. if Britain is conquered, you could
13.1) in the home country. pick Canada as the new home country for British
3. Whoever occupied the home country’s last units). Other conquered major power home countries
factory or capital city. (and Commonwealth if you want), can pick any
Incomplete conquest aligned minor home country. Conquered minor
countries can pick either any home country of their
Merely conquering a major power or minor country
controlling major power or any home country that the
doesn’t mean it is out of the game. That only happens
minor country itself controls.
when it is completely conquered (see below). Until
then, it fights on with its remaining units. Example: Germany controls Brussels and Liege at the
end of the Mar/Apr 1940 turn. Belgium (a
Remove from the game all the conquered home Commonwealth aligned minor country) is conquered.
county’s land and aircraft units that are in the Belgium is not completely conquered because the
conquered home country. Remove from the game all Belgian Congo is still aligned with Belgium. Belgium
of its land and aircraft units not on the map. must pick a new home country. This can be the Belgian
PiF option 28: You also lose the pilots in those Congo or any Commonwealth home country.
aircraft and on the Production Circle. If a unit’s original home country is conquered and not
Remove any naval units in its force pools (except yet liberated, remove it from the game if it is
convoy points) from the game. All other units remain destroyed while out of supply. Roll a die if it is
where they are. destroyed in supply ~ remove it from the game on a ‘5’
Roll a die for each of its naval units on the production or less; otherwise return it to the force pools.
circle, or in the construction pool or repair pool. On a Units from conquered major power home countries
‘1’ or ‘2’ it becomes controlled by any major power can still be built with whatever production the major
the conquered major power chooses (including itself). power retains (minor countries, conquered or not,
On a ‘3’ through ‘5’ it is destroyed. On a ‘6’ or higher never build their own units ~ see 19.4). However only
it becomes controlled by any major power the 1 unit or marker (PiF option 28: and any number of
conqueror chooses. pilots) originally from each conquered home country
All units from the conquered side in that country are can arrive as a reinforcement each turn. It arrives in its
now moved to the nearest friendly hex outside the new home country. Any excess units stay on the
country that they may stack in, unless they are at war production circle until next turn.
with the conquerer. Incompletely conquered major powers (only the UK in
Now change the control of the conquered home the case of the Commonwealth) have only half their
country. Every one of its hexes occupied by a land or normal activity limits (see 10.2) until liberated. They
aircraft unit (most combat factors if more than one), or still receive the annual additions to their force pools
in the uncontested (by any other major power) ZoC of (see 4.1.1) as normal.
a land unit, becomes controlled by that unit’s When an original home country is liberated (see
controlling major power; unless already controlled by 13.7.5), it again becomes the home country for its
another major power on the same side. All other hexes units and the reinforcement restriction no longer
in the home country become controlled by the applies.
conquering major power. All other territory the PiF option 28: You can move minor country aircraft
conquered major power or minor country controls units into the reserve pool (see 14.6.1) from any city
remains under its control. that its reinforcements can arrive in.
Example: The US conquers Italy in Sep/Oct 1943 Minor country units are still subject to restrictions on
while Italy controls an aligned Yugoslavia. Germany use ~ see 19.4.
and the Commonwealth control every hex it Italy
containing one of their land or aircraft units. They Complete conquest
also get all hexes in Italy exclusively in their ZoCs not When a major power or minor country no longer
occupied by land or aircraft units. controls its own or any aligned home country, it has
The USA gets all the other hexes in Italy including La been completely conquered. Thereafter, it is at peace
Spezia which contains the Italian fleet only and is not with everyone it was at war with.
in the ZoC of any land unit. She also gets control of
Remove all its land and aircraft units from the game 13.7.3 Mutual peace
(exception: special Polish units, see 19.5.1). They no Two major powers at war can agree to come to peace
longer receive any annual additions to their force pools on any terms mutually acceptable (except for
(see 4.1.1). transferring units). Both the nationalist and communist
All naval units of a minor country remain under the Chinese must agree before China can come to peace. A
control of their controlling major power. Treat them as neutrality pact is then in place between the parties.
units of that major power (British in the case of the Players can also agree to reach a peace between a
Commonwealth). major power and a minor country. In that case, they
A conquered major power’s naval units on the return to their pre-war borders (exception: see Soviet
production circle, construction pool and repair pool border rectification 19.6).
become controlled by whoever conquered its last Option 50: (USSR-Japan compulsory peace) If
home country. All its on map naval units pass to the Japan controls Vladivostok during the first war
control of one active major power on its side (the between Japan and the USSR, the Japanese player
conquered player chooses which). Remove all its naval must agree to a peace if the Soviet player wants one.
units in the force pools from the game. Similarly, if the USSR controls 3 or more resources
Each hex it controls in a territory or home country that were Japanese controlled at the start of Sep/Oct
controlled by another major power or minor country 1939, the Soviet player must agree to a peace if the
reverts to the control of that other major power or Japanese player wants one.
minor country. In either case, the new Russo-Japanese border is
Change the control of the last home country conquered established by the hexes each controls. Any pocket
as under the incomplete conquest rules (exception, of non-coastal hexes wholly surrounded by hexes
controlled by the other major power becomes
Poland ~ see 19.5.1).
controlled by the major power whose hexes
Each remaining territory and conquered home country surround them.
it controls becomes controlled by the major power Example:
with the greatest influence in that country or territory
(see incomplete conquest above). If no-one has any
influence there, that territory or home country
becomes neutral. Each neutral territory may
subsequently be declared war on as if it were a minor
country.
All naval units now in enemy controlled hexes are
treated as if they had been overrun (see 11.11.6). This
means they can be captured, destroyed or forced to
rebase.
Example: Germany is conquered while Germany still
controls a conquered Norway. Because Germany
controls no aligned home countries, Germany has
been completely conquered. All German land and
aircraft units are removed from the game. Norway
reverts to neutrality because no major power has any
influence there. All German naval units become Hexes A and B are still Japanese controlled even
controlled by Japan. You dice for any that are now in though they are wholly surrounded by Soviet
Allied controlled hexes. Any that survive must rebase. controlled hexes. If the USSR and Japan reach a
Unless there are Japanese controlled ports within peace, hexes A and B will become Soviet controlled.
double the range of these units, they will be destroyed. Japan and the USSR cannot compel a peace in their
A completely conquered major power or minor second or any subsequent war.
country is back in the game when its home country is If a peace is reached, remove all forces now in each
liberated (see 13.7.5). Any of its home countries is other’s territory. Put them in the nearest hex in whcih
enough in the case of the Commonwealth. they can stack controlled by their major power or its
aligned minors.
13.7.2 Allied support
If a minor makes peace and is now not at war with
The Allies have supported an unconquered minor anyone, remove all its land and aircraft units from the
country an Axis major power has declared war on, if 4 game until it is next at war, upon which all its land and
or more Allied major power corps/armies are in it aircraft units are again set up as normal (see 19.4). All
during this step. A minor country can only ever be of the minor’s naval units remain under the control of
supported once. their controlling major power (British in the case of
The only consequence of supporting a minor country the Commonwealth).
is the US entry effect (see 13.3.3). If you are now a neutral major power, remove any
MIL units you have on the map or on the production
circle that have ‘Res’ on their back and place them in Liberated minor countries are aligned, and may co-
the reserve pool. Remove all your remaining MIL operate, with the liberating major power.
units from the game until you are next at war (see
Reconquest
4.1.2).
If the capital city of a liberated major power home
13.7.4 Vichy declaration country or minor country is later occupied by an
You may be able to declare a Vichy government enemy unit during a peace step, permanently remove
during this step (see 17.1). all that country’s units from the game, even if it is
liberated again later.
13.7.5 Liberation
Conquered minor countries, major powers and Reversion
Commonwealth home countries (and France after a You can return a hex or minor country you control to
Vichy government is installed) may not be conquered. the major power that controlled it in 1939 during any
Instead, the major power controlling its capital can liberation step. You may revert Chinese hexes to either
liberate it during the peace step if that major power is the Communists or Nationalists. You can also return
from the other side to the major power that conquered control of a minor country hex to that minor country.
it. You can’t be liberated in the same turn you were You can only return hexes or minor countries to a
conquered (only possible in Italy’s case). major power or minor country that is on your side and
You can choose not to liberate a country that could be is not currently completely conquered.
liberated. If you do that, the country suffers the effects 13.7.6 Surrender
of partisans as if it were marked in red on the Partisan
table, until it is liberated (see 13.1, Option 46). During any peace step, you can surrender a home
country of a major power that controls less than half
When France is liberated, Free France ceases to exist the printed factory stacks in the home country. You
and all Free French units, and Territories become can surrender a home country with no printed factories
French. France is controlled by the liberating major if there is an enemy land unit there.
power and is at war with all countries Free France was
at war with. The France entry on the partisan table Treat the surrender of a home country as a complete
reverts to France (from occupied France). conquest (see 13.7.1) of the major power if it doesn’t
control any aligned minors. Otherwise it is
When China is liberated, the liberator may choose to incompletely conquered.
revert each Chinese hex to the Communist or the
Nationalist Chinese (some to one and some to the 13.8 Victory check
other). Believe it or not, the current turn is over and you are
Liberation effects ready to go on to the next turn. Turns continue until
Return half of the liberated country’s units not the game ends.
currently in the game (by type, rounding fractions up) At the end of the game, you work out who has won by
to its force pools (except France’s if Vichy was counting the objectives each major power controls.
installed). Liberated minors’ units join the force pools Automatic victory
of their liberating major power.
However, during this step of each turn, check to see if
A liberated major power or minor country gets back you have won an automatic victory. Your side can win
control of all hexes it controlled at the start of the 1939 an automatic victory if the major powers on your side
campaign game that are now controlled by the control all of the following cities on the maps you are
liberating major power. Other major powers on its side playing with:
can give back such territory that they control.
The liberated country also gains control of all its home Berlin, Canberra, Chungking, Delhi, London,
country enemy controlled hexes not occupied by an Moscow, Paris, Pretoria, Rome, Taihoku, & Tokyo.
enemy land or aircraft unit(s) or in the uncontested If your side wins an automatic victory, each major
(by the liberating side) ZoC of an enemy land unit(s). power on the other side gains 0 objectives. Add up the
If you liberate the original home country of a objectives controlled by the major powers on your
conquered major power or minor country, it again side. You do this normally (see Final victory below)
becomes the home country for its units, replacing any treating all objectives controlled by the other side as
alternative home country. neutral (i.e. the closest victorious major power counts
those objectives).
A liberated major power can co-operate (see 18.) with
any major power that returns all eligible territory to it. If no one wins an automatic victory you keep playing.
If they could return territory but don’t, they can never Return the impulse marker to the first box on the
co-operate with the liberated major power. impulse track and advance the game turn marker 1
For the remainder of the game, the liberating major turn (altering the year marker if necessary).
power controls the liberated major power for all Final victory
purposes.
There are 67 objective cities and ports on the map.
They represent the major strategic, cultural and
political centres of the world. Objectives have their
14. Aircraft
names printed in red on the map. Face-up aircraft can perform a variety of missions.
The missions themselves are explained in the relevant
They are: Aden, Amsterdam, Antwerp, Athens, parts of the rules. Here we explain the general rules
Baghdad, Batavia, Belgrade, Berlin, that relate to all air missions.
Birmingham, Bucharest, Budapest,
Buenos Aires, Calcutta, Canberra, 14.1 Aircraft movement
Cape Town, Chungking, Colombo, You can move aircraft by rail movement (see 11.10).
Dakar, Delhi, Diego Suarez, Dutch Mostly, though you will move them by flying a
Harbor, Gibraltar, Helsinki, Honolulu,
mission. The weather can affect which missions you
Istanbul, Jerusalem, Kiel, Kiev,
can fly (see 8.2.3).
Kwajalein, Lan-Chow, Leningrad,
London, Los Angeles, Madrid, Manila, 14.1.1 Range
Marseilles, Mexico City, Milan, The range of each aircraft unit is presented in the
Munich, Moscow, Oslo, Ottawa, Pago
yellow or white circle on the counter.
Pago, Panama, Paris, Port Arthur,
Prague, Rabaul, Riyadh, Rome, Each hex or normal hex-dot the aircraft unit enters
Saigon, Sao Paulo, Shanghai, uses up 1 point of its range on the European maps and
Singapore, Stockholm, Suez, 2 points on the Asian and Pacific maps, regardless of
Sverdlovsk, Taihoku, Teheran, Tokyo, weather, terrain, stacking limits, enemy units or their
Truk, Vienna, Vancouver, Vladivostok, zones of control. Each off-map hex or large hex-dot
Warsaw, Washington and Wellington. uses up 6 points.
At the end of the game, add up the objectives When an aircraft unit has used all its range (or can’t
controlled by each major power. Add objectives in enter the next Pacific or off-map hex or hexdot
neutral minor countries to the total of the major power because it has insufficient points left), it must stop
with the closest home country capital city (even if moving.
occupied by an enemy unit). Count each off-map hex An aircraft unit can fly a mission to any hex it can
or large hex-dot as 6 hexes, and each other non- reach within its range. If it is flying a naval air or
European hex or hex-dot as 2. If an objective is naval air interception mission, it must fly to any hex-
equidistant from 2 capital cities, count it as half an dot in the target sea area. Then it goes into a section of
objective for each of them. the area’s sea-box depending on how many movement
Subtract your modified bid (see ~ 23.1.2) from your points it has left (see 11.3).
total.
Reduced range
Subtract 1 from an Allied major power’s total for each
minor country on the American map that it declared A fighter flying an interception mission flies with only
war on. Subtract 1 from the USA’s total if the USA has half its printed range. It has its full range for returning
declared that both Mexico and Brazil are aligned with to base after the mission.
it (see 19.8). Any aircraft unit flying a naval air interception
The major power with the largest final total wins. mission flies with only half its printed range.
Example: It is the end of the Jul/Aug 1945 game turn FTRs flying as bombers also fly with half their range.
and a game of the Global War campaign has just You can rebase them only half their range after the
finished. The Allied noose had tightened around mission. You should turn them sideways in the target
Germany, but the heart of the Reich (Berlin, Kiel, hex to mark the bomber role. FTRs flying into a sea
Munich and Oslo) is still German controlled. area keep their full range (except in naval air
Stockholm, though neutral, is also counted as a interception missions) even if you want to use them as
German objective, as it is closer to Berlin than to any bombers.
other major power capital. All other objectives on the An aircraft unit that is out of supply (see 2.4) can only
map are Allied controlled. fly a rebase mission.
Mike’s modified bid to play Germany was 16 (10+6).
Thus his net victory point total is -11 (5-16). Harry got Extended range
Japan and Italy for -8 (0-8), so his net victory point Bombers with extended range may double their
total is 8. printed range. If they do, turn them sideways in the
The best of the Allies is Susan who, with perfect play, target hex or sea area to mark the fact.
ends with 32 US and nationalist Chinese objectives. A bomber using extended range has only half its naval,
This gives Susan a net victory point of 9 (32 minus her tactical and strategic factors.
modified bid of 23).
14.1.2 Off-map areas
If you are running more than one major power, add up
the objectives controlled by all your major powers Aircraft units can fly along a blue communication line.
before subtracting your bid. They must pay 6 movement points as well as the
movement point cost of the hex-dot the line connects
to (AiF option 1: it costs 10 movement points to move factor
along a blue communication line connecting to the rebase aircraft with a range
America map). greater than zero
They can fly into an off-map hex from any adjacent strategic bombardment carrier planes and
hex or large-hex-dot, or vice versa. aircraft with a strategic
factor
14.2 Aircraft missions
Return to base
Limits
After the mission is completed, return surviving
Every major power (even an inactive one) that did not
aircraft units (except carrier planes) to any friendly
choose a pass action can fly any number of escort,
controlled hex within their range (doubled if they were
interception, combat air patrol, ground support and
flying at extended range). Carrier planes return to the
naval air interception missions.
sea-box section they flew from. Turn all units that
If you chose an air action, you can fly an unlimited return from a mission face-down.
number of all other air missions.
Naval air and naval air interception missions are
If you chose a naval, land, or combined action, you different - each aircraft stays in the sea area and keeps
can fly only a limited number of those other missions, its current facing, face-up or face-down.
although which ones you fly is up to you. The limits
Rebase missions are also different - you do not turn
for each major power are set out on the activities limits
the rebasing aircraft unit face-down after the mission
table.
is over.
Mission eligibility
14.2.1 Fighters
Aircraft units can only fly a mission if they are face-
A FTR or carrier plane that flies a combat air patrol,
up. Face-down units in a sea area can still take part in
interception or escort mission is called a ‘fighter’.
naval air combats. Out of supply aircraft can only fly
rebase missions. Each aircraft unit can only fly one Combat air patrol (CAP)
mission a step. A fighter can fly a combat air patrol mission at the
This table explains which aircraft may fly which point specified in the rules about the mission type.
missions: A fighter flying CAP is attempting to anticipate an
Mission Who can fly attack on a threatened location. Generally, you should
it only use it if the target hex is likely to need fighter
air re-supply ATRs (option 35: any protection and your fighter could not fly interception
aircraft with a white to the hex. Of course, you may also want to use it as a
short range rebase.
range circle)
air transport ATRs (option 35: any A fighter flying CAP uses its printed range.
aircraft with a white Option 52: If enemy aircraft are flying both day and
range circle) night missions (see 14.2.3) to the same hex in the
carpet bombing carrier planes and same step, you choose which of your aircraft flying
CAP there will fight which mission after all aircraft
aircraft with a strategic
have flown to the hex.
factor (option 32)
combat air patrol FTRs and carrier planes Escorting
escort FTRs and carrier planes A fighter can fly an escort mission at the point
ground strike carrier planes and specified in the rules about the mission type.
aircraft with a tactical An escorting fighter uses its printed range.
factor An escorting fighter only has to reach the target hex of
ground support carrier planes and the aircraft unit it is accompanying. It does not need to
aircraft with a tactical start or end the impulse stacked with it and does not
factor have to ‘pick it up’ along the way.
interception FTRs and carrier planes Intercepting
naval air FTRs and aircraft with
A fighter can fly an interception mission at the point
a naval air factor
specified in the rules about the mission type.
naval air interception FTRs and aircraft with
a naval air factor A fighter flying interception uses half its printed range.
paradrop ATRs (option 35: any An intercepting fighter can use its full range to return
aircraft with a white to base after the mission.
range circle) Option 51: (En-route aircraft interception) Instead
port attack carrier planes and of only being able to intercept a bomber at its target
aircraft with a naval air hex, this option lets you intercept it along the way.
Announce your target hex. If your opponent wants day and night ground support or strategic
to intercept you en-route, move your bomber up to 4 bombardment missions against the same hex, total
movement points (i.e. 1, 2, 3 or 4). Then move it up their values. You don’t resolve them as separate day
to another 4 points. Keep repeating this until you and night missions.
reach the target hex. After it lands, turn any land unit you air transported,
After you reach one of these way stations, you can or paradropped, at night face-down. Paradropping
fly escorting fighters there. Your opponent can then units must still fight any required combat normally
fly interceptors. You can then fly interceptors to the (see - 11.15).
way station. Then you fight a normal air-to-air
combat. 14.3 Air-to-air combat
After the air-to-air combat, surviving bombers can The mission rules will tell you when to fight any air-
continue on to the next station. Surviving escorting to-air combat. You only need to fight one if both sides
fighters can continue on with them but only if their have aircraft or carrier planes present and either has a
range is sufficient to reach that station. Escorting fighter amongst them.
fighters that don’t continue, and all intercepting
14.3.1 Arrangement
fighters, must return to base. Bombers don’t need to
continue - they can choose to return to base after Resolve air-to-air combats one at a time.
each combat. For each combat, divide your aircraft into two groups -
After the mission is over you return to base bombers and fighters.
normally, there are no way stations on the way back. The mission sequence will usually separate units into
Option 57: (Limited aircraft interception) In fighters and bombers for you but, in naval air combats
addition to the above restrictions, a fighter cannot (see 11.5.9) you may be able to choose whether a
intercept if it is flying further than the longest particular unit will be a bomber or a fighter. In those
distance flown to the hex/hexdot by any enemy cases, both sides must decide simultaneously (and
aircraft. secretly) which of their FTRs and carrier planes will
14.2.2 Bombers fly as bombers and which as fighters. You can change
these roles from one naval combat round to the next
An aircraft or carrier plane that flies any mission
but not during a naval combat round.
except combat air patrol, interception or escort, is
called a ‘bomber’ (even if it is an ATR or a FTR). Arrange each group into a line from front to back.
Usually it is better to place your best air-to-air rated
The relevant section of the rules explains how you
fighter unit at the front of your fighter group and your
conduct each bombing mission.
best bombers (in terms of bomb factors) at the back of
14.2.3 Night missions (option 52) your bomber line. The front unit in each group is the
When an aircraft or carrier plane flies a mission, you only unit that can be adversely affected by combat
can announce that it is flying a night mission. If you (unless playing with Bounce combat, see 14.3.3), until
don’t, it is assumed to be a day mission. You can use it is destroyed, aborted or cleared through, thus
the markers provided with Planes in Flames to exposing the second unit in the next round.
record your choice.
14.3.2 Combat
Different aircraft can fly a day mission and a night
mission into the same hex in the same step. You fight each air-to-air combat in a series of rounds.
This series continues until every aircraft on one side is
You always fight naval air combats and port attacks either destroyed, aborted or cleared through.
during the day.
If a side starts a round with no fighters, all opposing
Air-to-air combat can only occur between opposing
bombers are immediately cleared through to the target.
aircraft if they are both flying at night or both flying
during the day. There can be separate air-to-air After air-to-air combat (if any) is over, all bombers
combats in the same hex - one for the day mission that have been cleared through to the target carry out
and one for the night. the bombing mission.
Halve the tactical and strategic factors of aircraft Combat values
flying night missions.
Your air-to-air combat value for each round is equal
During air-to-air combat (see 14.3.2) at night, all to:
aircraft except night fighters (those aircraft with a
black circle around its air-to-air rating) achieves one your air-to-air strength - your opponent’s air-to-air
result less than normal. Thus an AX result becomes strength
a DX, a DX becomes an AA, an AA becomes a DA For example, if your air-to-air strength was 5 and your
and so on. A DC result is unaffected. FTRs other opponent’s 3, your combat value would be 5-3=2 and
than the front fighter contribute nothing to their theirs would be 3-5=-2.
side's air-to-air strength during night missions unless
Calculate a new air-to-air strength at the start of each
they are night fighters.
round. It is equal to the air-to-air rating of your front
Resolve the missions after both day and night air-to- fighter, +1 for each other FTR, and +0.5 (CVPiF/SiF
air combats are concluded. If you have flown both option 56: one tenth its air-to-air strength) for each
other carrier plane, in your fighter group (you ignore bomber or front fighter. Any unit being
bombers’ air-to-air ratings). air transported by the destroyed unit is
If you have no fighter group, your air-to-air strength also destroyed. If the chosen unit is a
equals the air-to-air rating of your front bomber only. carrier plane, put a damage marker on
its CV and move the CV out of the line
A bomber with a bracketed air-to-air rating, is up - if it’s not a naval air combat, the
unarmed. If an unarmed bomber is your front bomber CV goes straight into the repair pool.
and is being used to determine your air-to-air strength, (CVPiF/SiF option 56: the CV is
you don’t roll dice. You only use its rating to reduce unaffected).
your opponent’s air-to-air combat value. Such
bombers just have to hope they get cleared through. DX As “AX” except that the side that
Option 53: (Twin-engined fighters) In air-to-air didn’t roll the dice chooses whether to
combat during the day, all front fighters with an destroy their own front fighter or front
orange air-to-air rating achieve one result less than bomber.
normal when the front enemy fighter in the combat AC The player rolling the dice chooses any
does not have an orange air-to-air rating. In these 1 opposing bomber to clear through to
cases an AX result becomes a DX, a DX becomes an the target. It need not be the front
AA, an AA becomes a DA and so on. A DC result is bomber. Remove the unit from the
unaffected.
line-up and place it on the target hex. If
Option 54: (Fighter bombers) Reduce the air-to-air there are no enemy bombers, ignore
rating of the front bomber by 1 if it is a FTR. the result.
Option 55: (Outclassed fighters) Back-up fighters
DC As “AC” except that players who
only increase your air-to-air strength if their
modified air-to-air rating is at least half that of the didn’t roll the dice choose which of
modified rating of the front opposing fighter. This their own bombers to clear through.
does not apply to back-up carrier planes. AA The player rolling the dice chooses
All modifiers are cumulative. whether to abort the opposing front
bomber or front fighter. The owning
Resolving the combat player must return the chosen unit to
The air-to-air combat sequence is: any friendly controlled hex within
1. The inactive side rolls two dice and adds them range (see 11.3) (or, for a carrier plane,
together. to the sea-box section from which it
2. Locate the result on the air-to-air combat table started). Turn an aborted aircraft unit
and implement it. (and any unit being air-transported by
3. The active side rolls two dice and adds them it) face-down. If a carrier plane was
together. flying in a naval air combat, it remains
4. Find the result on the air-to-air combat table and as it was, either face-up or face-down.
implement it. In any other case, you would also turn
5. The active side can voluntarily abort the air-to- a carrier plane face-down.
air combat.
6. The inactive side can voluntarily abort the air-to- DA As “AA” except that the player who
air combat. didn’t roll the dice chooses whether to
Losses from the inactive side’s roll do not affect the abort their own front fighter or front
combat value the active side uses. However, the active bomber.
player must suffer any result before knowing what — no effect.
their own roll is.
If you decide to voluntarily abort the air-to-air combat, Note: Your units never suffer an effect when you roll
apply an ‘A’ result (see 14.3.3) to every aircraft and dice in an air-to-air combat - any result you get only
carrier plane unit you have in the combat (exception: applies to opposing units.
in naval air combats, you return aircraft and carrier Example:
plane units that voluntarily abort to the sea-box section
they started from).
It is possible for both sides to voluntarily abort the
same combat.
14.3.3 Combat results
The combat results are:
Result Effect
AX The player rolling the dice chooses
whether to destroy the opposing front
Jeremy moves Commonwealth naval and aircraft units column and rolls a 9 which is a no effect (‘-’).
into the Eastern Mediterranean which already Since there are no Allied fighters left, the last Italian
contains Italian naval and aircraft units. After the bomber is cleared through to attack the enemy ships.
search dice rolls, a naval air combat takes place. Since all remaining bombers are cleared through and
Jeremy and Maria secretly sort their aircraft and no one has fighters left, the air-to-air combat is over.
carrier plane units into fighter and bomber groups. The air-to-sea part of the combat commences (see
Jeremy decides to use his best carrier plane (the 11.5.9).
Malta, with a 5 factor air component) as a fighter and
his other carrier plane (the Audacious) as a bomber. Option 22: (Bounce Combat) When the result of
He places his 6 FTR (an Australian Beaufighter) in any air-to-air combat is a "DC", the defender may
front of the Malta. He places the 4 factor Audacious as choose to implement it normally (see 14.3.3) or may
the front bomber with his NAV (an Australian instead convert the result into a "bounce" combat.
Beaufort) behind it. (Once again, Aussies save the If the defender chooses a bounce combat, you
day!) interrupt the air-to-air combat sequence to
Maria only has 1 FTR (the G.50) and therefore makes immediately fight a bounce combat. To fight a
it her front fighter. She decides to protect her best NAV bounce combat, the defender selects any one of their
and so places her 2 air-to-air NAV (SM-79) as the remaining fighters and any one opposing aircraft
front bomber and her 3 NAV (SM-79bis) behind it. (fighter or bomber) that remains in the combat.
These two aircraft fight one round of air-to-air
They calculate their combat values. Jeremy has an air- combat.
to-air strength of 6.5 (1/2 for the carrier plane) while
Maria has an air-to-air strength of 4. Therefore, For this combat, you calculate the air-to-air combat
Jeremy has a combat value of “+3” (6.5-4, rounding values normally except
to 3) and Maria has “-2” (4-6.5, rounding to -2). (a) you gain no benefit from all other fighters you
There are no shifts to apply due to surprise (see have; and
11.5.6) and they are not playing with any optional (b) the bouncing fighter gains +1 to its air-to-air
rules. rating.
Maria (being the inactive player) rolls first on the -2 The results of the bounce combat are applied as per
column of the air-to-air combat table. She rolls a 6 the Air Combat table, but can only affect the two
with 2 dice, giving a result of ‘DA’. Jeremy must planes involved. After this combat, if the bouncing
immediately decide whether to abort his front fighter fighter is not aborted or destroyed it must be placed
or front bomber. He decides to abort his front fighter in the rear of the line of fighters from which it came.
and rebases it to Malta, turning it face-down. He then If the bounced plane is a fighter and is either cleared
replies on the +2,3 column and rolls an 18, giving an through or not affected, it returns to its prior place in
‘AX’ result. He chooses to destroy the Italian fighter. the fighter lineup. If the bounced plane is a bomber
Neither player voluntarily aborts and so a new round and the result is no effect, it returns to its prior place
of combat is fought. Maria has no fighters left and so in the bomber lineup. After the bounce combat, you
all Jeremy’s remaining bombers are cleared through to resume the air-to-air sequence of play.
attack the enemy naval units. Jeremy re-calculates his When a side only has bombers, all "AC" results that
air-to-air strength. The Malta’s carrier plane acting as it rolls become "DC" results instead (allowing a
a fighter is now the front fighter. It has an air-to-air bounce combat).
rating of 5. The SM-79 (the front Italian bomber) has
A player bounced in combat may spend three
an air-to-air rating of 2 (bombers behind the front
surprise points in a naval air combat to select which
bomber never count towards the air-to-air strength).
of their aircraft will be bounced.
Therefore, the Commonwealth combat value is “+3”
(5-2) and the Italian combat value is “-3” (2-5). Example: Heinz flies 3 FTRs, and 3 bombers to a
Maria rolls a 9 on the -3,4 column giving a result of hex he is about to attack. Boris responds with 2
‘AC’ which is ignored, since all the Commonwealth FTRs and 3 bombers in ground support. The air-to-
bombers are already cleared through. Jeremy replies air combat value for the Soviet player, who fires
on the +2,3 column with a 10 giving a result of ‘AC’ first, is -1. Boris rolls an 11, a 'DC'. Heinz decides
allowing him to choose one enemy bomber that is not to clear through a bomber, but instead uses his
cleared through to attack the Commonwealth naval FW 190 (which is the second fighter in line) to
units. He decides to clear through the front (weakest) bounce one of Boris's FTRs, which has a value of 7.
bomber, the SM-79. The FW is a 7 but gets +1 to its air-to-air rating for
this combat, so the odds are +1/-1.
Neither player voluntarily aborts, so a new round of
combat is fought. The Commonwealth air-to-air Boris rolls another 11 clearing the FW (which has
strength is still 5 while the Axis air-to-air strength is no effect), while Heinz rolls a 2, destroying the
now 3 (with the SM-79bis being the new front Soviet FTR. The German FTR now returns to the
bomber). The Commonwealth therefore now has a rear of the German lineup of FTRs, and Heinz must
combat value of “+2” (5-3) and Italy has a combat recalculate his air-to-air strength using his new FTR
value of “-2” (3-5). Maria rolls a 4 on the -2 column lineup against the new Soviet air-to-air strength
which gives a result of ‘DX’. As the Allied unit is a CV, before firing back at the Soviets (step 3 of the air-to-
it gets a damage marker but still leaves the air-to-air air combat sequence). Following the implementation
combat. The Commonwealth returns fire on the +2,3 of Heinz's roll, the first round of air-to-air combat is
concluded. Each player now decides whether they Stacking
will abort the combat.
A carrier plane does not count as a unit for stacking
14.4 CV units purposes when it is on the CV. In other cases, it
counts as an aircraft unit. You show that a carrier
CVs are naval units, and move, and take part in naval plane is on a CV by stacking it directly above the
combats, in accordance with the naval rules (see 11.4 CV.
and 11.5). However, a CV’s air component functions
The CV’s air component determines which carrier
like an aircraft unit (called a ‘carrier plane’).
planes can be on the CV. A carrier plane can fit onto
Carrier planes can fly air missions in the same manner a CV if the plane’s class is the same size as, or less
as other aircraft. They can fly as either a fighter or a than, the CV’s air component.
bomber as you choose. Most carrier planes will list 2 or 3 years inside
The range of Japanese carrier planes is double their coloured boxes on the back of their counter. The
CV’s air component. All other carrier planes’ range, coloured boxes determine the plane’s class in those
and all carrier planes’ air-to-air rating and air-to-sea and later years. The 7 classes are:
factors equal their CV’s air component. All carrier 1. light blue
planes’ tactical factors are half the value of their CV’s 2. orange
air component. Their strategic bombardment factors 3. green
are one quarter of their CV’s air component. 4. royal blue
In 1942 and 1943, add 1 to the air component of every 5. red
CV. In 1944 and later, add 2 to the air component of 6. violet
every CV (exception, see 14.4.1). 7. black
The top box on the back of the counter is the carrier
Carrier planes may fly all missions except air supply, plane’s initial class. It’s the same as the class shown
air transport, paradrop, rebase, naval air or naval air on the front of the counter. It also specifies the year
interception missions. the plane enters your force pool. The other boxes
SiF option 56: If the carrier planes are flying from a determine the plane’s later classes and the years that
hex, they can also fly naval air, naval air it switches to them. When its class drops, the carrier
interception and rebase missions (like FTRs). plane can fit onto a smaller CV.
A carrier plane can only fly air missions from a sea- Example: The French add an SBC-4 carrier plane
box and only if its CV is undamaged and face-up. It into the force pool at the start of 1939 (because of
can never fly missions from a port (not even to the ’39 printed in the green square on the back of
intercept enemy aircraft attacking its CV). A carrier the counter). Until the start of 1941, the SBC-4 can
plane does not fly naval air missions but it can take only fly from a class 3 or bigger CV (e.g. the St.
part in naval air combats in its sea area, even if its CV Cyr). From the start of 1941, the SBC-4 becomes a
is face-down. class 2 carrier plane (the ’41 inside the orange
square), so it can now fit on a class 2 CV or bigger
A carrier plane can fly a mission to any hex in range. (e.g. the Joffre). From the start of 1943 onwards,
Measure the range from any hex-dot in the CV’s sea this carrier plane can fit on any French CV (they
area (it’s usually best to pick the hex-dot closest to don’t come any smaller than class 1’s).
your target). A carrier plane can fly, and return from, a
CVPiF option 56: You may stack up to 2 carrier
port attack mission that is out of range, if the port is planes on each CV, provided that the sum of the size
adjacent to any hexdot in the sea area. of all carrier planes stacked on a single CV is no
After a carrier plane has completed its mission, it is more than that CV's air component. Each carrier
assumed to have returned to its CV. Turn the CV face- plane may conduct missions separately from other
down. carrier planes based on the same CV, and each
If a carrier plane is shot down, the CV is damaged. At carrier plane counts separately against air mission
activity limits.
the end of the mission, or the naval combat, put the
CV into the repair pool. (CVPiF/SiF option 56: CVs Air-to-air combats
are not affected by carrier plane losses). Instead of adding the usual 0.5, carrier planes add
14.4.1 Carrier plane units (CVPiF & SiF one-tenth of their air-to-air strength as back-up
option 56) fighters (see 14.3.2).
If you are playing with Carrier Planes in Flames Naval combats
or Ships in Flames, a CV’s carrier plane is A face-down carrier plane can take part in a naval
represented as a separate unit. air combat but only if it is flying from an
Values undamaged CV in that area. Carrier planes can
never fly a naval air mission from a CV into another
A carrier plane unit has the values shown on the sea area.
counter, not those calculated from the CV’s air
component. Landing
The CV’s air component does not increase over time When a carrier plane that flew from a CV returns to
as in the standard game. base, it must return to a CV it can fit on in the same
sea box section it flew from. It can’t return to swamp hex. Halve each side for ground support; halve
another major power’s CV. If there is no CV it can each unit for ground strikes.
return to, it is destroyed (PiF option 28: any pilot is Option 32: Halve a side’s strategic bombardment
destroyed too). factors when it is carpet bombing a forest, jungle or
A carrier plane that aborts from an air-to-air combat swamp hex (see 11.8).
returns immediately to a CV. Terrain and weather (see 8.2.3) effects are cumulative
All other carrier planes that flew from a CV must and are calculated after AA (see 22.4.2) fire is
return to base after all results against naval units are resolved.
implemented but before aborting naval units return
to base (see 11.5.8). 14.6 Pilots (PiF option 28)
Don’t turn a face-up carrier plane face-down after it In World in Flames, each aircraft unit comes with
returns from a naval air combat. If it returns from inherent air and ground crews (we just call them
any other mission, you do turn it face-down. You ‘pilots’). In Planes in Flames, pilots are separate
never turn the CV face-down because of an air from their machines and must be trained separately.
mission. The number of pilots limits the number of aircraft
allowed on the map. CVs are not affected by the
Carrier planes as aircraft pilot rules, unless you are playing with CVPiF/SiF
A carrier plane can fly a mission from a hex just like option 56 as well (see 14.4.1).
any other aircraft. Treat it as a FTR if it flew as a
fighter and as a LND if it flew as a bomber. If it 14.6.1 The reserve pool
hasn’t yet decided its role (i.e. it is in a sea area), it Instead of putting reinforcing aircraft onto the map,
has the effects of a LND. you put them into the reserve pool. For each pilot in
CVPiF option 56: Carrier planes may only ever fly your total on the available pilots track, you can
rebase missions when not stacked on a CV. select 1 aircraft and put it on the map, as a normal
reinforcement. You don't have to do this, you may
Damage to CVs keep aircraft in the pool and pilots on the track as
If the carrier plane gets shot down, the CV is not you see fit. For each aircraft you do put on the map,
damaged, it merely has no planes any more. reduce your available pilots total by 1.
If a carrier plane is on a CV that aborts, the carrier After you have finished putting on new
plane aborts with it. You then turn both of them reinforcements, you can remove face-up aircraft
face-down. from the map and put them into the reserve pool.
They must be on a city in their home country to do
If a CV is damaged, carrier planes can still land on it
this. For each aircraft you move to the pool, increase
but can no longer fly from it. When the combat
your available pilots by 1.
ends, you put the damaged CV into the repair pool
and its carrier plane onto the production circle to Example: Heinz has 2 pilots on the available pilots
arrive in the next turn. If you are playing with PiF track at the start of the Nov/Dec 1939 reinforcement
Option 28, add a pilot to your available pilots total. stage. He takes 2 aircraft from the reserve pool and
puts them on the map, reducing his available pilots
A carrier plane on a CV which is destroyed, is
total to 0. Then he removes the obsolete He-51 from
destroyed too. If you are playing with PiF Option
Berlin and moves it to the reserve pool, increasing
28, and a carrier plane is on a CV that is destroyed,
his available pilots total to 1, ready for next turn.
the pilot is also lost.
Rebasing 14.6.2 Pilot training
Pilots cost 2 build points and take 3 turns to train.
During the rebase aircraft step of each turn, you can
They are subject to gearing limits as a separate class.
rebase a face-up carrier plane, up to double its
range, from its CV to a hex or vice versa (including Use the “pilots in training” markers to show how
the cost to get into or out of the sea-box section). many pilots you are training.
You can also rebase a carrier plane from a CV to In the reinforcement stage add the number of your
another CV in the same sea-box section or port or reinforcing pilots to your major power’s total on the
from a CV to the port hex it is in or vice versa. Each available pilots track.
of these counts as a rebase for activities limits. Like 14.6.3 Available pilots track
all other rebases, the carrier plane remains face-up.
The available pilots track records the number of
Moving into port unallocated pilots on the map.
When a CV ends its move in port, it turns face-down Add a pilot to your total:
(see 11.4.1). Turn its carrier plane face-down if the ï for each aircraft you move from the map into
CV moved into the port during the action segment the reserve pool (see 14.6.1);
and started the step at sea.
ï for each ‘pilot in training’ who arrives as a
14.5 Terrain reinforcement (see 14.6.2); and
ï for each pilot who doesn’t die when his
Halve an aircraft’s tactical factors when ground
aircraft is destroyed (see 14.6.4).
striking or ground supporting into a forest, jungle or
Subtract a pilot from your total whenever you put an
aircraft onto the map (except minor aircraft you are nominate any or all of your bombers as kamikazes
setting up) or when you retrain a pilot (see 14.6.5). (even those with a death’s head ~ see 14.7).
14.6.4 Pilot deaths Double the surviving air-to-sea factors of kamikaze
bombers after anti-aircraft fire.
If an aircraft unit is destroyed, the pilot can die with
it. This happens if the aircraft was destroyed: After the air-to-sea attack is resolved, destroy all
kamikazes and their pilots. Put a damage marker on
ï in a sea area where that side has neither a
a kamikaze CV (exception CVPiF/SiF option 56).
naval unit nor a port;
ï by an orange air-to-air combat result and the
combat was over any sea area or enemy
15. Surprise
controlled hex; Major powers and minor countries are surprised when
ï by a red air-to-air combat result; a major power declares war on them, even if they are
ï by anti-aircraft fire (see 11.5.9 & 22.4.2); already at war with someone else. However, they are
ï by being overrun on the ground (see 11.11.6); not surprised by a major power or minor country they
ï by being in its home country when it is are currently at war with. Furthermore, they are not
conquered (see 13.7.1); surprised by land or aircraft units attacking from, or
ï because it cannot return to base (see 13.4); flying over, hexes controlled by a major power or
ï option 32: by carpet bombing (see 11.8); minor country at war with them last impulse.
ï option 59: if it is marked with a black death’s The effects of being surprised last only for that
head (see 14.7); or impulse (the “surprise impulse”).
ï option 60: while flying a kamikaze mission
(see 14.8). 15.1 Surprise effects
Option 58: (Internment) A minor country aircraft Aircraft units
unit can rebase into a neutral minor country. An
Surprised aircraft units cannot fly any mission that is
aircraft unit that does that is destroyed. (PiF option
exclusively against units controlled by major powers
28: but the pilot survives).
declaring war. Therefore, in the surprise impulse they
If an aircraft is destroyed but the pilot survives, can’t:
increase your total on the available pilots track by 1.
ï fly a ground support mission to a hex being
14.6.5 Retraining pilots attacked only by units controlled by those enemy
In a production step, you can convert pilots to build major powers;
points. Simply give yourself 1 extra build point for ï fly an interception mission against aircraft units
each pilot you subtract from your total on the only controlled by those enemy major powers; or
available pilots track. ï fly into a sea area if the only enemy units there
are those enemy major powers’.
14.7 Flying bombs (PiF option 59) Surprised aircraft units that flew combat air patrols
Some aircraft were specifically designed to be flown cannot fight if the only units that fly a mission to their
once only. In effect, they were flying bombs. These hex are those controlled by a major power on the other
units are marked with a death’s head symbol. Remove side declaring war.
from the game all aircraft units marked with a death's
head symbol, if you don't play with this option. Surprised aircraft units already at sea suffer the same
effects as surprised naval units.
You can rail move your flying bombs and you can
rebase them into a coastal hex from a TRS. If a land unit controlled by a major power declaring
However, they never return to base from any war on you enters a hex containing one of your face-
mission except a rebase. They are always destroyed up aircraft units, it (PiF option 28: and its pilot ~ see
instead. 14.6) is destroyed, not rebased.
If the death’s head symbol is printed in black, the Aircraft units controlled by a major power declaring
pilot automatically dies with the aircraft. If the war, cannot be intercepted if they are flying:
symbol is white, the pilot survives if a pilot would ï a strategic bombardment mission against a hex
normally have survived. controlled by a surprised major power or minor
The MXY-7 Ohka can’t fly any missions by itself. country; or
Instead, it can only fly a mission if it is stacked with ï any other mission exclusively against surprised
a G4M Betty. Both of them fly the mission, using units.
the Betty’s range. Once you reach the target hex (or Bombers controlled by a major power declaring war,
sea-box section), you must return the Betty to base roll an extra die against each surprised unit they
and turn it face-down immediately before you ground strike (see 11.9). A success with either die
resolve any air-to-air combat. turns the surprised unit face-down.
14.8 Kamikazes (option 60) Bombers controlled by a major power declaring war,
The Japanese player can declare a kamikaze attack double their ground support factors (see 11.16.4) if the
in any naval air combat (see 11.5.9) after air-to-air only land units in the target hex are surprised units.
combat but before anti-aircraft fire. You can Aircraft (from any major power) can’t:
(a) fly a defensive ground support mission to a hex face-down if it isn’t already.
where the only land units there are surprised; or
(b) fly a naval air interception mission to a sea area 16.1 Air action
where the only friendly units there are either If you play an offensive chit at the start of an air
neutral or surprised. action, specify 1 of your face-up HQs. You gain the
Anti-aircraft fire from units of a major power that is following benefits:
surprised is halved if directed exclusively against Ï all aircraft units controlled by your major
bombers controlled by a major power that declared power roll an extra die in any ground strike
war on it. mission they conduct within range of the HQ
(AsA Option 3: after AA fire). This is
Land units cumulative with surprise (see 15.1) and tank
busters (see 11.9, option 33); and
Land units are not halved when attacking a surprised
ï all aircraft units controlled by your major
land unit across a river or canal hexside (even if some power double their bombing factors in any
other unit in the hex is not surprised). They still suffer other air mission (except naval-air or naval-air
the adverse effects of invasions and attacks across interception) they conduct within range of the
straits hexsides. HQ (AsA Option 3: after AA fire); and
ï every aircraft unit reorganised by that HQ
Surprised HQs cannot provide emergency HQ supply only costs half the usual reorganisation point
(see 2.4.3) or HQ support (see 11.16.3). cost (see 11.18.4).
Naval units 16.2 Naval action
If a port attack or a naval combat at sea only involves If you play an offensive chit at the start of a naval
units controlled by major powers declaring war, and action, specify one of your face up HQs that is in a
the major powers they are declaring war on, the port hex. Any naval or aircraft units stacked in that
surprised units always get 0 surprise points. The hex that initiates a naval combat (see 11.5.2) may
attacking major powers get the normal number (this demand a re-roll of the search dice (see 11.5.5) by
will increase the number of net surprise points the both sides, in any round of combat this impulse.
attacker can spend, if there is any combat). Re-rolling of naval search dice may be demanded
Overrun naval units are more likely to be captured or any number of times this impulse provided that the
destroyed when surprised (see 11.11.6). total number demanded does not exceed the HQ's
Option 38: Surprised naval units can’t provide reorganisation value.
defensive shore bombardment nor can naval units Example: Nimitz is in Pearl Harbor stacked with 3
provide defensive shore bombardment to a hex SCS and a P-38G FTR. Jay plays a naval offensive
containing only surprised units. chit on Nimitz at the start of his naval action. The
Lighting flies into the 4 box of the Hawaiian Islands
16. Offensive chits (option 61) and the 3 SCSs into the 4 box of the Marshalls sea
area, both of which contain Japanese and US units.
An offensive chit represents the assembly of large
During the naval combat step the US picks the
quantities of supplies and replacements for a major
Marshall Sea area and they both roll search die. The
offensive.
Japanese roll a 2 to a US roll of 10.
Each offensive chit costs 15 build points and takes 3
Jay demands a re-roll. This time he rolls a 5 while
turns to build.
Kasigi rolls a 3. This commits the entire Japanese
You can use an offensive chit in one of several navy but only the US carrier fleet in the 4 box is
ways. Each active major power can use only 1 included. Jay could take a risk and use up Nimitz's
offensive chit per impulse. Neutral major powers third and last re-roll on another roll, but decides to
cannot use an offensive chit. After you use it, return save this for later rounds (or even to help the
it to the force pool. Lightning in the Hawaiian Islands) on the (wise)
HQ benefits assumption that the search re-roll might end up
worse rather than better.
If you use an offensive chit in an air or land action,
you can apply some benefits within the “range” of 16.3 Land action
an in supply major power or minor country HQ. A If you play an offensive chit at the start of a land
hex is within range if it is no further away in hexes action, specify 1 of your face-up HQs. You gain the
and or hex-dots than the chosen HQ’s re- following benefits:
organisation value (ignoring terrain, neutral
countries, enemy units and their ZOCs). Each Asian ï you can double the combat factors of this
major power’s land units within range of the
and Pacific map hex or hex-dot counts as 2 hexes for HQ when you calculate the final odds for the
this purpose and each off-map hex counts as 4 overrun or land combat. You can do this for as
hexes. many units in the impulse as twice the HQ’s
An HQ cannot supply benefits while on a TRS. reorganisation value. You can double the same
unit in more than one overrun or land combat
An HQ can move, fight and/or reorganise units but it counts against the total each time. You
normally during the impulse it supplies benefits. can only double each unit once per overrun or
At the end of your impulse, turn the chosen HQ land combat; and
ï every land unit reorganised by that HQ only (including Vichy France).
costs half the usual reorganisation point cost
(see 11.18.4). French territories and minor countries already
conquered by the Axis remain conquered by them.
AsA option 3: You can also double field artillery
(see 22.4.2) combat factors for ground support or All other French territories and minor countries may
receive an extra die roll during ground strike. be aligned with either Vichy France or Free France.

16.4 Combined action 17.2 Determine control


If you play an offensive chit at the start of a Roll a die for each of the other administration groups
combined action, you can perform the maximum to determine who controls it. A group becomes
number of activities that would be allowed if you controlled by the (Free) French player if the roll is
had chosen a naval, an air and a land action (e.g. as within the range shown on this chart. Otherwise, it
Germany you could perform any number of air remains controlled by Vichy France:
missions, naval moves, naval combats, land moves,
land combats and 3 rail moves).
Free-French Chart*
It only costs half the normal reorganisation point Administration group Die
cost of a combined action to reorganise each land, Morocco, Algeria & Tunisia 10
naval or aircraft unit (see 11.18.4). French West Africa 9-10
16.5 Reorganise HQs Syria 9-10
If you play an offensive chit at the start of a naval, Indo-China 9-10
air, land or combined action, you can immediately Madagascar 8-10
turn all HQs controlled by your major power face-up
instead of gaining the normal benefits for that action All Asian map minors & territories 7-10
type. French Equatorial Africa 3-10
All Pacific map minors & territories 2-10
17. Vichy France All other territories & minors 9-10
The Axis may be in a position to install a Vichy
* ~ Subtract 2 from each die roll if any on-map French
French government before France is conquered.
CVs or BBs are not currently in a Metropolitan French
17.1 Creation port.
An Axis major power can choose to install a Vichy Each hex France controls in a territory or home
Government if one of its in-supply land units occupies country controlled by another major power or minor
Paris in a peace step and France is not conquered. If country reverts to the control of:
more than one Axis major power occupies Paris, then (a) the major power occupying the hex (if any); or if
Germany has first choice as to whether it wishes to none
establish a Vichy government. (b) that other major power or minor country.
If you install a Vichy government, Metropolitan Free France must now choose one of its remaining
France itself is divided into 2 countries - Metropolitan minor countries as its new home nation. If Free France
Vichy France (including Corsica if still French controls no minor countries, she suffers the effect of
controlled) and Occupied France. A line on the map complete conquest (see 13.7.1) immediately.
marks the border. The capital of Metropolitan Vichy
France is Vichy. Paris remains the capital of Occupied 17.3 Units
France. Non-French units
Occupied France is a conquered major power home The owning player moves every non-French controlled
country controlled by the Axis major power that land and aircraft unit in a Vichy French hex to the
installed the Vichy government. Control of occupied nearest hex they can stack in controlled by its major
France is as per 13.7.1 except that all hexes controlled power, or a co-operating major power, or their aligned
by French units become controlled by the Axis major minors.
power installing the Vichy government.
Rebase every non-French controlled naval unit in
Metropolitan Vichy France is the home country of a these territories or minor countries to the nearest
new major power ~ Vichy France. friendly controlled port within double the range of the
Vichy France is a neutral major power run by the Axis rebasing naval units. If there is no friendly base it can
major power that installed the Vichy government. stack in within double the naval unit’s range, it is
Free France is an alternative government also destroyed instead.
established at this time. Free France is considered an French units
incompletely conquered major power from now on
The Axis major power installing the Vichy
unless otherwise specified. It is run by the French
Government now moves every French controlled unit
player. Free France starts at war with all countries
at sea (even those face-down) to the nearest Vichy or
France was at war with, and at peace with all others
Free French hex (port for naval units and their
cargoes) within range in which they may stack. If Vichy France can only declare war on major powers it
naval units cannot return to a port within range, they is hostile to. There is no US entry effect for this act.
are destroyed. Vichy France may not declare war on minor countries.
Next, the same player moves every French controlled Axis major powers can’t declare war on Vichy France.
land or aircraft unit in a hex controlled by an Axis Allied major powers at war with the installing major
major power to the nearest hex controlled by Vichy power may declare war on Vichy France. The
France or Free-France. Rebase every French declaration of war does not make Vichy France hostile
controlled naval unit in such a hex to the nearest port to that Allied major power. However, if an Allied unit
within double their range controlled by Vichy France enters Metropolitan Vichy France, Vichy France
or Free France. They are destroyed if this is not becomes hostile to that unit's controlling major power.
possible.
Vichy France can be conquered just like any other
The same player moves any French controlled units in major power (see 13.7.1).
hexes controlled by an Allied major power. French
controlled naval units rebase at double their range, and Using Vichy units
French controlled land and air units are moved to the Vichy France does not choose an action type. Instead,
nearest Vichy France or Free-French hex. she takes the same action type as the major power that
Alternatively, an Allied major power can destroy every installed the Vichy government (even if Vichy France
French controlled unit in its territory. If it does so, is neutral). Further, activities of Vichy French units
Vichy France is hostile to that major power (see 17.5). count against the installing major power’s activity
Move all French controlled non-naval units and limits.
markers on the production circle to Metropolitan Vichy units may only enter a hex outside Vichy France
Vichy France. If you are playing with option 28 if it is controlled by an enemy major power. They may
(pilots), you can only move an aircraft for each French move into hexdots and sea boxes without penalty.
pilot on the production circle or the pilot track (Vichy Each Vichy French naval unit you move (not each task
player’s choice). Any unpiloted aircraft on the force) counts as 1 naval move unless Vichy France is
production circle and reserve pool, or unused pilots on hostile to an Allied major power. Vichy French naval
the circle or track, are lost. and aircraft units at sea (except for convoy points)
Now, place in the force pools all French controlled must always return to base during the return to base
‘Res’ and ‘Mil’ units and half their other land and step unless Vichy France is hostile to an Allied major
aircraft units (taken together) from Metropolitan Vichy power.
France and each administration group controlled by Example: Heinz chooses a combined action for
Vichy France. The player running Vichy France can Germany. This gives Germany 1 naval move, which he
choose which to remove. If you are playing with PiF uses to move 1 Vichy naval unit. If Vichy France were
option 28, the pilot is lost with each removed aircraft. hostile to, say, the Commonwealth, he could have
All units controlled by France that are still in Vichy moved a task force of Vichy naval units instead. If he
territory are now controlled by Vichy. All other French had chosen a naval action instead, he could have
controlled units are Free French. moved all the Vichy and German naval units (even if
not hostile). Germany also has 6 air missions. Heinz
French controlled naval units on the production circle, moves 5 German aircraft and 1 Vichy aircraft.
in the repair pool or in the construction pool remain
there as Vichy French units. They may be built using Access to Vichy territory
whatever production Vichy France retains. No Axis units may enter Vichy controlled hexes while
Randomly remove half the units now in each French Vichy France is neutral (except to collapse her
force pool (AfA Option 10: except territorial units) administration, see below). While Vichy France is
from the game. active, only units belonging to the major power which
AfA Option 10: All Territorials belonging to a installed Vichy France may enter Vichy controlled
minor country or territory controlled by Vichy administration groups, and even then must satisfy the
France are removed from the French force pools and foreign troop commitment rules (see 18.2) to enter
placed in a separate Vichy force pool. each administration group.
All units left in the force pools, or that enter them from If Vichy France is active and hostile to any major
now on (AfA Option 10: except teritorial units), are power, units controlled by the major power that
Free French units (so every Vichy loss will become a installed the Vichy government can enter any Vichy
Free French gain). controlled hex without having to satisfy the foreign
troop commitment limits.
If the French HQ ‘De Gaulle’ is neither in a hex
controlled by Free France nor the French force pools, Vichy production
move it to the French force pools. Vichy France can use its resources and factories to
17.4 Running Vichy France produce Vichy French units. These will always be
naval units (AfA Option 10: or territorial units, see
Vichy France’s role and declaring war 22.4.5) because other French land and aircraft units in
the force pool are Free French. Vichy France’s basic supporting bombers still turn face-down. If it’s an
production multiple is the same as France’s. overrun, you just pay the normal terrain cost, not
Vichy France can only give resources and build points double.
to an Axis major power if she is hostile to an Allied Subtract 1 from the roll for each Free French or US
major power (exception, see 5.1). The Axis major land unit involved in the combat.
power that installed the Vichy government can always If any unit stays loyal, the combat proceeds against
lend resources and build points to Vichy France. those that remain.
Vichy French collapse 17.6 Running Free France
If an Axis unit enters any hex in Metropolitan Vichy
All Free French home countries, units and French
France before an Allied unit does, Vichy France
partisans, are controlled by the Free French player.
collapses.
Until France is liberated (see 13.7.5), Free French
If Vichy France collapses, it ceases to exist as a major action limits are half those of France. Its basic
power. All of Metropolitan Vichy France is now production multiple is the same as France’s.
conquered by the Axis major power that installed the
Free French units co-operate with the Commonwealth,
Vichy government (see 13.7.1).
and with the US after the US is at war with Germany
Each home country or territory aligned with Vichy and Italy.
France becomes conquered by any Axis major power
that has a land unit in it. Other home countries and 18. Co-operation
territories aligned with Vichy France align with Free
Units must be able to co-operate to do certain things
France (or become Free France with a new home
together. These rules will tell you who can co-operate,
country if it is currently completely conquered).
what they can’t do together even though they can co-
Move all Vichy land and aircraft units in Metropolitan operate, and what they can’t do together if they don’t
Vichy France to the Free French force pools. All other co-operate.
Vichy land and aircraft units are now Free French.
All Vichy naval units on the production circle, 18.1 Who can co-operate
construction pool and repair pool become controlled 1. Units from the same major power co-operate
by the Axis major power that caused the collapse. with each other (even if they are from different
All on map Vichy naval units are now Free French. countries - e.g. Australian and Indian units).
2. Units from the same minor country co-operate
Treat each of them in a home country or territory now
with each other.
controlled by an Axis major power as if it had been
3. Units from a minor country co-operate with units
surprised when overrun (see 11.11.6).
from its controlling major power or minor
If an Allied unit enters Metropolitan Vichy France country.
before it has collapsed: 4. Units from a major power don’t co-operate with
ï Axis units can enter Metropolitan Vichy France units from a minor country aligned with another
without causing a collapse; and major power.
ï Vichy units no longer test their loyalty prior to 5. Units from one minor country don’t co-operate
land combat resolution (see 17.5). with units from another minor country, even if
both are aligned with the same major power.
Liberation of France
6. US and Commonwealth units co-operate
If the Allies liberate Occupied France (see 13.7.5), provided neither is neutral.
Vichy France ceases to exist. All its territory and all its 7. Commonwealth and Free French units co-
units are now controlled by France again. operate.
If an Allied major power liberates other territory 8. US and (non-Vichy) French units co-operate
controlled by France in 1939, it may return it to Free once the USA is at war with Germany and Italy.
French control in any liberation step. 9. German and Italian units co-operate if neither is
neutral.
17.5 Combat with Vichy 10. Vichy French units do not co-operate with any
If Vichy French land units are involved in a land major power.
combat, or are overrun, solely by units controlled by 11. Units controlled by a neutral major power don’t
an Allied major power they are not hostile to, they co-operate with units from, or controlled by,
may defect before combat. another major power.
12. Units from a liberated major power co-operate
Roll a die immediately before land combat or the with units from the major power that liberated it.
overrun for each Vichy unit (including notional units) 13. Chinese nationalist and communist units don’t
involved. On a 4 or less, the Vichy unit is destroyed co-operate.
prior to combat resolution. If no Axis land units 14. Partisans co-operate with units from their own
remain, an (attacking) Allied major power can advance country only. Chinese partisans only co-operate
after combat as if it were a ‘B’ result. Allied land units with Chinese communist units.
stay face-up. Shore bombarding ships and ground No other units co-operate. As an exception to the
above, units of a liberated major power never co- But you can do this
operate with units of a major power that refused to Units that don’t co-operate are not otherwise limited.
return territory on liberation (see 13.7.5). In particular, they can:
AfA option 10: The Italian AOI territorial can co- 1. occupy the same section of a sea-box;
operate with all other Italian territorials (see 22.4.5). 2. take part in the same naval combat;
3. take part in the same convoy chain (unless
18.2 Not co-operating neutral);
Units that don’t co-operate cannot: 4. lend resources to each other;
1. stack in the same hex, at any time that stacking 5. trace supply through territory controlled by each
limits apply; or other; and
2. transport each other’s units; or 6. enter hexes controlled by each other outside their
3. draw supply from a source controlled by the major power home countries. You may of course
other; or only enter territory controlled by another major
4. reorganise each other; or power on your side if that major power agrees.
5. be committed to any combat or mission that the 18.3 Co-operating
other unit is, or will be, involved in this step.
This doesn’t apply to naval air or naval air HQ, ATR and TRS units can reorganise units they co-
interception missions. operate with. However, you double the reorganisation
cost of a unit if any reorganisation point came from a
Example: Commonwealth land units are in
French controlled Liege. Jeremy cannot fly unit of a co-operating major power or minor country.
combat air patrol or interception with his FTRs Apart from control of hexes, reorganisation,
over Liege during the strategic bombardment reinforcement and activities limits, units which co-
step because the factory is French. French operate act as if they were from the same country (they
aircraft could fly those missions to that hex may move and fight together, etc.).
during that step.
However, Commonwealth aircraft could fly 19. Minor countries
ground support, combat air patrol, escort or The world is divided into several types of political
interception missions to Liege during the Axis entity. At the top of the heap is the major power -
land combat step. French aircraft could not fly independent and powerful. Then there are minor
those missions because Commonwealth land
countries - still independent but not in the same
units are involved.
military league as a major power. In World in Flames,
Foreign troop commitments every major power home country, and every minor
A major power or minor country unit that ends any country, has a capital city.
step in the home country of a friendly major power it In previous years, most major powers valued their
doesn’t co-operate with is destroyed unless: importance by how many other territories, sometimes
ï it started the step there; or called “colonies”, they controlled. We don’t have a
ï it started the step elsewhere and the unit satisfies special status for colonies - they are either a minor
the foreign troop commitment limit. country aligned with, or conquered by, a major power
or simply hexes controlled by a major power.
A minor country unit that ends any step in the home
country of an aligned minor country on the same We represent the independence of true minor countries
side is destroyed unless: by making them neutral until they enter the war. They
enter the war when someone declares war on them or
ï it started the step there; or
when they otherwise align themselves with a major
ï it started the step elsewhere and the unit satisfies
power. In either case, for game purposes you will
the foreign troop commitment limit.
select a major power to run their affairs.
You satisfy the foreign troop commitment limit if there
is at least one HQ from the unit’s home country there The scenario information (see 24.) will list which
(any Commonwealth HQ will do for Commonwealth minor countries start the game conquered or aligned.
units) and the total number of that country’s non-HQ 19.1 Neutral minor countries
units there is less than or equal to the total printed
reorganisation values of the HQs. You can transport resources and build points through
hexes controlled by neutral minor countries.
Example: Two Commonwealth land units are retreated
into France by the German player (even though there Your units can not enter hexes controlled by a neutral
was a free hex in Belgium that the German player minor country nor can you trace supply through them
could have retreated them to). Unfortunately for the (exception: Sweden, see 19.7).
Commonwealth, Gort and one Commonwealth fighter Option 58: (Internment) A minor country unit can
are already in France. As Gort only has a move or rebase into a neutral minor country. A unit
reorganisation value of 2, at the end of the Retreat step that does that is destroyed (PiF option 28: but any
the Commonwealth player must destroy 1 of the pilot survives). Other minor country units that are
retreating land units. destroyed without being able to trace a supply path
of any length to a primary supply source of their
controlling major power (see 2.4.2) are removed playing those games. In all cases, you can add these
from the game. units to your force pools ~ see Production below).
19.2 Entering the war Set up on the map each of the minor’s naval units that
has a date on its back that is at least 2 years earlier
A minor country enters the war when:
except those sunk prior to the start of the scenario. For
ï a major power declares war on it (it joins the
example, in the Global War campaign, if your
other side); or
opponent declares war on Spain in 1940, you would
ï it aligns with a major power (see 9.8). set up all the Spanish ships that have 1938 or earlier
If a minor country aligns with a major power, it is on the back of their counter except for the España.
controlled by that major power.
If the date is 1 year earlier, put the unit into the
If an Axis major power declares war on a minor construction pool. If it is the current year, the units are
country on the American map, it may only align with not yet set-up (see Production below).
the USA.
Set up this many convoy points (use the controlling
When Germany makes her compulsory declaration of major power’s convoy points):
war on Poland (see 9.3), it may only align with the
Commonwealth. Country WiF SiF
CoiF
In every other case, when one or more major powers
declare war on a minor country, choose an active Argentina 0 1 0
major power on the other side to align with it. Belgium 0 2 0
If there is more than one eligible major power, offer Brazil 0 2 0
the minor to the major power whose capital city is Central America 5 5 1
closest to the minor’s capital (any home country in the
Chile 0 1 0
case of the Commonwealth). If it declines, offer it to
the next closest, and so on. Denmark 5 6 2
If every eligible major power declines, the minor (and Estonia 0 1 0
all its controlled minors and territories) is immediately Finland 5 3 1
conquered by the attacking major power (see 13.7.1). Greece 10 10 4
19.3 Who can enter the minor Latvia 0 1 0
Your units can enter hexes controlled by a minor Netherlands 10 10 6
country if: Norway 15 13
ï you are at war with it or with the major power 10
that controls it; or
ï it is conquered by you or another active major Poland 0 1 0
power on your side; or Portugal 0 1 0
ï it is aligned with any active major power on your Rumania 0 1 0
side and the unit entering is controlled by an
Sweden 5 6 4
active major power (subject to the foreign troop
commitment rules ~ see 18.2); or Turkey 0 1 0
ï it is aligned with a neutral major power on your Yugoslavia 0 1 0
side and the unit entering is one of that major
power’s unit.
CoiF option 76: The CoiF column in the above
19.4 Minor country units table is the number of tankers these minor countries
Setting up start with. Reduce that number of SiF convoy points
set up (e.g. Finland sets up with 1 tanker and 2
When a minor country aligns with you, set up its convoy points).
initial units immediately. You must set up in hexes
Convoys in Flames also includes minor country
controlled by that minor. At least half a minor
convoys and tankers and you set up these instead of
country’s initial units must set up in its home country.
the controlling major power's points (e.g. Finland
Set up each of the minor’s land and aircraft units that would set up 2 Finnish convoy points and 1 Finnish
has an earlier year on its back. If it has the current year tanker).
or ‘Res’, put it on the production circle to arrive as a AfA option 10: Also set up all a minor country’s
reinforcement in the next turn (PiF option 28: along territorials (see 22.4.5). These go into the
with its pilot). territorial’s home country, not their controlling
If you are playing with Ships in Flames, you don’t set minor country’s. For example, the NEI territorial
up their TRS from that kit. You don’t set up any units goes into the Netherlands East Indies, not the
from Planes in Flames or Mech in Flames. You do Netherlands.
set up units from all other kits. You only set up units Production
from America in Flames or Patton in Flames if
After a minor country has aligned with you, you can
choose to add its units (those not yet set-up) to your ï The USSR and Germany are at war.
major power’s force pools. You can do this at any time All the Polish units covered by this rule are treated as
while the minor is not conquered (incomplete or British for all purposes.
complete) but, once you do, its units must always go
into your force pools as they become available. From 19.5.2 Baltic States
then on, you can only voluntarily remove them from The USSR can exercise its Nazi-Soviet Pact rights to
your pools by production (see 13.6.5), or scrapping occupy the Baltic states (Latvia, Lithuania and
(see 13.6.9). Estonia) during any Allied land movement step after it
Before you add them to your pools, that minor country has exercised its rights to eastern Poland. You can only
won’t produce any units (except its reinforcements on exercise your rights over those states that are neutral.
the turn after it enters the war). You exercise those rights by moving a land unit into
any hex of the Baltic States.
Restrictions on use
Once you exercise those rights, the Baltic States are
Minor country units can move and fight outside their
considered immediately conquered by the Soviet
home country. However, you can only move a minor
Union (without the Baltic States being aligned or its
country land or aircraft unit outside the home country
units set up).
controlled by the minor, if half or more of its on map
land and aircraft units are currently inside its home 19.5.3 Breaking the Nazi-Soviet pact
country (exception: Rumania becomes a full Axis ally If a German controlled unit enters any hex in Estonia,
~ see 19.6.2). Latvia, Lithuania or Turkey or declares war on any of
Example: Rumania has 4 land units and 1 aircraft unit these countries, then the Soviet player can break the
on the map. You can move a unit out of Rumania if at Nazi-Soviet pact during any Allied declaration of war
least 3 of those units (remember, halves round up) are step. Setting up the Baltic States’ convs is not
presently in Rumania. They could be 3 land units or 2 considered entering a hex in these countries.
land units and an aircraft unit. Its naval units are not
If a Soviet controlled unit enters any hex in Denmark,
restricted.
Greece, Hungary, Norway, Sweden or Yugoslavia, then
19.5 The Nazi-Soviet pact the German player can break the Nazi-Soviet pact
In all World in Flames scenarios that start after during any Axis declaration of war step.
Jul/Aug 1939 and before Jul/Aug 1941, the USSR and Once broken, there is no longer a neutrality pact (see
Germany have a Nazi-Soviet pact in place that 9.5), nor a trade agreement (see 5.1), between
regulates their spheres of influence. They signed their Germany and the USSR.
pact on the 23rd of August 1939 and Germany broke
certain of its clauses on the 22nd of June 1941.
19.6 Soviet border rectification
The Soviet Union laid claim to territory held by
19.5.1 Eastern Poland several of its neighbours. As a result of the Nazi-
The USSR can exercise its Nazi-Soviet Pact rights to Soviet partition of Poland, it recovered the land it
occupy eastern Poland during any Allied land claimed from that country. Subsequently, with German
movement step. However, it can only exercise those approval, it absorbed the Baltic States, satisfying
rights if Poland has not been conquered. further claims. This rule covers its claims over
You exercise those rights by moving a land unit into Rumania and Finland.
any hex of eastern Poland (ignore any units there). 19.6.1 Finland
Once you exercise those rights, the part of Poland to
The USSR doesn’t claim the Finnish border
the east of the partition line becomes conquered by the
Soviets. Move any Axis units there to the nearest Axis lands
controlled hex they can stack in. Any Allied (except If the USSR doesn’t claim the Finnish border lands, it
Soviet) units there are destroyed. They are removed can not declare war on Finland. Finland can only align
from the game (internment) until Germany and the with Germany after Germany has declared war on the
USSR are at war, at which point they may be added to USSR (not if the USSR declares war on Germany).
the Commonwealth force pool if the Commonwealth
The USSR claims the Finnish border lands
player so desires.
During any Allied declaration of war step (after the
Axis units may not cross the partition line after the
first) while Finland is neutral, the USSR can claim the
USSR exercises its rights unless Germany and the
Finnish border lands. The German player (acting as
USSR are at war.
Finland) must either allow the claim or deny it.
Anytime after 1941, the Commonwealth can add a
If Finland allows the claim, it stays neutral and the
randomly chosen Polish MOT and MECH to its force
Finnish border lands become part of the USSR for all
pools if, at that time:
purposes until the USSR controls no hex in the Finnish
ï The USSR has exercised its rights under the pact; border lands (at which point the Finnish border lands
and again become part of Finland). The USSR can not
ï Poland has been conquered by the Axis; and declare war on Finland for the rest of the game.
Germany can declare Finland aligned with Germany with Germany during any later Axis declaration
during any later Axis declaration of war step. of war step.
Allowing the claim immediately reduces the resources ï South Dobruja becomes part of Bulgaria for all
the USSR supplies to Germany by 1 (see 5.1). purposes. Germany can declare Bulgaria aligned
with Germany during any later Axis declaration
If Finland denies the claim, the USSR must of war step.
immediately declare war on Finland.
ï Germany can declare Rumania aligned with
Germany can enforce a peace between Finland and the Germany during any Axis declaration of war step
USSR during any peace step if: if Germany has declared war on the USSR (not
ï no hex of Finland, outside the Finnish border if the USSR has declared war on Germany), is at
lands, is Soviet controlled; and war with Yugoslavia, or controls Belgrade.
ï Germany and the USSR are not at war. If Germany denies their claims:
If Finland and the USSR come to peace, Finland again ï Hungary stops supplying its resource to Germany
becomes a neutral minor country. The USSR keeps until Hungary aligns with Germany. Germany
control of the Finnish border lands, exactly as if can declare Hungary aligned with Germany
Finland had allowed a claim to them, provided there is during any Axis declaration of war step after
a Soviet land unit anywhere in the border lands. Germany has declared war on the USSR (not if
Germany can declare Finland aligned with Germany the USSR declares war on Germany). No more
during any later Axis declaration of war step. than 1 Hungarian unit can ever be outside of
Hungary;
The USSR can not declare war on Finland again.
ï Bulgaria can never align with Germany but the
19.6.2 Rumania USSR can declare it aligned with the USSR
during any later Allied declaration of war step;
The USSR doesn’t claim Bessarabia ï Rumania becomes aligned with Germany as a
If the USSR hasn’t claimed Bessarabia: full Axis ally during the next Axis declaration of
ï it cannot declare war on Rumania; war step. It need no longer keep half of its units
ï Rumania can only align with Germany if inside Rumania - they can all leave.
Germany has declared war either on Yugoslavia
or the USSR (not if the USSR has declared war Rumania denies the claim
on Germany), or if Germany controls Belgrade; If Rumania denies the USSR’s claim, the USSR must
ï Bulgaria can only align with Germany if immediately declare war on Rumania.
Germany controls Belgrade or is at war with Germany can enforce a peace between Rumania and
Greece; and the USSR during any peace step if:
ï Hungary can only align with Germany after ï no hex of Rumania, outside of Bessarabia, is
Germany has declared war on Yugoslavia or the Soviet controlled; and
USSR.
ï Germany and the USSR are not at war.
The USSR claims Bessarabia If Rumania and the USSR come to peace:
During any Allied declaration of war step (after the ï Rumania again becomes a neutral minor country;
first) while Rumania is neutral, the USSR can claim ï the USSR keeps control of Bessarabia provided
Bessarabia. there is a Soviet land unit anywhere in
The German player (acting as Rumania) must either Bessarabia; and
allow the claim or deny it. ï Germany can declare Rumania, Hungary and
Bulgaria aligned with Germany during any later
Rumania allows the claim Axis declaration of war steps.
If Rumania allows the claim, it stays neutral and If the USSR conquers Rumania:
Bessarabia becomes part of the USSR for all purposes
until the USSR controls no hex in Bessarabia. At that ï Germany can declare Hungary aligned with
Germany during any later Axis declaration of
point, Bessarabia again becomes part of Rumania. The
war step; and
USSR can not declare war on Rumania until the USSR
is at war with Germany. ï Bulgaria can never align with Germany but the
USSR can declare it aligned with the USSR
Allowing the claim immediately reduces the resources during any later Allied declaration of war step.
the USSR supplies to Germany by 1 (see 5.1).
While Rumania and the USSR are at war:
In the next Axis declaration of war step, Hungary and
ï Germany can declare Hungary aligned with
Bulgaria make demands on Rumania for Transylvania
Germany during any Axis declaration of war
and South Dobruja respectively. Germany, as
step; and
mediator, must either allow both claims or deny both.
ï Bulgaria can not align with either Germany or
If Germany allows their claims: the USSR.
ï Transylvania becomes part of Hungary for all
purposes. Germany can declare Hungary aligned
19.7 Axis minor countries Axis declaration of war step if:
ï Yugoslavia is neutral; and
Some minor countries are potential Axis minor
ï Italy, Hungary, Rumania, Bulgaria, Greece and
countries. They start as neutral (unless the scenario
Albania are all Axis controlled.
information says otherwise ~ see 24.) They enter the
war either when someone declares war on them or 19.8 Allied minor countries
they align with an Axis major power (see 9.8). Only Some minor countries are potential Allied minor
one minor can align with each major power per countries. They start as neutral (unless the scenario
impulse. information says otherwise). They enter the war either
Argentina when someone declares war on them or they align
with an Allied major power (see 9.8). Only one minor
Germany can declare that Argentina is aligning with it can align with each major power per impulse.
during any Axis declaration of war step if Argentina is
neutral and an Allied major power has declared war on Brazil
any minor country on the America map. The USA can declare that Brazil is aligning with it
Bulgaria, Finland, Hungary, Rumania during any Allied declaration of war step if Brazil is
neutral and the USA is at war with Germany, Italy and
The Soviet border rectification rule (see 19.6) explains Japan.
when Germany can declare Bulgaria, Finland,
Hungary and Rumania aligned with it. Bulgaria
Persia and Iraq The Soviet border rectification rule (see 19.6) explains
when the USSR can declare Bulgaria aligned with it.
Germany can declare that Persia or Iraq is aligning
with it during any Axis declaration of war step if that Central America
minor is neutral and there are a total of at least 4 The USA can declare that Central America is aligning
German corps in any adjacent countries (excluding the with it during any Allied declaration of war step if
USSR and Turkey). Central America is neutral and the USA is at war with
Italy can declare that Persia or Iraq is aligning with it Germany, Italy or Japan.
during any Axis declaration of war step if that minor is Mexico
neutral and there are a total of at least 4 Italian corps
in any adjacent countries (excluding the USSR and The USA can declare that Mexico is aligning with it
Turkey). during any Allied declaration of war step if Mexico is
neutral and the USA is at war with Germany, Italy and
Germany has first claim if both of them could make Japan.
these declarations.
Mongolia
Siam
Mongolia is a minor country aligned with the USSR in
Japan can declare that Siam is aligning with Japan every scenario.
during any Axis declaration of war step if Siam is
neutral. Yugoslavia
Spain The Commonwealth can declare that Yugoslavia is
aligning with it during any Allied declaration of war
An Axis major power can declare that Spain is step if Yugoslavia is neutral and there are a total of 4
aligning with it during any Axis declaration of war or more Commonwealth corps in any adjacent
step if Spain is neutral and a unit from that Axis major countries.
power occupies Gibraltar. Once aligned, Gibraltar
becomes part of the Spanish home country. France can declare that Yugoslavia is aligning with it
during any Allied declaration of war step if Yugoslavia
Sweden is neutral and there are a total of 4 or more French
German units can move, and trace supply, into and corps in any adjacent countries.
through Sweden if Sweden is neutral and if there is at
least 1 other German unit in each of Finland and
19.9 Netherlands East Indies
Norway. If Sweden is neutral, no German unit can end You can’t move Allied land and aircraft (except
a step in Sweden. Netherlands) units to the Netherlands East Indies until:
Turkey ï you have chosen US entry option 51 (see 13.3.2);
or
Germany can declare that Turkey is aligning with it ï Japan is at war with the Commonwealth; or
during any Axis declaration of war step if Turkey is ï an Axis land unit has entered the Netherlands
neutral and at least 4 German corps in the USSR are in East Indies.
hexes adjacent to the Turkish border. Thereafter, there is no restriction.
Yugoslavia 19.10 Austria & East Prussia
An Axis major power that controls Athens can declare Austria and East Prussia are part of the German home
that Yugoslavia is aligning with it during any
country. You can’t conquer them separately from the the installing major power (eg. all blue factories are
rest of Germany. available to the owner, Kiev is a secondary supply
source, etc). It can be conquered and liberated in the
19.11 French African minors same manner as any other minor country.
If you are playing with the African map (option 1), Before the Ukrainian minor country is created,
Mauretania, French Sudan, Senegal, French Guinea, Soviet (not Ukrainian) partisans may be placed
Ivory Coast, Upper Volta, Togo & Dahomey and Niger there. As soon as the Ukrainian minor country is
Colony are separate minor countries. If you aren’t created, remove all partisans in The Ukraine. Soviet
playing with the African map, all of those countries are partisans may no longer be placed there. Instead,
treated as one minor country, French West Africa and whenever a roll for partisans in the Soviet Union is
all the units of those countries are treated as being called for, you also make a separate roll for partisans
from that one minor country. in The Ukraine. The partisan number in the Ukraine
is 10 and only affects enemy major powers (i.e.
Similarly, if you are not playing with the African map, equivalent to the green partisans on the Partisan
Cameroons, Gabon, Middle Congo, Ubangi-Shari and table).
Chad are treated as one minor country, French
Example: The Soviets control Kiev in May/Jun
Equatorial Africa and all the units of those countries
1944. At the start of the production step, they expend
are treated as being from that one minor country.
an offensive chit to create the Ukrainian state. All
19.12 The Ukraine (option 62) partisans in the Ukraine are removed. During the
The Ukrainian army represents the forces that could next partisan step, the Partisan table calls for
have been raised by both sides if a more tolerant partisans to be rolled for in the Soviet Union. You
attitude had been displayed towards the Ukrainians. would make two rolls, one for partisans in the Soviet
At the start of the game, all Ukrainians are removed Union and one for partisans in the Ukraine.
from the game. If an Axis major power (except Ukrainian) unit
At the start of any Peace step, the major power enters or declares war on The Ukraine, the USSR
controlling Kiev can expend an offensive chit to can break the Nazi-Soviet pact (see 19.5.3) during
create the Ukrainian minor country. any Allied declaration of war step.
If an Axis major power is creating The Ukraine, 19.13 MIL units
Germany must destroy 1 of each type (MIL, GARR,
All MIL that arrive in cities in an aligned minor
INF, MOT, etc) of SS corps on the map or the
country are units of that minor county. All other MIL
production circle (owner's choice), as well. If a
corps of a type isn’t on the map or production circle, are major power units.
1 of that type from the force pool, if any (and
owner’s choice if more than one), must be removed 20. Chinese communists
from the game instead. If the German player won’t The Soviet player always controls the Chinese
do this, the Ukraine is not created. communist units and their activities count against
When the Ukraine is created, all hexes in The Soviet activity limits. Partisans in China are always
Ukraine controlled by the creating side become Chinese communist units.
Ukrainian home country hexes. As more hexes in However, nationalist and communist Chinese units go
the Ukraine become controlled by the creating side, into the same force pools. They are built by the
they immediately revert to Ukrainian home country nationalist player but he or she has no choice whether
hexes.
to produce nationalist or communist units.
All hexes in the Ukraine controlled by the other side
Apart from the above (and the placement of
remain under their control. However, their status
changes to conquered Ukrainian hexes (except for reinforcements ~ see 4.2), Communist and Nationalist
Soviet controlled cities which remain part of the Chinese count as one major power for all purposes
Soviet home country for supply only, and even then (e.g. they can't be conquered separately, declaring war
only until occupied by an Axis controlled unit). on them is only one US entry effect, etc.).
PoliF: Rumania goes 4 levels (modified by barriers
as necessary) towards the other side. 21. Stilwell
Immediately that Ukraine is created, the Ukrainian Stilwell is a nationalist Chinese HQ. However, he is
MIL is placed on the production circle to arrive as a also treated as a US HQ for some purposes. His HQ
reinforcement in the following turn. The remaining symbol is filled in with ‘US green’ to mark this.
available Ukrainian units are added to the force Stilwell counts as a US HQ for foreign troop
pools and may be purchased from now on. In future commitment purposes (see 18.2), so his presence in
years, as more units become available, these units China allows the US player to send up to 2 US units to
too are added to the force pools (see WiF 4.1.1). China.
Soviet MIL from cities in the Ukraine are removed
from the game whenever they are no longer on map. He also counts as a secondary supply source for US
units (and units that can co-operate with US units).
Once created, the Ukraine is treated as a separate
These units are in supply through Stilwell if he can
minor country with Kiev as its capital aligned with
trace a railway supply path back to a nationalist
Chinese supply source. highest dice. The Axis get no intelligence points this
AfA option 48: Chinese controlled oil resources turn. China gains 3 intelligence points while France
may reorganize face-down US units in China if they gets 12. Jeremy mutters under his breath “time some
can trace a supply path (of unlimited length) back to of my Allies started pulling their weight”. Jeanne
Stilwell. just laughs.
Keep a written record of how many intelligence
22. Optional rules points each major power accumulates.
The optional rules add some more variety and In the peace step that a major power’s home country
realism to the game. Feel free to add any or all of (the UK only for the Commonwealth) is conquered,
the following rules as you see fit. or a Vichy government installed, that major power
loses all accumulated intelligence points and the
22.1 Intelligence (option 63) conquering major power gains half of them.
Getting intelligence points Spending intelligence points
This rule represents the full range of intelligence You can spend your intelligence points during any
operations, from the normal information gathering turn. Simply announce the expenditure at the
that all military forces pursue diligently to the appropriate time and deduct the points spent from
mammoth code breaking enterprises that the Poles, your record.
French, British, and later the Americans, engaged in. You can’t spend intelligence points in an impulse if
During the intelligence step, active major powers you are surprised in that impulse (see 15.)
can attempt to gather intelligence. Each of them has If both sides want to spend intelligence points at the
a free intelligence operation. For each build point same time, the side with the initiative spends them
you spent on intelligence during production, you first.
have a further intelligence operation. Intelligence
operations are subject to gearing limits (see 13.6.6) Intelligence points:
as a separate class.
allow you to ... cost
For each intelligence operation, you can either roll
dice or buy multiples. Examine a random half of the entry markers
of 1 other major power. 1
Each Commonwealth or German intelligence
operation gives it 2 dice rolls or 1 multiple. Each US Randomly add 1 land, naval or aircraft unit
intelligence operation gives it 2 dice rolls or 2 to your force pool from next year’s builds. 3
multiples. Each other intelligence operation gives 1 Add ± 1 to any one die roll. 5
dice roll or 1 multiple. Secretly record how you
Re-roll 1 die. 15
applied your intelligence operations.
Secretly roll the next weather roll (or
Now reveal your intelligence operations.
examine the next one if already rolled). 3
Add up the total dice for each side and roll them.
Compare each side’s highest roll. Secretly roll the next initiative roll. 5
Each active major power on the side with the Subtract half of another major power's
highest roll multiplies the difference by its multiple. intelligence points. die roll
This total is the number of intelligence points that Examine either side’s (but not both) next
major power receives. initiative roll if already determined. 1
If the highest dice rolls were the same, the Allies are Move a randomly chosen entry marker from
taken to have out-rolled the Axis by 1. If a side rolls either US entry pool to the other or from
no dice, its highest roll is a ‘0’. either US tension pool to the other. 3
Example: It is Nov/Dec 1939. Italy, the USA and the Give intelligence points to any other active
USSR are neutral and can’t attempt to gain major power on your side. x2Ü
intelligence points. Heinz has spent 1 German build
point on intelligence operations. He could have 4 Ü ~ So, if you spent 10 intelligence points, you
dice rolls, or a multiple of 2, or 2 dice and a would increase the total of the other major power by
multiple of 1. He decides to buy 2 dice rolls and 1 5.
multiple. Kasigi spends his free Japanese
intelligence operation on a multiple (hoping to Rushed research
bludge off the German dice rolls). Adding units to your force pools represents rushing
Jeremy has spent a Commonwealth build point on research into new weapons models.
intelligence. He decides to roll 4 dice. Jeanne You can add a unit even if your force pools are not
spends 3 French build points, all on multiples (4), empty. You decide whether you want to add a land,
while Ju-Ming spends a Chinese build point on a aircraft or naval unit. Randomly choose a unit from
multiple and the free operation on a dice roll. one of those types. If none of the type you chose
There are 2 Axis dice rolls and 5 Allied dice (4 for (land, aircraft or naval unit) is available in next
the CW and 1 for China). The highest Axis dice is a year’s units, choose one from the following year and
‘7’ while the Allies inevitably roll a ‘10’ as their so on.
Dice roll modifiers (see 22.4.1), you can’t repair a destroyed factory
unless an ENG unit is stacked in the factory hex on
If you want to modify a die or dice roll, you must
the turn you pay to repair it.
announce this before the die/dice are rolled (side
with the initiative deciding first). However, you can Destruction
decide after rolling whether to add 1, subtract 1 or Blue and red factories can be destroyed by strategic
apply no modifier to the result. bombardment (see 11.7). If there is a choice, destroy
If you want to re-roll any dice, you must announce blue factories first.
this after the die/dice are rolled but before any other You may also destroy a blue factory if an enemy
action occurs. If you do demand a re-roll, all dice land unit occupies a hex in the country. To destroy a
are re-rolled. Re-rolled dice cannot be re-rolled. blue factory, one of your land units must be in
You can modify or re-roll any dice roll, whether it’s supply in that hex during the victory check step (see
yours or your opponent’s. If it’s a combat roll, one 13.8). Each land unit can only destroy 1 factory
of your units or hexes must be involved in the stack a turn. If the hex has 2 blue factories, you may
combat. only destroy both in the same turn if you have 2 land
You may prefer not to allow certain rolls to be units there.
modified or re-rolled (e.g. weather, the end of 22.3 Japanese command conflict
impulse etc.)- we leave that up to you. (option 64)
Both sides can spend points to modify the same roll. Throughout the war, the Imperial Japanese navy
A net modifier of less than -1 is -1, and a net fought a series of bloody disputes with the Imperial
modifier of more than +1 is +1. Japanese army. They fought over everything from
Counter-intelligence resource allocation to the strategic direction of the
If you attempt to subtract half another major war. You would need 2 Japanese players to reflect
power’s intelligence points, roll a die and lose that that result but this rule will complicate the Japanese
many of your intelligence points. If you don’t have player’s life a little.
enough, you lose what you have but don’t get the Combine Japanese LND and NAV bombers in one
benefit. If you have enough, reduce another major force pool. You still separate them by cost but not by
power’s accumulated points by half. type. When you build an aircraft, what you get is,
consequently, a bit of a lottery.
Initiative rolls
Similarly, MAR go into the same pool as INF units.
If you secretly roll the next initiative roll, you can Whenever there is a MAR in the INF force pool,
decide after rolling whether it is yours or your assume that every INF unit costs you 5 build points.
opponent’s roll. Of course, if one of you has already If it’s not a MAR, you have 2 more build points to
rolled next turn’s roll, you won’t have any choice spend. If you don’t have 5 build points left, you
there. can’t build an INF.
Pre-determined dice rolls can still be modified or re-
rolled by spending intelligence points. 22.4 Optional units
US entry markers 22.4.1 Divisions (AsA/MiF/PoliF option 2)
You can only move a US entry marker from one Asia Aflame, Mech in Flames and Politics in
pool to another during the US entry step after all US Flames include divisions. Treat any brigade size
entry rolls. Any major power can do this, provided unit as a division.
there is a marker available to be moved. Each division type goes into a new force pool. ARM
22.2 Factory destruction & construction and MECH divisions count against armour gearing
(option 30) limits. CAV divisions count against cavalry gearing
limits. Other divisions count against infantry gearing
Construction limits. Divisions are not restricted from being built
You can build a maximum of 1 new factory a turn ahead (see 13.6.5) if their equivalent corps type is
for each major power. They cost 8 build points each still available in the force pools, and vice versa.
and take 4 turns to arrive. Divisions only have a ZOC into their own hex.
When a new factory arrives, you must put a marker Stacking limits are 3 land units per hex (5 land units
onto a city hex in your home country to reflect its in an off-map hex), but only 2 (or 4) can be corps or
construction (only in Britain for the Commonwealth army sized.
until conquered). You can never have more than 2 ARM and MECH divisions count as only half an
blue factories in a hex. New factories are always ARM or MECH unit for deciding who has the
blue factories. choice of combat table. Although they are ARM
If a printed factory is destroyed, you don’t have to units, the Commonwealth 79th and US Mar ARM
rebuild it from scratch; you can repair it. This is divisions can also invade from a TRS (even if
cheaper and faster (4 build points and 2 turns). You playing option 26).
can only repair printed factories, not factories you A face-down division is only worth 1 combat factor
constructed. if attacked while out of supply.
MiF option 7: If you are playing with ENG units
The Commonwealth 51st air landing and German 5 th receive the benefits of being motorised. Some other
mountain divisions are MTN units that can engineers have the same special abilities as MAR
paradrop, but only into the same hex as a co- units. You can play engineers as combat and/or
operating PARA. If the PARA is destroyed or construction engineers.
aborted by air-to-air combat (or anti-aircraft fire ~
Combat Engineers
see 22.4.2), but the air landing division survives, it
must return to base. Face-up ENG are not halved or thirded when
attacking or overrunning across a river, canal or fort
In all other respects, divisions have the abilities and
hexside. They also provide this benefit to as many
restrictions of their equivalent corps or armies.
land units they are stacked with as the ENG unit’s
Breaking down combat value. ENG attacking across both a river and
You build divisions in the usual way (see 13.6.5). a fort hexside, ignore only the fort hexside. The
Alternatively, you can break down an on-map face- defender still has all other combat benefits if behind
up corps or army that isn’t in an enemy ZOC into a fort hexside.
divisions at the start of the production step. Each Engineers provide +1 to the land combat die roll
corps or army breaks down into 1 division of the (see 11.16.5) when attacking a 2 or 3 factory stack
same type and 1 INF or MOT division (your city. Defending engineers subtract 1 from the die
choice). SS corps break down into 1 equivalent SS roll when defending a 2 or 3 factory stack city.
division and 1 SS or normal INF or MOT division. These benefits are in addition to the other benefits
When you break down a corps or army, you can and can be used simultaneously (e.g. gaining both
select any divisions from your force pools but their benefits when attacking across a river into a 2
total combat factors can’t exceed half (rounding up) factory city).
those of the corps or army you break down. If an ENG provides any benefits in an attack, it
If there aren’t enough divisions in your force pools always suffers the first loss (even before white print
to break down a corps or army, you can remove units attacking in winter).
them from anywhere on the maps to make up the Construction Engineers
shortfall.
You can only use an occupied or conquered red
Reforming factory, after the first production step that you had
Divisions can reform into a corps or army. If 2 face- an ENG unit (even face-down) in that factory hex.
up divisions are stacked together outside of enemy Any major port you occupy or conquer is only a
ZOCs at the end of the production step, and 1 of minor port until repaired. It is repaired after the first
them is a MOT division, you can reform a corps or production step that you had an ENG unit (even
army of the same type as the other division. If there face-down) in that port hex.
are no corps or armies of that type available, you
22.4.2 Artillery (AsA option 3)
can reform them as an INF corps or army instead.
If you are playing with this rule, there is a new
Choose the corps or army randomly from the force
gearing limit class - artillery. There are 3 types of
pools. Keep picking until you find one that has
artillery - anti-tank (AT), anti-aircraft (AA) and field
combat factors less than twice those of the 2
artillery (ART).
divisions.
They form three new force pools and, like other
Put the divisions back into the force pools and
units, you should sub-divide each of these on the
replace them on the map with the reformed corps or
basis of cost.
army.
AT and ART units come in towed, motorised and
Example: The Germans have a 2 factor MOT
self-propelled types. AA units only have towed and
division and a 4 factor SS ARM division stacked
motorised varieties.
together at the start of the production step. You can
replace them with any SS ARM or INF Corps that Self propelled artillery can make breakthrough
has 11 or less combat factors. moves when advancing after combat (see 11.16.5)
but are not considered ARM units for any other
Ski troop divisions (AsA option 65) purpose.
Ski troops treat swamp and forest hexes as clear for Motorised types may also make breakthrough moves
movement purposes during snow and blizzard. but only if they start and end the advance stacked
Ski troops don’t have to stop moving if they enter an with the same ARM, HQ-A or MECH unit.
enemy zone of control in snow or blizzard. A towed or motorised artillery unit has a combat
Ski troops can trace supply through enemy ZOCs in factor (before modification) of ‘1’ unless it is
snow or blizzard but not through hexes occupied by stacked with a land unit other than an artillery or
enemy land units. notional unit (exceptions: anti-aircraft fire by AA
Ski troops provide the winter combat bonus (see units and bombardment by field artillery).
8.2.7). All face-down artillery units have 1 combat factor
(before modification) if they are out of supply.
Engineer divisions (MiF option 7)
Some engineer divisions (ENGs) are motorised and Anti-tank units
If an AT unit has a combat factor circled in red An artillery unit bombards an adjacent hex as if its
(rather than pink), double its combat factors if it is printed combat factor were an aircraft’s tactical
attacking an enemy ARM, HQ-A or MECH unit. factor. So, it can execute a ground strike or a ground
If an AT unit has a combat factor circled in red or support (offensive or defensive) mission into that
pink, double its combat factors if it is being attacked hex. Artillery gain the effects of surprise (see 15.)
by an enemy ARM, HQ-A or MECH unit. and offensive chits in a land action (see 16.3). Its
factors are affected by terrain and weather exactly
Each defending anti-tank unit counts as an ARM like an aircraft’s tactical factors.
corps for choice of land combat tables (see 11.16.5).
An ART unit can not use its combat factors to
Anti-aircraft units bombard if its own hex is being attacked.
Face-up in-supply anti-aircraft units can shoot at If you use an ART unit’s combat factors to bombard,
enemy aircraft flying a mission to the AA unit’s hex its factors are not reduced to ‘1’ due to it being the
or to any adjacent hex (this represents the AA units only land unit in the hex.
being spread over a wider area).
ART units that bombard across all-sea, river, canal,
Each AA unit can fire up to 4 times a step. It can fire fortification or straits hexsides do not halve or third
4 times at one hex, three times at one hex and once their factors. They can’t bombard across alpine
at another, etc. If you fire twice at one hex, double hexsides. If they take part in normal combat, they
the unit’s AA value. If you fire 3 times at a hex, are halved or thirded as usual by such terrain.
triple the unit’s AA value. If you fire 4 times at a
An ART that bombards is turned face-down after
hex, quadruple the unit’s AA value. You can add
Advancing after combat (see 11.16.5) regardless of
several AA units’ values together.
the combat result. An ART that bombards (rather
Example: Your 3-factor AA unit fires twice at one than attacking normally) cannot advance after
hex and twice at another. Your 1-factor unit fires combat.
once at the first hex and three times at the second.
The German railway gun is a towed ART unit.
Therefore, you fire 7 AA factors at the first hex and 9
However, it can only move along rail lines (by
at the second.
normal or rail moves) unless being transported.
Halve the AA factors fired by light AA units at a hex When moving by rail it may move as if it were an
containing only LND that took 4 or more turns to HQ.
produce.
22.4.3 Frogmen (AsA option 24)
You resolve anti-aircraft fire after air-to-air combat
and before the cleared through bombers attack their The Italian frogmen and Japanese and
target. Resolve anti-aircraft fire against the cleared Commonwealth minisub units are the same unit type
through bombers (only) exactly like naval anti- for all purposes. We call them all “frogmen”.
aircraft fire (see 11.5.9), reducing tactical, strategic Frogmen form a new force pool. They are in the
or air-to-sea factors as appropriate. Anti-aircraft fire frogmen gearing limit class.
is affected by surprise (see 15.1). Frogmen count as a ship if the port they are in is
In a port attack mission, you add the AA units’ port attacked. They can be overrun like any other
factors to those of any ships in the port. naval unit (see 11.11.6) and can rebase into a
If an AA unit uses anti-aircraft fire, turn it face- friendly port if they survive.
down at the end of the step. If firing against aircraft Frogmen movement
providing ground support, turn the AA unit face-
You can rail move frogmen like a land unit (see
down after Advancing after combat (see 11.16.5).
11.10).
If an AA unit has a combat factor circled in red,
You can also transport frogmen with a TRS (see
double its combat factors if it is attacking an enemy
11.4.5) or an ATR (see 11.12).
ARM, HQ-A or MECH unit.
Frogmen can also make a naval move but it must
If an AA unit has a combat factor circled in red or
end in a port, friendly or enemy. Frogmen can end a
pink, double its combat factors if it is being attacked
move in an enemy port only if it started the move in
by an enemy ARM, HQ-A or MECH unit. Each
supply.
defending AA unit which has a combat factor circled
in pink or red counts as an ARM corps for choice of Frogmen make their naval move just like a surface
land combat tables (see 11.16.5). naval unit.
PiF option 52: If night and day missions are being They can be intercepted (but not in the enemy port).
flown to the same hex (see 14.2.3), treat them as If they are intercepted, they count as 1 surface naval
separate hexes for anti-aircraft fire. unit for naval combat.
Field artillery units Frogmen combats
You can use an ART unit exactly like any other land Frogmen’s special ability is to attack enemy naval
unit. However, a face-up in-supply ART unit can units in the port they enter. Only one frogman may
bombard instead (its combat factors are circled in attack the same port in one impulse. After the attack,
grey). Bombardment does not count against any the frogmen are destroyed.
activity limit (see 10.2). Frogmen attack in this way:
1. Both sides roll search dice (as in port attacks every CL and CAA of WWII (except those already
~ see 11.2). Frogmen are treated as being in a included in Ships in Flames).
sea-box section equal to double their attack
factors (in the blue circle); CLiF cruisers are treated the same as WiF light
2. If the frogmen’s search roll is higher than cruisers. However, when playing with CLiF, each
their section, they are destroyed before CV and BB has an ASW factor of 0 (see 11.5.10)
attacking; and, if playing with oil (see 13.5.1), CAs and CLs
3. The port’s owner can avoid the attack by only count as a quarter of a unit during final
spending 4 surprise points; reorganisation.
4. You execute the attack using the air-to-sea Rough Seas (SiF/CliF option 75)
row (see 11.5.9) of the naval combat chart.
However, the owner chooses the first target, During the naval movement step (see 11.4) only,
the frogman the second etc. (you can spend each light cruiser, destroyer flotilla, TRS, (CoiF
surprise points to alter the column or to select option 76: ASW, tanker) or convoy (CoiF option
targets normally of course). 76: or tanker) point that moves into 1 or more sea
22.4.4 The Queens (SiF option 66) areas in blizzard or storm has its movement
This unit represents two converted passenger liners allowance and range reduced by 1 this step (note
(Queen Mary and Queen Elizabeth) that were justly that this may prevent the unit from entering its final
famous for their speed. You use it like a faster than sea area).
usual TRS except that it cannot transport HQ-A, 22.4.7 Siberians (AfA option 68)
ARM, MECH, artillery or aircraft units. The Queens
Each Siberian unit can replace a Soviet INF unit
can replace a TRS unit from the start of a scenario.
from the start of a scenario. In 1939 games, they
22.4.5 Territorials (AfA option 10) must start on the Asian or Pacific map. In other
Some major powers and minor countries have one or games, they can start anywhere. You decide after set
more territorial units available in the force pools up which units, if any, you wish to replace.
from the start of the game. Put any Siberians you don’t start on the map into the
Territorial units form a new force pool but count INF force pool.
against infantry gearing limits. 22.4.8 City based volunteers (AfA, AiF,
Italy can only build the Italian AOI territorial if it LiF& PoliF option 67)
controls Ethiopia or Italian Somaliland (AfA option There are several units with the name of a city
1: or Eritrea if playing with the Africa map). It can printed on their back in Africa Aflame, America in
arrive as a reinforcement in any of these countries. Flames, Leaders in Flames and Politics in Flames.
Territorials are controlled by the major power that These counters represent volunteers who fought or
controls their home country or territory when they potentially would have fought for the major power
arrive as reinforcements, even if they were built by a whose background colour the counters share. As
different major power. You return on map territorials examples, Vlassov was a successful Soviet general
to the force pools when their home country or who defected to the Germans after his capture, the
territory is conquered. SS recruited personnel from the occupied areas and
Territorials may be built even before the territorial’s Japan used some Chinese and potentially would
minor country is allowed to be reinforced (e.g. the have used some Indians or Siberians as well.
Philippines ~ see 13.3.2, entry option 41). These units become available to the respective
major power when their home city is controlled by
Movement it. During any production step while this city is
In addition to the restrictions on minor units leaving controlled, that major power may place that unit
their home country (see 19.4), territorials may only onto the production circle as if built that turn. They
leave their home country if they are controlled by an are free the first time they are purchased and do not
active major power. count for gearing limits. They arrive as
For movement purposes, territorial units treat reinforcements in their home city.
mountain, forest and jungle terrain in their home City based volunteers that arrive in cities in an
country as clear. They pay normal movement costs aligned minor country, are units of that minor
outside their home country. county. All other volunteers are major power units.
Combat If they are killed, they are returned to the controlling
Add 1 to your die roll for a land attack against a hex major power's force pool and may be built again
in which the only defending land units are later, but you have to pay and gear for them
territorials (in addition to any modifier for face- normally from their second build onwards.
down units). When their city is occupied or conquered by an
Subtract 1 from your die roll for a land attack if all enemy major power they are removed from the
attacking units are territorials. game if in the force pool or on the production circle
at that time. If on the map they remain under control
22.4.6 Light Cruisers (CLiF option 75) of their controlling major power until destroyed.
The light cruisers in Cruisers in Flames replace Note that as their home cities may be controlled, lost
those provided in World in Flames and depict and then re-controlled during the game, these units
can enter and leave the game several times. They are Supply benefits
free only once nonetheless.
At any time during a game turn (even during an
The Slovak MIL is a city based volunteer based in opponent’s impulse) you can remove a supply unit
Bratislava. from the map if it is face-up and stacked with an HQ
At the start of a campaign, it is assumed that none of it co-operates with. For the rest of the turn, that HQ
the units have been brought into the game yet (e.g. is a primary supply source.
the Austrian SS unit can be purchased free the first Option 48: During final reorganization, that HQ
time it is built in any campaign). may reorganise oil dependent units (even itself) as if
22.4.9 Fortification units (AfA/MiF option it were 1 oil resource.
5) 22.4.11 Synthetic oil plants (AfA option 14)
Fortification units are a new gearing limit class. The synthetic oil units represent plants designed to
You can voluntarily remove your fortification units turn coal into fuel oil. Such plants were built
from the map in any production step. extensively by Germany during the war but also to
Fortification units cannot move and they do not some extent by Japan.
prevent enemy units entering their hex. They are Once on the map, they produce 1 oil resource point
destroyed as soon as an enemy land unit enters their per turn for whoever controls the hex.
hex. Option 30: Oil resources and synth plants can be
Fortification units have no intrinsic combat value destroyed in the same way as factories (see 22.2).
and cannot attack. Their combat benefits are not You cannot destroy oil that you are providing to
affected by lack of supply. Ground striking and another major power as part of a trade agreement
artillery bombardment have no effect on them. They (see 5.1).
cannot be used to satisfy losses in combat. If a printed oil resource is destroyed, you can repair
Land units attacking through fortified hexsides into it. This costs 4 build points and takes 2 turns. You
the hex containing the fort halve their combat value can not repair synth plants.
(in addition to any other modifiers). A unit landing MiF option 7: You can’t repair a destroyed oil
on the stack by paradrop is never halved by a resource unless an ENG (see 22.4.1) is stacked in
fortification unit. If every land unit attacks through a the hex on the turn you pay to repair it.
fortified hexside, the defender has the choice of
combat table. 22.4.12 Amphibious units (option 26)
A fortification has no further effect on an already Amphibious units (AMPH) form a new force pool.
fortified hexside (the effect of printed fortified They count against ship gearing limits.
hexsides supersedes that of fort counters). AMPHs are much like TRS units. If you are not
The orientation of the counter determines which 1, 2 playing with the amphibious option, you treat them
or 3 hexsides are fortified. If two fortification units as more expensive TRS.
occupy the same stack, you should orient them to If you are playing with the amphibious option, you
cover different hexsides. can’t transport HQ-A, ARM, MECH, aircraft, or
artillery units on AMPHs.
22.4.10 Supply units (MiF option 6)
MAR and divisions can still invade from TRS units
Supply units are a new gearing limit class. They cost
(or SCS if using option 25 ~ see 11.4.5) but other
3 build points and may only be built if all the
land units can only invade from AMPHs.
resources consumed in producing these build points
were oil. TRS units at sea can now only embark a land unit
from a coastal hex (see 11.4.5) if that hex is a port or
They are always in supply.
contains an HQ (this means a face-up HQ can
They stack as if they were a division (even if you always be embarked). MAR units, infantry class
aren’t playing with the divisions option ~ see divisions, and units embarking on AMPHs, are not
22.4.1). subject to this restriction.
They can move normally, by rail, or be transported You can no longer debark a land unit from a TRS at
by sea (see 11.4.5) or by ATR (see 11.12). sea into a friendly coastal hex (see 11.13) unless the
They move like a motorised unit but do not change hex is a port or contains an HQ (a face-up HQ can
control of hexes they enter. They have no combat always debark). MAR units, infantry class divisions
value and cannot attack. They are never affected by and units debarking from AMPHs, are not subject to
any combat result. this restriction.
Your land units can enter a hex containing only an Treat an AMPH as a TRS for all other purposes.
enemy supply unit without having to overrun it. You 22.4.13 Naval supply units (SiF option 69)
can then either destroy the supply unit or replace it
with one of your own (chosen randomly). Naval supply units are normal TRS units in all
respects. If you are not playing with this option,
Face-down supply units can be reorganised like any treat them as just another TRS unit.
other unit (If playing AfA option 48 ~ see 13.5.1,
they do require oil to reorganise). At the start of the naval movement step, you can
announce that you are upgrading a minor port. You
can do this if there is a face up naval supply unit in 3 is added to the 6 factor INF army to total 9.
that port. Turn the unit face down and move it Unfortunately, the 9-4 Guards Banner Army is
adjacent to the port to mark the port as upgraded. already on the map, so the Soviet player places the
You can now stack an extra 10 or 15 naval units at 6-3 back in the force pool and places the 8-4 7th
that port (the unit indicates which). The naval Guards Banner Army on the map in hex E1429.
supply unit no longer counts against stacking at that Note that even if the Germans had contributed a
port and may not be chosen as a target during port division to the attack and taken this as a loss, the
strikes. If it is overrun, it must rebase in the same total would only have been 2 points (4.5-3), that this
manner as all other naval units in the port. would have still been enough points to replace the 6-
At the start of the naval movement step, you can 3 with the 8-4.
announce that you are downgrading an upgraded When destroyed, Guards Banner Armies are placed
port. Turn the naval supply unit face up and move it back in the Reserve pool and are again available for
back into the port. Stacking at that port is now other promotions.
normal. You can only downgrade a port if it would
not be overstacked after downgrading. Unlike normal reserves, when the Soviet Union
comes to peace with Germany, on-map Guards
Upgrading or downgrading a port counts as 1 naval Banner Armies are not moved back to the Reserve
move. pool.
22.4.14 Guards Banner Armies (LiF option 22.4.15 Chinese Warlords (PoliF option 71)
70)
The Chinese warlord units represent forces loyal to
The 8 Russian armies included in Leaders in one particular Warlord in China rather than the
Flames are Guards Banner Armies. These are kept central Government. Each warlord unit has a city
as reserves, but do not arrive when other reserves stated on the front of the counter. This is the
do. warlord’s home city.
Instead, whenever Soviet land units are in land All Warlord units set up in every game on their
combat against any German controlled land unit(s), home city and are controlled by the major power
the Soviets may be able to "promote" one of their controlling the city. Warlord units whose home city
units to a Guards Banner unit of the same type as is controlled by the communist player are
that involved in the battle (e.g. ARM for ARM or considered Communist units. If their city is
MOT for MOT etc.). Nationalist controlled, they are Nationalist units.
To find out whether you are eligible to promote a Warlord units are treated like any other unit for all
unit, add up the following after each land combat. purposes except that no unit may move nor advance
For each German controlled corps/army sized unit: after combat more than 2 hexes from its home city.
* Killed, +3; They can attack from that 2 nd hex to a hex where
they could not move to, but could not advance after
* Shattered, +2; or combat.
* Retreated +1. Example: The Lan-Chow warlord unit starts the
Double these values for HQs and halve them for game in Lan-Chow and is a Communist controlled
division sized units. unit. During the game, it moves to A0636 and
Subtract any losses you suffered using the same participates in a communist attack to recapture a
method. If the result is still positive (i.e. you won Japanese held Si-an. Although the attack is
this battle), you may immediately promote 1 successful, the warlord unit cannot advance into Si-
surviving unit. an, as that would put it beyond 2 hexes of Lan-
Chow.
Add this result to the combat factors of the unit you
wish to promote. You may replace the unit with a If forced to retreat from combat, the attacker must
Guards Banner unit, of the same type, if the total is attempt to retreat them in such a way that they
equal to or more than the combat factors of the remain within 2 hexes of their city. However, if this
Guards Banner unit. The replacing Guards Banner is not possible, the unit is destroyed instead.
unit maintains the same facing as the unit it replaces. Destroyed warlord units return to the owner’s force
The replaced unit is returned to the force pool and like any other unit and may be rebuilt as usual.
may be scrapped as if destroyed. When they arrive as reinforcements, warlord units
arrive in their home city.
Example: 2 Soviet armies (a 5-6 MECH and a 6-3
INF) are defending the Dnepr bend (hex E1429). A When a warlord’s home city is conquered (or
Rumanian attack against it fails dismally rolling a 5 captured by the other Chinese faction), the warlord
on a 2-1 assault (2/1). The Rumanians lose 2 unit is immediately removed from the game, even
armies, while the Soviets lose one. before other combats are resolved (and ones that
would have included their units).
Thus, for the purposes of promotion, the Soviets get
+3 (6-3). They decide to lose the MECH corps, Warlord units not currently in the game may be
because adding 3 to the 5-6 MECH army only totals added to the force pools of the major power that
8, well short of the 11 required to gain the only controls their home city during any production step
MECH Guards Banner Army. and may be built from this turn onwards.
22.4.16 Partisan HQs (PoliF option 72) weapons units this turn and the heavy weapons unit
The Zoya K. is treated the same as any other Soviet is returned to the pool of units not yet available.
HQ except that you cannot purchase her. Instead, the Example: The Soviets have no Soviet heavy
Partisan HQ may only enter the game whenever two weapons MOT in their force pools during a
partisans are stacked in a hex in the Soviet Union at production step of 1942. They decide to build one
the start of any Partisan step. During this step, the ahead from 1943. They pick a heavy Weapons MOT
Soviet player may remove the two partisans and randomly from those in 1943 only to find that its
place the Partisan HQ in that hex instead. equivalent non-heavy weapons type is currently on
Zoya K. is treated as a normal HQ-I for all purposes the map and in a location which allows it to be
(e.g she is not restricted in co-operation like other upgraded in the field.
partisans, she is a secondary supply source for all This unit is removed from the game and its
Soviet units, but must still trace back to a primary equivalent Heavy weapons type is placed on the map
supply source, etc) except that Zoya K. herself is in the same hex. This unit costs 5 to build (2 + 2.5).
always in supply in her home country and doesn’t If its equivalent non-heavy weapons unit was not on
need oil to reorganise. the map it would have cost 8 (5 + 2.5) to build and
When destroyed, Zoya K. is removed from the game taken 3 turns to arrive as a reinforcement. If a heavy
until again substituted on the map for two partisans weapons MOT had been picked that could not have
in the same manner as above. When shattered, the been upgraded, it would be returned to the pool of
owning player may destroy her instead. units not yet available and the Soviets could not
build ahead any further heavy weapons units this
Tito is also a partisan HQ and follows the same rules turn.
as Zoya K. except he is a Yugoslav rather than
Russian unit. 22.4.18 Air Cav (AiF/PatiF/PoliF option 74)
22.4.17 Heavy weapons units Air Cav (ACV) units are a new unit type. Even
(AiF/PatiF/PoliF option 73) though ACVs are cavalry class units, they may not
move during the land movement step. Instead, they
During the war, most countries upgraded their units move like aircraft. In particular:
with heavier weapons in an attempt to gain an
advantage over their opponents. You can • they pay aircraft movement costs;
differentiate heavy weapons units from normal units • each move counts as an aircraft mission
against activities limits;
by the thick black bar on the left-hand side of the
• in storm and blizzard, or if they start their
NATO symbol. move out of supply, they can only fly to a
Heavy weapons units replace the World in Flames friendly controlled hex;
units that have the same designation. If you have • they can move into or through hexes
more than one heavy weapons unit with the same containing enemy units or ZOCs but only
designation, PatiF supercedes PoliF which during the paradrop step;
supercedes AiF. • they can be intercepted and escorted by
aircraft in their final hex; and
Once a heavy weapons unit becomes available, you • they do not change the control of the hexes
may remove its WiF unit from the game in any they move through.
production step and replace it with its equivalent
However, there are some exceptions:
heavy weapons unit. If you have more than one
• they may only fly during the air transport,
heavy weapons unit available you choose which paradrop or rebase steps; and
ones you want to replace. • they do not return to base nor turn face-down
If the heavy weapon’s equivalent WiF unit is in the (except as a result of combat ~ see below).
force pool or on the production circle, simply They can also make rail moves and may be
replace one with the other. If the unit is on the map, transported by a TRS. They may not be transported
you can upgrade the WiF unit in the field provided by AMPHs or by any ATR.
that it is in supply back to its home country and not
in an enemy ZOC. In air-to-air combat, ACVs have an air-to-air rating
of (0).
Each unit upgraded on map or on the production
circle costs 2 build points and takes place During the paradrop step, if they end their move in
immediately during the Production step. The an enemy controlled hex, they must attack it, just
corresponding heavy weapons unit replaces the unit like a paradrop into an enemy hex. This counts as a
in its current location. If the unit is not in its home land attack against activity limits.
country, turn it face down. Their ZOCs after moving to an enemy controlled
When you replace a WiF unit with its heavy hex are affected exactly like a PARA’s ZOC when it
weapons type, the WiF unit is permanently removed paradrops. If the only defending unit is a notional
from the game. unit, the ACV automatically wins the combat (even
if attacking with other units) without having to turn
You can build heavy weapons units ahead in the face down. If it survives the combat, it takes control
same manner as other units (see 13.6.5). If you of the hex.
cannot build ahead the heavy weapons unit you
randomly chose (either due to its cost or location) 22.4.19 Convoys in Flames (CoiF option 76)
then you cannot build ahead any more heavy
This Ships in Flames option introduces several is a 1, plus its 2 air-to-sea factors. The total ASW
units that represent in greater detail the naval battles factors on the two included units is 5; the SCS
conducted against merchant marine shipping, cannot participate in this special pre-fire attack so
especially battles by and against submarines. its attack value is ignored.
ASW units Using the Anti air & Surface row of the naval
combat chart, cross-reference your total modified
ASW units represent the corvettes, destroyers, sub
factors with the number of included enemy SUBs
chasers and escort carriers that were used to guard
(which use the Enemy ships column). Roll dice as
convoys. They are placed into a new force pool
per anti-aircraft combat (see 11.5.9). For every 10
(which includes all ASW units, both those with an
points, one enemy SUB (owner's choice) suffers an
air component, and those without).
'X' result, for every remaining 5 points, one enemy
When using these units, no major power receives SUB (owner's choice) suffers a 'D' result. Resolve
ASW factors based on the number of convoy points these effects. Any remaining points are subtracted
located in a sea zone (see 11.5.10). Instead, these from the total SUB factors that press the attack in
ASW units may be built. They provide special the ensuing combat round.
ASW and other anti-SUB capabilities as follow.
Example: Continuing the above, using the anti-
Other units (SCS, CV, and aircraft) still provide their
aircraft column 5 ASW factors against 2 SUBs gives
usual ASW factors in a submarine round of naval
the Allies the worst of 6 rolls, which turns out to be
combat.
a 2. The SUBs have 3 and 4 attack factors
Some ASW units have an air component, respectively, and so in the ensuing round of surface
representing escort carrier task forces. Like all other combat they will contribute 5 factors (not 7).
Ships in Flames CVs, you need to equip the ASW
If the ensuing round of combat is submarine combat,
CV with a carrier plane (PiF option 28: and its
pink-shaded ASW's attack factors counts as ASW
pilot) to gain any benefit from air power.
factors, and red-shaded ASW's attack factors counts
ASWs with an air component are CVs. All other as twice that many ASW factors. This is in addition
ASWs are SCSs. to their air component (if any).
In some ways, ASW units are treated like convoy In all other combats, ASWs have 0 attack factors.
points, specifically:
SUB-hunting aircraft
 when ending their move in a sea area they must
be placed in the 0 box; The land-based aircraft units with pink- and red-
circled air-to-sea values represent aircraft capable of
 at the end of the turn, they do not need to return being upgraded to SUB-hunters.
to base;
SUB-hunters (only) may attempt to intercept (see
 they may not attempt to intercept nor initiate a 11.4.6) a moving enemy task force of SUBs
search; and provided the SUB task force is entering or leaving a
 if included during submarine combat, they count port from or into a sea area. If successfully
as an “Enemy Ship” and the owner may choose intercepted, the SUBs must stop their move in that
to take losses on ASW units or convoys (unless sea area or fight their way through it as normal (see
the other side spends 3 surprise points to select 11.4.6) except that they must all be included during
an enemy target of course). the interception combat.
ASW units in naval combat Example: Germany has many SUBs in Brest, and
ASW units have a special pre-fire attack against will move them all with its lone naval move during a
included enemy SUBs (only) in each surface or Combined impulse. The SUBs sail in numerous task
submarine round of naval combat as follows. forces, heading for several locations around the
Atlantic. The first group of SUBs to move is a task
Total the attack factors of all included ASW units. force of two SUBs. A face-up CW SUB-hunter in the
Add in all included ASW air-to-sea factors Bay of Biscay attempts to intercept, and successfully
(modified by weather ~ see 8.2.3) on that side as searches. The SUBs must either cease movement, or
well. All other included units on that side are conduct interception combat against the SUB-
ignored for the pre-fire attack. hunter. The SUBs elect to cease movement and place
Example: In fine weather, two Axis SUBs with 2 themselves into the 3 sea box. Other SUB task forces
SCS find enemy Allied convoys escorted by one move out and are not intercepted.
pink-shaded and one red-shaded ASW, along with The SUB-hunter could try to initiate combat against
one SCS. The red-shaded ASW also has an air the SUBs during the naval combat step, but the
component whose carrier plane has 2 air-to-sea SUBs as usual would have the option of not
factors. The Axis use 4 surprise points to call a committing to combat.
round of surface combat so that their SCS can fight
(if they did not spend the surprise points, the ASW During the return to base step, a face-up US SUB-
with an air component could have required the hunter in the Bay of Biscay elects to stay at sea, and
round to be naval air). attempts to intercept those same two SUBs, who are
now returning to base in Brest. If successful, the
The ASW units now add up their ASW factors. The SUBs must fight from the 0 box, they cannot avoid
pink-shaded ASW's factor is a 2, and the red-shaded interception combat and are all included in combat.
Additionally, in a round of submarine combat, the If not playing with this option, tankers are just
ASW value of a pink-circled SUB-hunter is equal to considered more convoy points.
its printed air-to-sea factors and the ASW value of a
Milchcow SUBs
red-circled SUB-hunter is equal to twice its printed
air-to-sea factors (before the usual modifications for Milchcow SUBs are treated as SUBs in all respects
weather, extended range, etc.) except that they must always end their move in the 0
sea box section when at sea, need not return to base
SUB-hunters cannot be built directly. Instead, when
at the end of the turn, and have the special capability
a SUB-hunter becomes available, place it into the
to act as a floating port as follows.
Lend Lease pool. In order to upgrade an aircraft into
its SUB-hunter equivalent, the corresponding When a Milchcow is face-up at sea, you may turn it
aircraft unit must be in the Reserve Pool during the face-down any time you wish, in order to return to
Production step. The cost to upgrade an aircraft to base to it an eligible naval unit. While face-down, a
its corresponding SUB-hunter is 1 build point and Milchcow may act as a port to any one German SUB
the SUB-hunter arrives as a reinforcement next turn. or SCS unit provided it is not transporting any unit.
After putting the SUB-hunter onto the production The unit basing on the Milchcow SUB is always
spiral, put the replaced unit into the Lend Lease considered in supply and will automatically
pool. reorganise during the Final reorganisation step (AfA
option 48: without needing any oil ~ see 13.5.1).
Alternately, a SUB-hunter in the Reserve Pool
during the Production step may be reverted to its When the unit based on the Milchcow moves,
normal version, also at a cost of 1 build point and immediately turn the Milchcow face-up again.
taking 1 turn. Place the SUB-hunter back into the While face-down, the Milchcow and the unit based
Lend Lease pool, and the normal version onto the on it (if any) is considered an SCS (not a SUB) and
production spiral to arrive in the following turn. thus is automatically committed to combat (even if
other SUBs on that side are not). Any result suffered
If a SUB-hunter is destroyed, place it in the Lend
by the Milchcow while face-down is also applied to
lease pool and the normal version back into the
the unit based with it.
force pool.
Example: A Milchcow SUB is located in the US
German Auxiliary Cruisers (CX) East Coast sea area. During the return to base step,
The German auxiliary cruisers (commonly referred a German SUB decides to return to base at the
to as surface raiders) are treated as SCS in all Milchcow. The Milchcow is turned face-down to
respects except that you add 2 to all interception allow this. The other SUB is reorganized (even
rolls (see 11.4.6) when intercepting a force solely though it had no overseas access to supply or oil).
containing auxiliary cruisers, they may not transport The Allies move first at the start of the next turn, and
any units (AsA/MiF option 25 ~ see 11.4.5), they the USA sends a cruiser squadron into the US East
are always in supply and don’t need oil to Coast sea area. The Milchcow is automatically
reorganise. committed to combat, and the US units find it and
They may also sail from and return to base to a apply an 'X' result to it. The 'X' is also applied to the
neutral minor country port. While any face-up other SUB based on it.
auxiliary cruisers are in such ports, each German Schnorkel SUBs
naval move can only be used to move them to sea. If Schnorkel SUBs are treated as SUBs in all respects
they are ever in a neutral port when the port is except that they are not included in the special pre-
enemy controlled, they are immediately destroyed. fire combat by ASW units unless at least one of the
Tankers included ASW units is red-circled.
Oil-carrying tankers are a special kind of convoy. Walther SUBs
They are treated as convoy points for all purposes Walther SUBs are treated as SUBs in all respects
unless otherwise indicated below. except that they are never included in the special
Only tankers can transport oil resources overseas pre-fire combat by ASW units, and Walther SUBs
and only convoys may transport non-oil resources or may also voluntarily abort back to port at the
build points overseas. beginning of any naval combat round, immediately
after search dice (see 11.5.5) have been rolled.
Each tanker costs 1 build point and takes 5 turns to
build. Example: a German Schnorkel SUB and a Walther
SUB attack Allied convoy lines in the North Atlantic.
At the start of any friendly impulse, a player may
There are 3 ASW units (2 pink-circled, and 1 red-
freely convert any of their face-up convoy points in
circled) plus several convoys for the Allies. The
port into tanker points, or vice versa. When doing
SUBs successfully search and elect to fight a
so, it takes 2 convoy points to convert into 1 tanker
submarine round of combat. The Walther is not
point, or 2 tanker points to convert into 1 convoy
affected by the ASW pre-fire attack. However, since
point.
one of the ASW units is red-circled, the Schnorkel
Example: Desperate for more tankers, Kasigi can be affected, and in fact it is aborted and must
converts 4 convoys in Tokyo into 2 tanker points at immediately return to base.
the beginning of his impulse, and then sails them
The Walther stays at sea and another naval search is
immediately.
conducted. This time an Allied NAV in the 3 box
successfully searches while the Walther does not. 23. Index & Glossary
The Walther decides to immediately return to port at 2D10 CRT 11.16.6
a nearby face-up Milchcow. A-bombs 11.7.1
Flying SUBs Aborts
air-to-air combat 14.3.2
Flying SUB units are treated as SUBs in all respects
except that they provide a naval search bonus as if naval combat 11.5.8, 11.5.11, 13.4
they were a NAV (see 11.5.5). Action types 10.
air missions 14.2
Supply SUBs
Germany in 1939 9.1
Supply SUB units are treated as SUBs in all respects
except that when face-up they may provide one naval combat, initiating 11.5.2, 11.6
reorganization point, exactly like a face-up TRS (see neutral major powers 9.1
11.18.3) pass action 11.1, 12.
SUBs with Missiles activity limits 10.2
Some SUB units have missile capability. They are rail movement 11.10
treated as SUBs in all respects except that when reorganisation 11.18.4
face-up they may fire their missiles against any land Active major power [a major power at war with another major
hex within 6 aircraft movement points of any sea dot power]
in the sea zone. Active side [the side whose impulse it is]
The missile attack is a strategic bombardment Activity limits 10.2
(Option 32: or carpet bombing, see 11.8) attack (see air missions 14.2
11.7). This attack counts against aircraft mission artillery bombardment 22.4.2
limits for the controlling major power and is subject debarking 11.13
to weather and terrain limitations and modifications
invasions 11.14
as if it were a LND, but it may not be intercepted.
After conducting the attack, turn the SUB face- land combat 11.16
down. naval transport 11.4.5
Example: a face-up German SUB with 2 missile offensive chits 16.4
factors is located in the US East Coast sea zone. paradrops 11.15
During a Fine weather impulse, the SUB conducts a port attacks, unsuccessful 11.2
strategic bombardment attack against Boston with rail movement 11.10
its 2 strategic bombing factors (receiving a +1 to the
Administration groups [a group of French minor countries or
die since the attack cannot be intercepted). This
territories which can be either Vichy or Free French.] 17.2
costs Germany an air mission, and the SUB is Advance after combat 11.16.5
turned face-down after the attack.
artillery 22.4.2
African map 24.1.3
© 2004, Australian Design Group Air Cav 22.4.18
Air landing division 22.4.1
Air supply 11.18.1
carrier planes 14.4
Air transport 11.12
carrier planes 14.4
co-operation 18.2
frogmen 22.4.3
night missions 14.2.3
Air-to-air combat 14.3
multiple states of war 9.9
naval air 11.5.9
night missions 14.2.3
pilots 14.6.4
Air-to-air strength [the air-to-air rating of your front fighter, +1
for each other FTR, and +0.5 for each other carrier plane, in
your fighter group. If you have no fighter group, it is your front
bomber’s air-to-air rating]
Aircraft 14.
air supply 11.18.1
air transport 11.12
anti-aircraft fire 11.5.9
carpet bombing 11.8
Chinese 13.3.2 variable reorganisation 11.18.4
factors Artillery [see also Anti-aircraft and Anti-tank] 22.4.2
terrain 14.5 ground strike 11.9

weather 8.2.3 ground support 11.16.4

foreign sourced 13.6.4 invasions 11.14

ground strike 11.9 movement, motorised 11.11.2

ground support 11.16.4 naval transport 11.4.5

home country conquered 13.7.1 stacking 2.3.1

lend lease 13.6.4 ZOCs 2.2

naval air combat 11.5.9 Assault [see Land combat]


ASW 11.5.10, 22.4.19
naval air interception 11.5.3
Atomic bombs 11.7.1
naval air mission 11.3
carpet bombing 11.8
returning 13.4.2
ATR units, large
overruns 11.11.6 reorganisation 11.18.1
range, extended 14.1.1 Axis [Germany, Italy, Japan and their controlled minor
rebasing 11.17, 14.2 countries]
reorganisation 11.18.1, 11.18.4 Baltic sea
reserve pool 14.6.1 resource transport 8.2.10

return to base 14.2 Baltic states [Estonia, Latvia and Lithuania]


German occupation 5.1
strategic bombardment 11.7
Soviet occupation 19.5.2
strategic bombers, US 13.3.2
Bessarabia 19.6.2
surprised 15.1 Blitzkrieg [see Land combat]
tankbusters 11.8, 11.16.4 Bomber [An aircraft or carrier plane flying any mission except
Aircraft missions [see also particular missions] 14.2 combat air patrol, interception or escort]
co-operation 18.2 strategic, US 13.3.2
Aircraft movement 14.1 unarmed 14.3.2
activity limits 10.2, 14.2
Bomber transports
communication lines, grey 2.1.3 paradrops 11.15
hex dots 2.1.1 reorganisation 11.18.1, 11.18.4
naval air missions 11.3 Bounce combat 14.3.3
neutral major powers 9.1 Bottoming ships 11.2
rebase missions 11.17 Brazil

supply 2.4.3 alignment 19.8

Alignment [minor countries that join your side] 9.8, 19.1 Breakthroughs 11.16.5
All sea hexsides [see Hexsides] invasions 11.14

Allied friction 11.16.5 Britain [aka the United Kingdom of Great Britain and Nth.
Ireland]
Allied support 13.7.2
conquest 9.4
Allies [USA, Commonwealth, USSR, France, China and their
controlled minor countries] enemy units in 13.6.3

allies [major powers on your side] factories 13.6.3

Alpine hexsides [see Hexsides] invaded 13.3.3

AMPH units 22.4.12 Build points [= your production points multiplied by your
production multiple]
Anti-aircraft fire 11.5.9 calculating 13.6.3
anti-aircraft units 22.4.2 lend lease 5., 13.6.4
pilot deaths 14.6.4 saving 13.6.8
surprise 15.1 search & seizure 13.6.1
Anti-aircraft units 22.4.2 spending 13.6.5
Anti-tank units 22.4.2
transporting 8.2.10, 13.6.4
land combat 11.16.5
Building ahead 13.6.5
overrun 11.11.6 Bulgaria
Archangel alignment 19.6.2
naval movement 8.2.10
Burma road 13.3.2, 13.3.3
ARM units closing 13.3.3
Commonwealth special 11.14, 22.4.1
opening 13.3.2
land combat 11.16.5
resources 13.3.2, 13.6.1
overrun 11.11.6
Canal hexsides [see Hexsides] Construction pool
Carpet bombing 11.8 reinforcements 4.2
carrier planes 14.4 Control 2.5
pilot deaths 14.6.4 alignment 19.1

Carrier planes 14.4 conquest 13.7.1


anti-aircraft fire 11.5.9 liberation 13.7.5
CV damaged 11.5.8, 11.5.11, 14.4.1 partisans 13.1
fighters, as 14.3.2, 14.4.1 Vichy territories 17.2
garrison values 9.5, 13.1 Controlled [a minor country or territory that is either aligned
naval air combat 11.5.9 with your major power or conquered by it]
Convoy chain [a chain of convoy points in one or more
naval air missions 11.3 adjacent sea areas connecting two ports to facilitate the
rebasing 14.4.1 movement of resources and build points] 13.6.1
reorganisation 11.18.4 Convoys 1.2, 13.6.1
searching 8.2.4 ASW 11.5.10
strategic bombardment 11.7 co-operation 18.2
CAV units naval combat 11.5.8, 11.5.10
advance after combat 11.16.5 patrolling 11.4.2
Air Cav 22.4.18 repair 13.6.5
Vlassov 22.4.8 stacking 2.3.1
Central America trade agreements 5.1
alignment 19.8
transporting build points 13.6.4
China
transporting resources 13.6.1
aircraft 13.3.2
US escorts 13.3.2
co-operation, internal 18.1
Co-operation 18.
communists 20.
land movement 11.11.5
nationalist attack weakness 11.16.5
liberation 13.7.5
partisans 13.1, 20.
neutral major powers 9.1
production 20.
partisans 13.1
reinforcements 20.
reorganisation 11.18.4
reserves 9.6
stacking 2.3.1
resources 13.3.2
supply 2.4.2
Stilwell 21.
Vichy France 17.4
supply sources 2.4.2
Copenhagen 11.4.4
US entry 9.4 Corps or army [includes HQ sized units]
Warlords 22.4.15 Country [major power or minor country]
Clearing through, bombers 14.3.2 Cruisers
Coastal hexes [see Hexes]
Auxiliary 22.4.19
Combat air patrol 14.2.1
light 22.4.6
activity limits 10.2, 14.2
CV units [see also Carrier planes]
Combat value, aircraft [your air-to-air strength - your
air component increase 14.4
opponent’s air-to-air strength]
Common border [any hex you control within 3 hexes of a hex aircraft, as 14.4
controlled by another major power is part of your common Bearn 13.3.2
border with that major power] 9.5, 13.2
carrier plane loss 14.3.3, 14.4
Commonwealth [see also Britain]
French, interned 13.3.2
co-operation 18.1
naval air combat 11.5.9
conquered home countries 13.7.1
pilots 14.6
Commonwealth home country [Australia, Canada, India, New
port attacks 11.2
Zealand, South Africa and the United Kingdom] 2.5
searching 8.2.4
Communication lines
blue 2.1.2, 2.1.3 De Gaulle 17.3
Debarking [see Naval transport]
grey 2.1.1, 2.1.3
Declaring war 9.
Conquest 13.7.1
control 2.5 Finland 19.6.1
liberation 13.7.5 minor countries, on 19.2, 19.4
pilots 14.6.4 Rumania 19.6.2
surrender 13.7.6 surprise 15.
US entry 13.3.3 partisans 13.1
USA 13.3.2 rail movement 11.10, 13.1
Vichy France 17.4 resources, lending 5.
Denmark 13.3.2 strategic bombardment 11.7
Desert hexes [see Hexes] Field artillery units 22.4.2
Desert mountain hexes [see Hexes] Fighter [a FTR or carrier plane patrolling, flying a combat air
Destroyed units patrol, interception or escort mission]

city control 4.1.2 fighter bombers 14.3.2

force pools 4.1, 9.6, 13.6.9 twin-engined 14.3.2

lakes melting 8.2.9 Fighter bombers 14.3.2


Final reorganisation 13.5
reserves 9.6
Finland 19.6.1
retreats 11.16.5
combat 8.2.7
return to base 13.4
resources 5.1
scrapping 4.1.3, 13.6.9
Flying boats 2.3.1
set up 24.1.5 Flying bombs 14.7
Destroyers 13.3.2 pilots 14.6.4
Dice 2.7
Force pools 13.6.9
intelligence modifiers 22.1 changes 4.1
Division [any division (XX) or brigade (X) sized unit] 22.4.1 empty 13.6.5
air landing 22.4.1
entry markers 13.2
air transport 11.12
production 13.6.5
ARM, CW special 11.14, 22.4.1
reinforcements 4.2
land combat 11.16.1, 11.16.5
reserves 9.6
naval transport 11.4.5
set up 24.1.5
set up 24.1.6
Vichy France 17.3
stacking 2.3.1
Foreign troop commitment 18.2
supply 2.4.3 Stilwell 21.
ZOCs 2.2 Forest hexes [see Hexes]
East Prussia 19.10 Fort units [see also Hexsides] 22.4.9
Embarking [see Naval transport] reinforcements 4.2
End of turn 13. set up 24.1.6
last impulse test 12. stacking 2.3.1
intelligence 22.1 Fortified hexsides [see Hexsides]
passing 11.1 Fractional odds 11.16.5
Enemy [a major power or minor country you are at war with] Fractions 2.6, 11.16.5
Engineer units 22.4.1 Free France 17.6
factory repair 22.2 co-operation 18.1
major port repair 22.4.1 control 17.2
oil repair 22.4.11 land combat 17.6
stacking, aircraft 2.3.1 French Equatorial Africa [Cameroons, Gabon, Middle Congo,
Entry markers 13.2 Ubangi-Shari, and Chad]
additions, annual 4.1.1 French Indo-China [see Indo-China]
intelligence 22.1 French West Africa [Mauritania, French Sudan, Senegal,
neutrality pacts 9.5 French Guinea, Ivory Coast, Upper Volta, Togo & Dahomey,
US entry 13.3 and Niger Colony]

Entry pool [see US entry] Friendly [a major power or minor country on your side]
Escort, air mission 14.2.1 Frogmen 22.4.3
activity limits 10.2, 14.2 FTR units
Escorts [see also ASW] range as bombers 14.1.1
US 13.3.2 Garrison value
Estonia [see Baltic states] conquest, tied 13.7.1
Factories 13.6.2 entry markers 13.2
build points, lending 5. neutrality pacts 9.5
build points, saved 13.6.8 partisans 13.1
construction 22.2 Gearing limits 13.6.6
destruction 11.7, 22.2 Germany
1939 land action 9.1 lake
co-operation 18.1 melting 8.2.9
declaring war 9.3 paradrops 11.15
entry markers 13.2 weather 8.2.7
Ukraine, The 19.12 mountain
US entry 13.3 land combat 11.16.1
USSR, neutrality pact with 9.5, 13.7.1, 19.5 land movement 11.11.2
Gibraltar 11.4.4 shore bombardment 11.16.2
Greenland 13.3.2 territorial units 22.4.5
Ground strike 11.9 off map 2.1.3
artillery 22.4.2 stacking 2.3.1
surprise 15.1 USA 2.1.4
Ground support 11.16.4 swamp
activity limits 10.2, 14.2
aircraft factors 14.5
artillery 22.4.2
land combat 11.16.1
surprise 15.1
shore bombardment 11.16.2
Vichy units 17.5
ski troops 22.4.1
Guam 13.3.2
Guards Banner Armies 22.4.14 weather 8.2.7
Heavy weapons 22.4.18 Hexsides
Hex dots all sea
aircraft movement 2.1.1, 11.3 land combat 11.16.1
large 2.1.1, 2.1.4 land movement 11.11.2
Hexes supply paths 2.4.2, 11.11.2
adjacent 2.1.1 ZOCs 2.2
coastal [a hex which contains both land and sea] alpine
conquest, islands of 13.7.1 ART units 22.4.2
debarking 11.13 land combat 11.16.1
invading 11.14 land movement 11.11.2
Kiel 11.4.2 supply paths 2.4.2, 11.11.2
resources 13.6.1 ZOCs 2.2
shore bombardment 11.16.2 canal
Suez 11.4.2, 13.8 ART units 22.4.2
TRS supply 11.18.3 engineer units 22.4.1
desert Kiel canal 11.4.4
land combat 11.16.5 land combat 11.16.1
supply 2.4.2 naval movement 11.4.4
weather 8.2.1 overrun 11.11.6
desert mountain Panama 11.4.2, 11.4.4, 13.3.2
supply 2.4.2 Suez canal 11.4.4
weather 8.2.1 surprise 15.1
forest fortified
aircraft factors 14.5 ART units 22.4.2
land combat 11.16.5, 13.1 engineer units 22.4.1
overrun 11.11.6 land combat 11.16.1, 11.16.5
partisans 13.1 overrun 11.11.6
shore bombardment 11.16.2 lake
ski troops 22.4.1 land combat 11.16.1
territorial units 22.4.5 land movement 11.11.2
jungle supply paths 2.4.2
aircraft factors 14.5 weather 8.2.9
land combat 11.16.1 ZOCs 2.2
land movement 11.11.2 river
shore bombardment 11.16.2 ART units 22.4.2
territorial units 22.4.5 engineer units 22.4.1
land combat 11.16.1 Interception, air mission 14.2.1
overrun 11.11.6 activity limits 10.2, 14.2

surprise 15.1 Interception, naval air [see Naval air interception]


Interception, naval 11.4.6
straits
Internment14.6.4, 19.1
ART units 22.4.2
Invasions 11.14
land combat 11.16.1
stacking 2.3.1
land movement 11.11.2
supply 2.4.3
overrun 11.11.6
weather 8.2.6
rail movement 11.10
Iraq
resource transport 13.6.1 alignment 19.7
supply paths 2.4.2 resources 5.1
weather 8.2.9 Islands
ZOCs 2.2 conquest of 13.7.1
Hidden task forces [see Task forces] Isolation 13.7.3
Home country 2.5 Istanbul 11.4.4
new home countries 13.7.1 Italy
amending home countries 17.1, 19.6.1, 19.6.2, 19.7 co-operation 18.1
Hong Kong 13.3.2 conquest of 13.7.1
HQ units territorial units 22.4.5
emergency supply 2.4.3 Japan
movement 11.11.2 assets frozen 13.3.2
offensive chits 16. carrier plane range 14.4
Partisan 22.4.16 command conflict 22.3
rail movement 11.10, 11.11.2 Commonwealth, war with 13.3.1
reorganisation 11.18.2, 11.18.4 Embargo, US 13.3.2
stacking, aircraft 2.3.1 Indo-China 9.10, 13.3.3
Stilwell 21. land movement 11.11.2
supply sources 2.4.2, 2.4.3 Madagascar 9.10, 13.3.3
supply units 22.4.10 Marshalls 13.3.3
support 11.16.3 Netherlands, war with 13.3.1
Hungary oil 13.3.2
alignment 19.6.2 reserves 9.6
resources 5.1 resources 13.3.2
Iced-in ports trade agreements 5.1
naval movement 8.2.10
US entry 13.3
resource transportation 8.2.10
USSR, peace with 13.7.3
supply 2.4.2
Jungle hexes [see Hexes]
Iceland 13.3.2 Kamikazes 14.8
Impulses 7.
pilots 14.6.4
first 6.2
Kiel 11.4.2, 11.4.4
last 12.
Lake hexes [see Hexes]
intelligence 22.1
Lake hexsides [see Hexsides]
passing 11.1
Land combat [see also Overrun] 11.6
weather 8.2.8
co-operation 18.2
resetting impulse track 13.8
fort units 22.4.9
surprise 15.
invasions 11.14
In the presence of the enemy 11.4.2
Indo-China multiple states of war 9.9

Japanese occupation 9.10, 13.3.3 offensive chits 16.3

Initiative 6. paradrops 11.15


intelligence 22.1 supply 2.4.2, 2.4.3
reinforcements 4.2 territorial units 22.4.5
Intelligence 22.1 Vichy units 17.5
Interception, aircraft weather 8.2.7
En-route 14.2.1 Land movement 11.11
range, effect on 14.1.1 activity limits 10.2
debarking 11.13 Mutual peace 13.7.3
invasions 11.14 Soviet border rectification 19.6
neutral major powers 9.1 Nanking 13.3.3
supply 2.4.3 NAV units

weather 8.2.5 carrier planes operating as 14.4.1

Latvia [see Baltic states] searching 8.2.4


Lend lease 5., 13.3.2, 13.6.4 Naval air combat 11.5.9
Leningrad FTRs and carrier planes as bombers 14.3.1

naval movement 8.2.10 night mission 14.2.3

Liberation 13.7.5 Naval air interception 11.5.3


Lithuania [see Baltic states] activity limits 10.2, 14.2

London 11.4.4 carrier planes 14.4

Madagascar range 14.1.1

Japanese occupation 9.10, 13.3.3 Naval air missions 11.3


carrier planes 14.4
Major powers [China, Commonwealth, France, Germany, Italy,
Japan, USA and USSR] Naval combat 11.5
conquest of 13.7.1 co-operation 18.2

Maps, set up 24.1.3 frogmen 22.4.3


MAR units interception 11.4.6
invasions 11.14 multiple states of war 9.9
land combat 11.16.1 opponent’s 11.6
land movement 11.11.2 pass action 11.1
Marshalls 13.3.3 Naval movement 11.4
MECH units activity limits 10.2
land combat 11.16.5 communication lines, blue 2.1.3
overrun 11.11.6 free after set up 24.1.6
variable reorganisation 11.18.4 frogmen 22.4.3
Merchantmen armed 13.3.2 interception 11.4.6
Mexico neutral major powers 9.1
alignment 19.8 rebasing 13.4.1
MIL units supply 2.4.3
force pools 4.1.2
weather 8.2.10
minor country 19.13
Naval supply units 22.4.13
mutual peace 13.7.3 Naval transport 11.4.5
reinforcements 4.2 AMPH units 22.4.12
Minor countries 19. co-operation 18.2
activity limits of 10.2
debarking 11.13
aligning 9.8
AMPH units 22.4.12
Allied support 13.3.3, 13.7.2
partisans 13.1
conquest of 13.7.1
supply 2.4.3
co-operation 18.1
frogmen 22.4.3
production by 13.6.5
Nazi-Soviet pact [see also Neutrality pacts] 19.5
resource transport 13.6.1 NEI [see Netherlands East Indies]
US entry 13.3.3 Netherlands
war declared on 9.7 conquest 19.8
Minor country units Japan, war with 13.3.1
restrictions 19.4
Netherlands East Indies [the 1939 “NEI”-controlled hexes in
Mongolia the Bay of Bengal, Bismark Sea, East Indian Ocean, South
alignment 19.8 China Sea and Timor Sea] 13.3.2
MOT units resources 5.1
advance after combat 11.16.5 Neutral major power [a major power not at war with any major
Motorised movement 11.11.2 power]
Mountain hexes [see Hexes] building ahead 13.6.5
MTN units co-operation 9.1, 18.1
land combat 11.16.1 convoys 13.4, 13.6.1
land movement 11.11.2 land movement 11.11.4
Multiple states of war 9.9 limits on 9.1
MIL units 4.1.2, 13.7.3 partisans 13.1
mutual peace 13.7.3 supply 2.4.3
naval movement 11.4.1 Paris
resources, lending 5. Bearn interned 13.3.2

return to base 13.4 Vichy France 17.1

set up 24.1.6 Partisans 13.1


HQs 22.4.16
supply paths 2.4.2
Chinese 20.
ZOCs 2.2
co-operation 18.1
Neutrality pacts 9.5
Baltic states 19.5.2 control 2.5

entry markers 13.2 debarking 11.13

mutual peace 13.7.3 land combat 11.16.1

Poland 13.7.1, 19.5.1 scrapping 13.6.9

Night fighters 14.2.3 ZOCs 2.2


Night missions, aircraft 14.2.3 Partition line 19.5.1
anti-aircraft fire 22.4.2 Pass action [see Action types]

co-operation 18.2 Patrolling [ending a naval move at sea] 11.4.2

Northern Ireland 13.3.2 Peace 13.7


Norway [see also Oslo] Bessarabia 19.6.2
land combat 8.2.7 Finnish border lands 19.6.1
Notional units Pearl Harbor
ground strike 11.9 US entry 9.4, 13.3.2

invasions 11.14 Persia


alignment 19.7
paradrops 11.15, 13.1
resources 5.1
Vichy 17.5
Philippines 13.3.2
Off map hexes [see Hexes] territorial units 22.4.5
Offensive chits 16.
Pilots 14.6
gearing limits 13.6.6 carpet bombing 11.8
ground strike 11.9 CV damaged 11.5.8, 11.5.11, 14.4.1
reinforcements 4.2 CV lost in port 14.4.1
Oil dependant units 13.5.1, 28. home country conquered 13.7.1
Oil resources
overrun 11.11.6
embargo 13.3.2
TRS damaged 11.5.8, 11.5.11
reorganisation 13.5.1
Vichy French 17.3
saving 13.5.1
Poland
strategic bombardment 11.7 CW units 19.5.1
trade agreements 5.1 declaring war on 9.3
Optional units 22.4 Nazi-Soviet pact 13.7.1, 19.5.1
Oslo 11.4.4
Port attack 11.2
Overrun 11.11.6 frogmen 22.4.3
advance after combat 11.16.5 night mission 14.2.3
control changed by 2.5 surprise 15.1
invasions 11.14 Ports
multiple states of war 9.9 build points 13.6.4
offensive chits 16.3 debarking 11.4.5
paradrops 11.15 embarking 11.4.5
partisans 13.1 iced-in 8.2.10
pilots 14.6.4 major port repair 22.4.1
saved build points 13.6.8 naval movement 11.4.2
supply 2.4.1 port attack 11.2
Vichy units 17.5 resources 13.6.1
Panama 2.1.4, 13.8 Production 13.6
canal closed 11.4.2, 11.4.4, 13.3.2 Chinese 20.
Paradrops 11.15 aircraft 13.3.2
land combat 11.16.1 engineer units 22.4.1
night missions 14.2.3 factories 22.2
home countries, conquered 13.7.1 Western Allied 13.3.2
minor countries 19.3 Restrictions, naval movement 11.4.2, 11.4.4
offensive chits 16. Panama canal 13.3.2

partisans 13.1 resource transportation 13.6.1

pilots, retrained 14.6.5 Retreat 11.16.5


Return to base 13.4
Production circle 13.6.7
building 13.6.5 aircraft missions, from 14.2

reinforcements 4.2 Reversion 13.7.5


River hexsides [see Hexsides]
Production multiples 13.6.3
US 13.3.2 Roads [see also Burma Road]

Production points [1 resource transported to 1 factory = 1 railway supply path 2.4.2


production point] resource transportation 13.6.1
Queens 22.4.4 Rounding 2.6
Railway gun 22.4.2 Rumania 19.6.2
Railways resources 5.1
activity limits 10.2 Scale 1.2
communication lines, grey 2.1.1, 2.1.3 Scandinavian map 24.1.3
rail movement 11.10 Scrapping 4.1.3, 13.6.9
resource transport 13.6.1 SCS [surface combat ship ~ ASW without an air component,
supply paths 2.4.2 BB, CA or CL]

Range [see naval movement, aircraft movement, supply] 2.8 SCS transport 11.4.5
Rebase, aircraft invasions 11.14
carrier planes 14.4.1 Sea areas
mission 11.17, 14.2 adjacent 2.1.2

overrun 11.11.6 control 2.5

sea, from 13.4.2 patrolling 11.4.2

Reinforcements 4. Red sea 2.1.2


aircraft with pilots 14.6.1 sea box 2.1.2
Chinese 20. supply paths 2.4.2
Reorganisation 11.18 USA minimap connections 2.1.2
co-operation 18.2, 18.3 weather 8.2.4
final 13.5 Sea boxes
offensive chits 16.4, 16.5 naval air missions 11.3
Repair naval movement 11.4
factories 22.2 port attack 11.2
major ports 22.4.1 return to base 13.4
naval units 13.6.5 shore bombardment 11.16.2
gearing limits 13.6.6 stacking 2.3.1
US entry option 13.3.2 Search and seizure 13.3.3, 13.6.1
oil 22.4.11 Searching 11.5.5
Reserve pool 14.6.1 CV units 8.2.4
Reserves interception 11.4.6
calling out 9.6 NAV units 8.2.4
MIL units 4.1.2 port attack 11.2
Resources [see also Oil] 13.6.1 weather 8.2.4
Chinese 13.3.2
Sequence of play 3.1
embargo 13.3.2 Set up 24.1
lending 5. minor countries 19.4
co-operation 18.2 Shatter 11.16.5
partisans 13.1 Shore bombardment 11.16.2
Soviet 13.3.2 surprise 15.1
strategic bombardment 11.7 Vichy units 17.5
transporting 5.1 weather 8.2.7
Baltic weather 8.2.10 Siam
Burma road 13.3.3 alignment 19.7

partisans 13.1 Siberia [all hexes in the USSR on the Asian and Pacific maps]
enemy units in 13.6.3
factories 13.6.3 embarking 11.4.5
Siberian units 22.4.7 invasions 11.14
Side [there are two sides in World in Flames, the Axis and the land combat 11.16.1
Allies]
Sides, choosing 24.1.2 land movement 11.11.1

Singapore 11.16.1 naval movement 11.4.2

Ski troops 22.4.1 partisans 13.1

land combat 8.2.7 ski troops 22.4.1

Slovak MIL 22.4.8 sources 2.4.2

South Dobruja 19.6.2 Stilwell 21.


Soviet border rectification 19.6 supply units 22.4.10
Spain terrain 11.11.2
alignment 19.7 weather 8.2.2
resources 5.1 Supply paths 2.4.2
Stacking 2.3 Supply Sources 2.4.2
carrier planes 14.4.1 Supply units 22.4.10
co-operation 18.2 air transport 11.12
reinforcements 4.2 debarking 11.4.5
retreats 11.16.5 rail movement 11.10
set up 24.1.6 stacking 2.3.1
Stage [a portion of a turn. Each stage is divided into a number supply source 2.4.2
of steps] Surface combat 11.5.8
Sequence of Play 3.1 Surface naval unit [any naval unit except sub or frogman]
Start lines 24.1.6 building 13.6.5
Stations [see Railways]
Surprise impulse 15.
Step [the smallest segment of a turn where actions occur.
Several steps constitute a stage] ground strike 11.9

Sequence of Play 3.1 multiple states of war 9.9

Stilwell 21. naval combat 11.5.6


Stockholm port attack 11.2
naval movement 8.2.10 Surprise points 11.5.6, 15.1
Straits hexsides [see Hexsides] port attack 11.2
Strategic bombardment 11.7 Surrender 13.7.6
carrier planes 14.4 Swamp hexes [see Hexes]

factory destruction 22.2 Sweden [see also Stockholm]

oil resources 13.5.1 Axis rail movement and supply 19.7

saved build points 13.6.8 combat 8.2.7

Strategic materials 13.3.2 resources 5.1


Sub hunters 22.4.19 Synthetic oil plants 22.4.11
SUB units reinforcements 4.2
building 13.6.5 Tankbusters [see Aircraft units]
interception 11.4.6 Tankers 22.4.19
Task forces 11.4.3
Flying 22.4.19
Tension pool [see US entry]
Milchcow 22.4.19
Territorial units 22.4.5
Missile 22.4.19
co-operation 18.1
naval combat 11.5.8, 11.5.10, 22.4.19
Italian AOI 18.1
naval movement 11.4.1
land combat 11.16.5
port attack 11.2
reinforcements 4.2
Schnorkel 22.4.19
set up 19.4
Supply 22.4.19
supply sources 2.4.2
Walther 22.4.19
Trade agreements 5.1
Submarine combat 11.5.10, 22.4.19 Transylvania 19.6.2
Suez 11.4.2, 11.4.4, 13.8
TRS supply 11.18.3
Supply 2.4
TRS units
aircraft movement 14.1.1
Queens 22.4.4
co-operation 18.2
Turkey
debarking 11.13 alignment 19.7
resources 5.1 intelligence 22.1
Turns [see End of turn] invasions 11.14
Twin engined fighters 14.3.2 searching 11.5.5
Two-dice combat 11.16.6 shore bombardment 11.16.2
Ukraine, The 19.12 snow
Unarmed bombers 14.3.2 ski troops 22.4.1
Units [see also particular types] supply paths 2.4.2
classes 13.6.6 Western Allies [France and the Commonwealth] 13.3.2
described 24.1.4 White print units
optional 22.4 land combat 8.2.7
Unrestricted naval warfare 13.3.2 supply 2.4.3
US entry 13.3 Yugoslavia
declaring war 9.4 alignment 19.7, 19.8
entry actions 13.3.3 ZOCs 2.2
entry options 13.3.2 advance after combat 11.16.5

lending 5. garrison values 9.5, 13.1

entry pools 9.4, 13.3 invasions 11.14

tension pools 9.4, 13.3 land movement 11.11.1


USA overrun 11.11.6
co-operation 18.1 paradrop 11.15
minimap 2.1.4 partisans 13.1
maps, connection to 2.1.2 rail movement 11.10
set up 24.1.3 reinforcements 4.2
production multiples 13.6.3 reorganisation 11.18.2
trade agreements 5.1 resource transport 13.6.1
USSR retreats 11.16.5
Baltic states 19.5.2 ski troops 22.4.1
border rectification 19.6 supply paths 2.4.2
factories, rail restriction 11.10
Guards Banner armies 22.4.14
gearing limits 13.6.6
neutrality pact with Germany 9.5, 13.7.1, 19.5
Baltic states 19.5.2
Poland 13.7.3, 19.5.1
peace with Japan 13.7.3
Poland 19.5.1
production multiples 13.6.3
Siberia 13.6.3
Ukraine, The 19.12
V weapons 11.7.1
Variable reorganisation cost 11.18.4
Venezuela
resources 5.1
Vichy France 17.
co-operation 18.1
declaring war 17.4
Indo-China 13.3.3
Madagascar 13.3.3
Victory 13.8
Vladivostok 13.7.3
Vlassov 22.4.8
co-operation 18.1
Warlords 22.4.15
Weather 8.
blizzard
ski troops 22.4.1

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