WWII Technology. Generic countries. Production and strategic combat.
Water Ships only. This may represent oceans, lakes, or rivers
Bridge Ships & Ground units may enter. This also represents ferrys
Barren Bases can be built on this terrain. Also hills
Forest Defense +1
Mountains Defense +1, Only Infantry may enter this terrain
Mountain Pass Defense +1
Marshland Defense +1, Only Infantry may enter this terrain. Also Jungle
Mines 1 Metal
Agriculture 1-3 Food
City 1-6 Population; Defense +1
Oil Fields 1 Oil
UNIT POP TYPE METAL MOVE OIL ATTK RANGE DEF NOTES
Infantry 1 Ground 1 1 0 1 1 2
Mechanized Inf. 1 Ground 2 2 1 1 1 2
Tanks 1 Ground 3 2 1 2 1 2
Artillery 1 Ground 3 1 1 2 2 1
Anti-Aircraft 1 Ground 2 1 1 1 1 1 Can be used against nonair units
Fighters 1 Air 3 4 1 1 0 1
Bombers 1 Air 3 8 1 2 0 1 Cannot attack other planes
Transports 1 Sea 3 2 1 0 0 1 Carry 2 Ground units
Warships 1 Sea 5 3 1 2 2 2
Carrier 1 Sea 5 2 1 1 1 1 Carry 4 planes
Subs 1 Sea 3 2 1 1 1 1 Can only be attacked by Warships
Fortification 0 Base 3 0 0 0 0 +1
Airfield 1 Base 3 0 0 0 0 0
Port 1 Base 3 0 0 0 0 0 Build adjacent to water hex
Factory 1 Base 3 0 0 0 0 0
Use a hex map. Assign each city a population value of 1-6.
Write this in on the map. This maximum level does not change.
Likewise, assign a value of 1-3 to all agricultural lands.
All mines & Oil fields have a level of one. Large cities are
represented by several adjacent city hexes.
Each player should begin by controlling a corner of the map that
contains several cities (Population of around 15) and enough
agricultural land to feed them. They should also have access to
nearby mines & oil fields. Each player starts with reserves of
30 oil and 30 metal. Each side starts with 1 Factory
and 5 Infantry units positioned adjacent to the city hexes.
Only one unit per hex. The exceptions include planes, and units
carrying other units.
Control all cities on the map.
2. AIR STRIKE DECLARATIONS
3. FIGHTER DEFENSE
4. FLAK DEFENSE
5. AIR STRIKE RESOLUTIONS
6. GROUND RETURN FIRE
7. AIR TRANSFERS
8. SEA MOVE
9. SEA ATTACK
10. GROUND MOVE
11. ARTILLERY ATTACKS
12. GROUND ATTACK
13. FREE ADVANCE
14. FOOD PRODUCTION
15. METAL PRODUCTION
16. OIL PRODUCTION
17. UNIT PRODUCTION
18. CLAIM TERRITORY
19. BUILD BASES
20. REPAIR & REINFORCEMENTS
Each player roll 1D6. High roll wins. The Initiative winner goes
first in each of the following phases.
AIR STRIKE DECLARATIONS
Bombers and fighters may declare sortie attacks against targets
within range of their airfield or carrier. Planes can attack any
ground or sea unit except subs. Planes can also attack infrastructure:
Cities, mines, factories, oil fields, airfields, and ports. If a
carrier or transport is destroyed all units on board are also
Every time a noninfantry unit moves, it uses up one oil from your
oil reserves. This is 1 oil per turn, not one oil per hex.
The attacking unit rolls its Attack dice and the defending unit rolls
its defense dice. If the attackers roll is higher than the defenders
total, the defender is destroyed. Put a fire counter on any unit
that was attacked but not destroyed. A unit gets -1 on its dice
rolls for every fire counter on it. Terrain, fortification, and fire
counter modifiers add pips not dice. For example: defending
Infantry (2D6) in fortified (+1) mountains (+1) with one fire
counter (-1) would have a roll of 2D6 +2 to defend.
If the target is in range of a fighter squad, the squads may scramble
and attack. If the sortie units survive, they get to return fire
with one attack die each.
If an Anti-aircraft unit is the target, is in the same hex as the
target, or is adjacent to the target, it may attack the plane.
Warships and carriers function as Anti-aircraft units having one
AIR STRIKE RESOLUTIONS
If the planes get past the fighter and flak defenses they may attack
their targets. Infrastructures do not have Defense dice. Instead
when the attacking plane rolls attack dice, the infrastructure
recieves one fire counter for every roll of 1-2 on D6. If an airbase
recieves a fire counter, all planes stationed there are destroyed.
GROUND RETURN FIRE
If a nonartillery ground unit survives an attack by a fighter, it
may counterattack with small arms fire for one attack die.
Planes that have not attacked may move to other airfields or carriers
in range. An airbase may hold 10 planes. A carrier may hold 4 planes.
Transports can carry 2 ground units.
Warships and subs may attack.
Warships can attack subs with depth charges for one attack die if the
sub is adjacent. No other units may attack subs.
A gound unit may use its move to board an adjacent transport or to
disembark. Tanks & Mechanized infantry use up their move entering or
leaving a forest, desert, fortification, mine, or city.
Ground units cannot enter bridge spaces if the bridge has sustained
Artillery units get to attack.
Attacks may target infrastructure inflicting 1D3 Fire counters.
Artillery cannot attack if they moved this turn.
Tanks, infantry, and mechanized infantry may attack. A ground unit
may attack the infrastructure it occupies inflicting 1D6 Fire counters.
If a defender is destroyed the attacking nonartillery ground unit may
enter the hex it occupied.
Food is not saved from turn to turn. Compare the amount of food you
produce to your city populations. The smaller number is your Unit
Limit. Agricultural lands with fire counters do not produce anything.
Cities with fire counters have their population score reduced by that
amount to a minimum level of 0.
Extra metal is saved from turn to turn in your metal reserves. Each
turn in this phase increase your metal reserves by the number of
mines you control. Mines with fire counters do not produce anything.
Extra oil is saved from turn to turn in your oil reserves. Each turn
in this phase increase your oil reserves by the number of mines you
control. Oilfields with fire counters do not produce anything.
If you have more units than your Unit Limit (This value determined
in food production phase) you may not build units this turn. Expend
the required amount of metal from your metal reserves to build the
unit. Place the unit in a production site space: A factory for ground
units, a port for ships, or an airfield for planes. A production site
can only build one unit per turn. Production sites with fire counters
do not produce anything.
Gain control of any terrain you have infantry or mechanized infantry
in. Recieve production from this hex starting next turn.
These can be built on any barren hex occupied by an infantry unit
you control not adjacent to an enemy unit.
REPAIR & REINFORCEMENTS
Each unit and infrastructure may remove one Fire counter.
The maximum number of fire counters a unit or infrastructure can
have is six. Bridges will only be repaired if a player has an
adjacent infantry unit and says he is repairing it.
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