AvalonHill Rules AVL1940 RuleBook

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 AGE 12+ 2-4 PLAYERS Qstos? U.S., Canada, Asia Pacifc, & Latin America www.wizards.com/customerservice Wizards o the Coast LLC P.O. Box 707 Renton WA 98057-0707 U.S.A. Tel: 1-800-324-6496 (within the U.S.) 1-425-204-8069 (outside the U.S.) U.K., Eire, & South Arica Hasbro UK Ltd. P.O. Box 43 Newport NP19 4YD UK Tel: + 800 22 427276 Email: [email protected] All Other European Countries Wizards o the Coast p/a Hasbro Belgium NV/SA Industrialaan 1 1702 Groot-Bijgaarde n BELGIUM Tel:+32.70.233.277 Email: [email protected] Check us out on the web: Axisandallies.com ©2009 Wizards o the Coast LLC, P.O. Box 707, Renton, WA 98057-0707, U.S.A. MADE IN CHINA. Wizards o the Coast and its logo are trademarks o Wizards o the Coast LLC in the U.S.A. and other countries. Ava lon Hill, Hasbro, Axis & Allies and their logos are trademarks oHASBRO, Inc. and are used with permission. ® denotes Reg. U.S. Pat. & TM Oce. All rights reserved. ©2009 Hasbro. For Europe: Hasbro UK Ltd, P.O. Box 43, Newport, NP19 4YD, UK. Please retain company details or uture reerence. 30025524000001 EN

Transcript of AvalonHill Rules AVL1940 RuleBook

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 AG

2-4 PL

Qstos?U.S., Canada, Asia Pacifc, & Latin America

www.wizards.com/customerservice

Wizards o the Coast LLC

P.O. Box 707

Renton WA 98057-0707

U.S.A.

Tel: 1-800-324-6496 (within the U.S.)1-425-204-8069 (outside the U.S.)

U.K., Eire, & South Arica

Hasbro UK Ltd.

P.O. Box 43

Newport NP19 4YD

UK

Tel: + 800 22 427276

Email: [email protected]

All Other European Countries 

Wizards o the Coast p/a Hasbro Belgium NV/SA

Industrialaan 1

1702 Groot-Bijgaarden

BELGIUM

Tel: +32.70.233.277

Email: [email protected]

Check us out on the web:

Axisandallies.com

©2009 Wizards o the Coast LLC, P.O. Box 707, Renton, WA 98057-0707, U.S.A. MADE IN CHINA. Wizards o the Coast and its logo are trademarks o Wizards o the Coast LLC in the U.S.A. and othercountries. Avalon Hill, Hasbro, Axis & Allies and their logos are trademarks o HASBRO, Inc. and are

used with permission. ® denotes Reg. U.S. Pat. & TM Oce. All rights reserved. ©2009 Hasbro.For Europe: Hasbro UK Ltd, P.O. Box 43, Newport, NP19 4YD, UK.

Please retain company details or uture reerence.

30025524000001 EN

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Gm Compots ......................................................................................04

Smmry o Py ...........................................................................................06

How th Wr s Wo ....................................................................................06

Th Comtts ............................................................................................06

Stp ....................................................................................................................06

Th Potc Stto ...............................................................................08

Ch Rs......................................................................................................09

Orr o Py ....................................................................................................10

1. Purchase & Repair Units......................................................................10

2. Combat Move.......................................................................................11

3. Conduct Combat ..................................................................................14

4. Noncombat Move.................................................................................19

5. Mobilize New Units .............................................................................20

6. Collect Income .....................................................................................20

Wg th Gm........................................................................................21

Unit Profles .....................................................................................................22

  YOuR WORld iS SOOn TO be aT WaR—SPRinG 1940 Table Of COnTenTS

CRediTSGame Design: Larry Harris

Game Development: Mons Johnson

Rulebook Development: Larry Harris and Kevin Chapman

Playtesters: Jason Brown, Kevin Chapman, Randy Heath, Brian Hebert, Randy Vandyke, and Neil Yetts

Editing: Cal Moore

Art Direction: Blake Beasley

Cover Illustration: Jim Butcher

Graphic Designer: Leon Cortez and Emi Tanji

Cartography: Todd Gamble

Photography:Allison Shinkle and Katie Wright

Brand Management: Brian Hart

Project Manager: Neil Shinkle

Production Management: Godot Gutierre

Thanks to all o our project team members and the many others too numerous to mention who have contributed to this product.

What i . . . What i the Japaneseattacked the United States in 1940instead o on December 7th, 1941?We, as players o this game, are aboutto explore that possibility. The war

in Europe has already begun andthe German blitzkrieg is presentlyunderway in France. The collapse o several European colonial powers hascreated large power vacuums in Asiaand in the Pacic. Japan is anxious toll these vacuums. To do so, it will

most certainly have to go to war with

the other Pacic powers–notably theUnited States. As the game opens,clearly Japan is the dominant militarypower. The U.S. is in no mood ororeign military adventures, and witha strong isolationist movement in the

country, it’s desperately trying to stayout o the war in Europe and avoidone in the Pacic. With this backdrop,the United States consequently cannotand will not make any moves againstJapan. Japan, on the other hand, hasall its options open. As Japan sees it,

war with the United States and theEuropean powers in the Pacic is allbut inevitable.

On turn one Japan is conronted withtwo options: attack immediately or usethis time window to better prepare orwhat will certainly be a massive attack 

that will carry them hal way across theglobe. With some luck and preparation,Japan can catch the U.S. Pacic feetunprepared and strike a swit anddecisive blow to the American feet. I Japan can manage to keep the UnitedStates on the deensive and in a weak 

military state, she can conquer enoughresources and victory cities to win

the game. One theory is that Japancan create such a strong deensiveperimeter that the United States wouldeventually tire and negotiate a peacewith a much stronger and richer Japan.

But another theory suggests that timeis running out or Japan. On turn 3, dueto the realities o the global situation,

the United States will switch to awartime economy. On the U.S. player’sthird turn, whether attacked or not, theU.S. will boost its income by 40 IPCsper turn. The British will ll the voidcreated by the all o Holland and takeguardianship o the rich Dutch EastIndies. And so, in but a ew months,

Japan will no longer enjoy its militarydominance in Asia, and its dreams o a

greater imperial Japan will ade in thesetting sun.

 

—Larry Harris

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Gm bors Storg boxs:2 Game Boards5 National Storage boxes

Gm Chrts/as:1 National Production Chart1 Battle Strip1 Casualty Strip

Mrkrs Toks:100 National Control Markers16 Naval base markers16 Air base markers16 Industrial complex markers

(8 Major & 8 Minor)12 Antiaircrat Gun markers

dc Pstc Chps:50 gray chips10 red chips10 dice

Pstc Mtrs: 454 Tot

GaMe COMPOnenTS

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nto Procto ChrtThis chart tracks each power’s national production

level (income) during the game. The level is basedon the combined Industrial Production Credit(IPC) values o each territory a power controls.Place one o your control markers on the numberon the chart that matches your power’s startingIPC total (on the IPC chart at the bottom o the page). This is the power’s starting national

production level. Each player should keep track o his or her power’s production level separately.

btt Strp, Csty Strp, dcThe battle strip is a card with columns that list attacking and deending units and their combat strengths. When combatoccurs, the players involved place their units on both sides o the battle strip. Combat is resolved by rolling dice. Casualtiesare designated by being moved behind the casualty strip.

nto Cotro MrkrsNational control markers indicate status in the game. They mark conquered territories and indicate national production levels.

Take all o the national control markers that belong to your power.

Stp CrsTake the setup card or your power, located on the box top o the storage trays. It shows the name o the power, its units’color, and its emblem. It also lists t he starting numbers and locations o that power’s units on the game board. Place all o t he

indicated units on the game board as listed.

Pstc ChpsUse the chips to save space in overcrowded territories and sea zones. Gray chips represent one combat unit each and red

chips represent ve units each. For example, i you wanted to place seven inantry on a space, you would stack up one redchip, one gray chip, and one inantry unit on top. (I you do not have enough pieces to top o all your stacks, simply use anyidentiying item, such as a piece o paper with the unit type written on it.) The number o stacks is not limited by the numbero plastic pieces available.

istr Procto CrtsThese units are the money o the game, representing capacity or military production. The amounts shown in the chart belowrepresent each power’s beginning national production level. Each power will have a specic amount o IPCs to spend on its

turn. Have one player act as a banker and track each power’s IPC total on a piece o paper, or use another means agreed uponby your group.

Comt forcsTake the plastic pieces that represent your power’s combat units. Each power is color-coded as ollows.

Powr Strtg iPCs Coor

Jp 26 Org

ut Stts 17 Gr

Ch 12 lght Gr

ut Kgom 16 T

  anZaC 10 drk T

SuMMaRY Of PlaY Axis & Allies® Pacifc: 1940 can be played by up to ourplayers. The game depicts a two-sided confict, so i youhave more than two players, split them up i nto the Axis side

and the Allies side.

The Allies powers include the United States, China, UnitedKingdom, and ANZAC. The Axis powers are represented by

Japan. Each player controls at least one world power. Somewill control more than one power.

Each turn you take or a power, you choose which units tobuild or that power. Then you move your attacking units intohostile spaces and resolve those attacks using dice rolls.

Ater combat, you can make noncombat moves with yourunits that did not take part in combat that turn. Finally, youplace the units you purchased at the beginning o your turn

and then collect your income or the turn, including incomegained rom any newly conquered territories.

HOW THe WaR iS WOnOn your turn, you build, deploy, maneuver, and command army divisions, air wings, and naval feets to loosen your oes’ holdon their territories. On your opponents’ turns, they will bring their orces against you. The more territories you hold, the more

weapons you can build—and the more powerul those weapons can be.

On the map are eight victory cities crucial to the war eort. The Allies begin the game controlling Calcutta, Manila, HongKong, Sydney, Honolulu, and San Francisco. The Axis powers begin the game controlling Shanghai and Tokyo. Japan

wins the game by controlling any 6 o these 8 victory cities at the end o a complete round o play (ater the completion o the ANZAC turn). The Allies—Great Britain, The United States, China, and Australia and New Zealand (ANZAC)—win thegame by controlling the territory o Japan and holding it until the end o the Japanese player’s turn ollowing the captureo territory.

Allied victory–Capture JapanJapanese victory–Gain and keep control o any 6 victory cities

THe COMbaTanTSOne or more players take the side o the Allies, and one playertakes Japan. Each player controls one or more world powers. I a player controls more than one power, those powers must all beon the same side.

I you control more than one power, keep track o those powers’income and units separately. You can conduct operations or onlyone power at a time.

StpOnce you have decided who will play which power(s), preparethe game or play. It contains the ollowing components.

Gm borThe game board is a map o the Pacic, circa 1940. It is dividedinto spaces, either territories (on land) or sea zones, which areseparated by border lines.

It is spring, 1940. Japan is at war with China, but not with any othercountry. Any attacks on British, Dutch, ANZAC (Australian-NewZealand Army Corps), or American territories or ships by the Japanesewill be considered an act o war by all o the remaining Allied powers.

A British or ANZAC attack on Japan, however, would not bring theU.S. into the war. The Japanese player can elect to go to war with the

Allies immediately. I Japan does, the United States will automatically kick into its wartime economy. With tensions already high due to Japan’s occupation

o parts o China, any urther conquest in the Pacic will orce the United States to goto war with Japan. Should Japan not attack immediately and use this time to better prepare and

position its orces? This is the question that the Japanese player must answer.

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China can controlShantung and

Kiangsu.

Chinese orces canoccupy Kwangtung,

but they cannotcontrol it.

Spcs O Th Gm borThe border colors o the territories on the game board showwhich power controls them at the start o the game. Eachpower has its own color. All other spaces are neutral and arenot aligned with any power.

Most territories have an income value ranging rom 1 to 10.This is the number o IPCs the territory produces each turnor its controller. A ew territories, such as Yukon Territory,

have no income value.

Units can move between adjacent spaces (those that share a

common border).

All territories exist in one o three conditions:

Friendly: Controlled by you or a riendly powerHostile: Controlled by an enemy powerNeutral: Not controlled by any power.

Sea zones are either riendly or hostile. Friendly sea zonescontain no surace warships belonging to a power with whichyou are at war. Hostile sea zones contain surace warships

belonging to a power with which you are at war (this doesnot include submarines and transports).

Neutral Territories: Neutral territories such as those

contained within Mongolia have white borders. Each suchterritory also has a unit silhouette with a number, whichindicates how many inantry units the territory will generateto deend itsel when its neutrality is violated. A neutralterritory’s neutrality is considered violated the rst time

a oreign power attacks it, at which point the indicatednumber o inantry will be activated and placed on the map.The inantry units representing the neutral territory cancome rom any power on the side opposing the invading

power. Combat between the invading orces and the neutralterritory’s orces is conducted in the usual manner during theConduct Combat phase.

Ater a neutral territory has been attacked, it is no longerconsidered neutral and becomes part o the alliance opposingthe power that attacked it. For example, i Japan attacked aterritory in Mongolia, ater the attack that territory would join the Allies alliance. I the attack upon the neutral territoryis unsuccessul, any remaining deending units stay in the

neutral territory, but cannot move. The territory remainsuncontrolled, but units rom the side it is now allied with canmove into it. Any ormerly neutral territory that is liberatedby its new allies becomes controlled by t he liberating power.

Air units cannot fy over a neutral t erritory unless they areattacking it.

Islands: An island is aterritory located entirelyinside one sea zone. A seazone can contain at mostone group o islands, whichis considered one territory.It is not possible to split

up land-based units so thatthey are on dierent islandsin the same group.

THe POliTiCal SiTuaTiOnAt the beginning o the game, Japan and China are at war. However, none o the other Allied powers begin the game at warwith Japan. Japan is ree to attack China and invade unoccupied French Indo-China without provoking a war with the otherAllied powers. However, any combat movements against British, Dutch, ANZAC, or American territories, troops, or ships bythe Japanese will bring all o the Allied powers into the war.

I not yet at war, Britain and/or ANZAC are ree to take control o the Dutch East Indies and French Indo-China by movingland units to those territories, as long as those territories have not been captured by Japan. Doing this is not considered aprovocative act against Japan. Once Britain and ANZAC are at war with Japan, they can take control o these territories in thesame way, or by recapturing them rom Japan.

I Britain or ANZAC attack Japanese territories, disrupt Japanese convoys, or move units into China, this will immediatelyresult in a state o war between Japan and these two powers, but not bring the U.S. into the war. The U.S. cannot attack Japan,disrupt Japanese convoys, or move units into China until either Japan provokes war with the U.S. (see above) or the U.S.

declares war on Japan, whichever comes rst. I the U.S. is not yet at war with Japan by the Collect Income phase o its third

turn, it will declare war on Japan at that time.

When the U.S. enters a state o war with Japan, whether due to Japanese aggression or its own declaration, its income is

immediately increased by 40 IPCs (bringing it to 50 IPCs) to refect its wartime economy. It can then attack Japan in its nextCombat Move phase.

The Soviet Union has entered into a non-aggression treaty with Japan. As a result, no units rom any power on either side mayenter Soviet territories at any time.

China and its units are controlled byone o the Allied players, but or gamepurposes it is considered a separatepower and its resources cannot bemixed with those o other Alliedpowers. China has its own complete

turn and can normally purchase onlyinantry, but i the Burma Road isopen, it can also buy artillery. Chinahas its own economy, makes its ownpurchases, moves its own units, androlls dice or its units during combat.Although China’s purchases are made

in the same way as the other powers,it does not have industrial complexes,or air or naval bases. I a Japaneseindustrial complex is built on a Chineseterritory and that territory is laterrecaptured by the Chinese or liberatedby another Allied power, the industrial

complex is removed rom the game.

Chinese territories on the game board

have a Nationalist Chinese nationalitysymbol on them. Some o theseterritories begin the game alreadyunder Japanese control. They stillare considered Chinese territories orpurposes o original ownership.

Chinese units have a limited range o occupation. They can only be moved

into territories that have a NationalistChinese nationality symbol. Chineseunits cannot be loaded onto transports.

Kwangtung and Burma are specialcases. While they are not Chineseterritories and cannot be controlledby China, Chinese orces can attack Axis units there and occupy them, but

the IPCs generated go to the UnitedKingdom (unless India is under Axiscontrol). These are the only non-Chinese territories that Chinese unitscan occupy.

At the beginning o the game, Chinahas a U.S. ghter unit located on themap. This represents the Americanvolunteer group—the Flying Tigers.

This ghter is considered part o the Chinese orces or purposes o 

movement and combat. It cannot leavethe territories that Chinese occupationis restricted to, even to attack andreturn. I it is destroyed, the U.S. playercannot purchase a new ghter unit or

China. Allied units, including air units,can be moved into China, but doingso is considered an act o war againstJapan. Such allied units are under thecontrol o the allied player and are notconsidered Chinese.

The Burma Road is vital to the Chinesewar eort (see map). When all o theterritories this road passes through arecontrolled by the Allies, China receivesa bonus income o 6 IPCs per turn.

Even without an industrial complex,China can purchase and mobilizeartillery, but only i the road is open.Newly placed artillery units will besupplied by the U.S. player (becauseChina does not have any o its own).

China does not have a capital likeother countries do. During the game,each new unit can be mobilized on any

Chinese territory that is controlled byChina, including those captured in thecurrent turn. I all Chinese territoriesare captured by Japan, China retains itsIPCs in hope o liberation and does notgive them to Japan.

Allied units can be moved into China,but they are not considered Chinese andare controlled by the player who ownsthem. However, the American ghter

and the artillery that are purchased byChina are considered to be Chinese andnot Allied controlled units.

CHina RuleSTHe COMbaTanTS (COnTinued)

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Land unitsmust end their

movementwhen theyencounter

enemy units,including

antiaircrat

guns andindustrialcomplexes.

Sea units other than submarines must end their movement when they encounter

enemy units. The destroyer must stop in this zone, however, the submarine canpass through saely since the enemy unit is not a destroyer.

ORdeR Of PlaY Axis & Allies is played in rounds. A round consists o each power taking a turn, and then a check to see i one side or the

other has won the game.

Orr o Py1. Japan2. United States3. China (controlled by an Allied player)4. United Kingdom5. ANZAC

At the end o the ANZAC player’s turn, check or victory. I neither side has won, begin a new round play.

Your power’s turn consists o six phases, which take place in a xed sequence. You must collect income i you can, but all

other parts o the turn sequence are voluntary. When you nish the collect income phase, your turn is over. Play then passes tothe next power. When every power has completed a turn, i no side has won, begin a new round o play.

Tr Sqc1. Purchase & Repair Units2. Combat Move3. Conduct Combat4. Noncombat Move5. Mobilize New Units6. Collect Income

Phs 1: Prchs & Rpr utsIn this phase, you may spend IPCs or additional units to be used in uture turns. All the units listed on your power’s setupcard are available or purchase.

Prchs uts Sqc1. Order units

2. Pay or units & repair damaged units and acilities3. Place units in mobilization zone

Stp 1: Orr utsYou may buy as many units o any type as you can aord. Select all the units you wish to buy. You do not have to spend all o 

your IPCs.

Stp 2: Py or uts & Rpr dmg uts fctsPay IPCs to the bank equal to the total cost o the units (by having the banker adjust your IPC totals). You do not have tospend all o your IPCs.

You can also pay to remove damage rom acilities. Facilities are industrial complexes, airbases, and naval bases. Each pointo damage costs 1 IPC to remove. Repairs take eect immediately, and the controlling player can use repaired acilitiesduring the rest o this turn.

Your capital ships, carriers, and battleships in sea zones serviced by operative riendly naval bases (including those repairedin this turn) are also repaired at this time. There is no IPC cost to repair these ships.

Stp 3: Pc uts th Mozto ZoPlace the purchased units in the mobilization zone (on the game board). You cannot use these units right away, but you willdeploy them later in the turn.

Phs 2: Comt MovMovement in this game is separated into combat movement and noncombat movementphases. During the Combat Move phase, all movement must result in combat, witha ew exceptions (see below). Movement into a hostile territory counts as a combatmovement whether that space is occupied or not. Additional movement that does not

result in combat occurs during the Noncombat Move phase (phase 4).

Move as many o your units into as many hostile territories and sea zones as you wish.

You can move into a single hostile space rom dierent spaces, as long as each movingunit can reach that space with a legal move.

You can move units through riendly spaces en route to hostile spaces during this phase.

However, units cannot end their movement in riendly spaces during the Combat Move

phase except in our instances:

• Tanksandmechanizedinfantrythathaveblitzedthroughanunoccupiedhostile space (see Tanks, Mechanized Inantry and Blitzing on page 13),

• Seaunitsthatwillbeparticipatinginanamphibiousassaultfromanuncontested sea zone,

• Seaunitsmovingfromahostileseazonetoescapecombatastheircombat move, and

• Seaunitsmovingintoaseazonecontainingonlyenemysubmarinesand/ortransportsinordertoattackthoseunits. (Remember that such a sea zone is not considered hostile.)

I you move all o your units out o a territory you control, youstill retain control o that territory until an enemy moves into

and captures it (the territory remains in control o the power thatcontrolled it at the start o the turn).

Units rom the same side can reely share territories, sea zones,

and space on aircrat carriers and transports with one another.These shared events must be agreed upon by both powers.

All combat movement is considered to take place at the sametime: Thus, you cannot move a unit, then conduct combat, thenmove that unit again during this phase. The only exception tothis is land units making an amphibious assault that is precededby a sea battle (see Amphibious Assaults on page 12), as theymust unload ater the sea battle is successully completed. Youcannot move additional units into an embattled space once an

attack has begun.

A land or sea unit can move a number o spaces up to its move value. Most units must stop when they enter a hostile space.Thus, a unit with a move value o 2 could move into a riendly space and then a hostile space, or just into a hostile space.

An enemy submarine and/or transport does not block any o your units’ movement, nor does it prevent loading or ofoadingin that sea zone. As the moving player, you have the option o attacking an enemy submarine and/or transport that shares a

sea zone with you. However, i a warship chooses to attack a submarine or sink an unescorted transport, that warship mustend its movement in that sea zone.

ORdeR Of PlaY (COnTinued)

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You can blitz a tank through two territories i therst is hostile but unoccupied. Remember to place

your control marker in the rst territory.

You must stop the tank’s movement when it encountersenemy units, including antiaircrat guns and acilities

Amphibious assault movement occurs during the Combat Move phase. Ater yourtransport loads units, your battleship must destroy the enemy destroyer in sea combatin order to clear the hostile sea zone so that the transport can ofoad into the costal

territory. I there had been only deending submarines and/or transports, the attackingU.S. player could have ignored those units, or could have conducted sea combat.

S uts Strtg Host S ZosAt the beginning o the Combat Move phase, you may

already have sea units in spaces containing enemy units thatwere there at the start o your turn. For example, an enemymay have built new sea units in a sea zone where you havesurace warships. When your turn comes around again, youare sharing that sea zone with enemy orces.

I you are sharing a sea zone with enemy surace warships(not submarines and/or transports), this situation requiresyou to do one o the ollowing:

• Remainintheseazoneandconductcombat, • Leavetheseazone,loadunitsifdesired,andconduct 

combat elsewhere,• Leavetheseazone,loadunits,andreturntothesamesea 

zone to conduct combat (you cannot load units while in ahostile sea zone), or

• Leavetheseazoneandconductnocombat.

Once these sea units have moved and/or participated incombat, they cannot move or participate in the NoncombatMove phase o the turn.

 ar utsAn air unit that moves in the Combat Move phase must

generally reserve part o its move value or the NoncombatMove phase, at which point it must return to a sae landingspot using its remaining movement.

An air unit’s movement in any complete turn is limited to itstotal move value. Thus, a strategic bomber with a move valueo 6 cannot move six spaces to get to a hostile space. It mustsave enough movement points to get to a riendly territorywhere it can land. A ghter or tactical bomber can moveits ull our spaces to attack in a sea zone instead o saving

movement, but only i a carrier could be there or it to land

on by the conclusion o the Mobilize New Units phase.

Air units attacking territories that have antiaircrat guns will

be red upon. This does not include territories containingantiaircrat guns that are only being fown over. Normalantiaircrat guns cannot re upon strategic bombersconducting bombing raids. These air units are red on byantiaircrat cover provided by the industrial complex or basethat is being attacked.

SmrsSubmarines are capable o moving undetected due to their ability to submerge. For this reason, they have special movement

rules. I there are no enemy destroyers present, a submarine can move through a sea zone containing enemy warships withoutstopping. However, i a submarine enters a sea zone containing an enemy destroyer during the Combat Move phase, itsmovement ends immediately and combat will result.

Tks, Mchz itry, btzgA tank can “blitz” by moving through an unoccupied hostile territory as the rst part o a move that can end in a riendly orhostile territory. In addition, one mechanized inantry unit can move along with each blitzing tank. The complete move mustoccur during the Combat Move phase. The blitzing units establish control o the rst territory beore they move to the next.

Place your control marker on the rst territory and adjust the national production levels as you blitz. A blitzing tank (andmechanized inantry) that encounters enemy units, including an antiaircrat gun, industrial complex, airbase, or naval base inthe rst territory it enters must stop there.

TrsportsI a transport encounters hostile surace warships (not enemy submarines and/or transports) AFTER it begins to move (notcounting the sea zone it started in), its movement or that turn ends, and it must stop there and conduct sea combat.

A transport can load units while i n any riendly sea zone along its route, including the sea zone it started in. I a transport

loads land units during the Combat Move phase, it must ofoad those units to attack a hostile territory as part o anamphibious assault during the Conduct Combat phase, or it must retreat during the sea combat step o the amphibious assaultsequence while attempting to do so. A transport that is part o an amphibious assault must end its movement in a riendly seazone (or one that could become riendly as result o sea combat) rom which it can conduct the assault.

Any land units aboard a transport are considered cargo until they ofoad. Cargo cannot take part in sea combat and isdestroyed i the transport is destroyed.

 arssWhen taking o rom a territory or i sland that has an airbase, air units gain one additional movement point. Fighters andtactical bombers can now move 5 spaces and strategic bombers can move 7 spaces (see Airbases, pg. 23).

nv ss

All ships beginning their movement rom a sea zone serviced by an operative riendly naval base can move one additionalmovement point (see Naval bases, pg. 23).

ORdeR Of PlaY 

 amphos asstsI you want to make any amphibious assaults, announceyour intent to do so during the Combat Move phase.

An amphibious assault takes place when you attack acoastal territory or island group rom a non-hostile seazone by ofoading land units rom transports into thattarget territory (or make a joint attack with both seaborneunits that are ofoading and other units rom one or moreneighboring territories).

Moving transports and their cargo into a sea zone romwhich you plan to make an amphibious assault counts asa combat move, even i there are no deending suracewarships or scrambled air units there. This is also true o 

any battleships and/or cruisers that will support the assault.

During the Conduct Combat phase, you can only launch

amphibious assaults that you announced during this phase.

I an amphibious assault involves a sea combat, any air units participating in the assault must move to either the sea zone orthe land territory. They will then participate only in the part o the assault to which they have moved.

Spc Comt MovmtA number o units can make special moves during this phase. These are described in detail below.

 arcrt CrrrsAny ghters or tactical bombers on an aircrat carrier launch beore the carrier moves and move independently o the carrier.These air units can make a combat move rom the carrier’s sea zone, or they can remain in the sea zone until the NoncombatMove phase.

Guest aircrat belonging to a riendly power on board another power’s carrier must remain on board as cargo i the carriermoves in combat. They cannot take part in combat and are destroyed i the carrier is destroyed.

Whether it moves during the Combat Move or Noncombat Move phase, an aircrat carrier allows riendly ghters and tacticalbombers to land on it in the sea zone where it nishes its move.

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Phs 3: Coct ComtIn this phase, you conduct combat against opposing unitsusing the ollowing sequence:

Combat Sequence

1. Strategic bombing raids2. Amphibious assaults3. General combat

A number o units have special rules that modiy oroverwrite the combat rules in this section. See Unit Proles,pg. 22 or combat rules associated with each type o unit.

At no time can an Allies power attack another Allies power.

There are two special actions that can take place at thebeginning o this phase. Both actions involve deending airunits reacting to enemy movements. These actions must becompleted beore any combat occurs.

Kamikaze Attack: The Japanese playerhas the ability to make a special attack.Kamikaze attacks can only occur aterone or more o the ollowing islands arecaptured or re-captured by the Allies–

Philippines, Marianas, Okinawa, and/or Iwo Jima. Once atleast one o these conditions is met, Japan is allowed to makesix Kamikaze attacks during the game. These attacks canonly be made in sea zones that contain the Kamikaze symbol.They are: Japan, Okinawa, Iwo Jima, Formosa, the Marianas,and the Philippines. I an Allied player has moved shipsinto one o the above sea zones, the Japanese player can

announce during this phase that he or she intends to launcha kamikaze attack. A kamikaze attack can target any specicenemy surace warships (not submarines or transports).

The Japanese player must declare how many kamikazeattacks will be made, in which sea zones they will be used,and which enemy ship will be attacked by each kamikazebeore any dice are rolled. More than one kamikaze attack 

can be made against the same ship. Kamikaze units have anattack roll o 2 or less. I a hit is scored, it must be applied tothe chosen unit. Sea units (all but submarines and transports)that are successully destroyed by a kamikaze attack (capitalships still take two hits) are immediately removed and donot re back. A kamikaze attack prevents a bombardmentsupporting an amphibious assault.

Scramble: Deending ghters and tactical bombers (strategicbombers cannot scramble) located on islands that have

operative airbases can be scrambled to deend against attacksin the sea zones surrounding those islands. These air unitscan join other riendly units in the sea zone or be the onlyriendly units there. In either case, combat will be resolvedas usual during the Conduct Combat phase.

Scrambled ghters and tactical bombers are considered to bedeending and players should reer to their deense combatactors and abilities when resolving combat. They cannotparticipate in any other battles during that turn, including abattle on the island rom which they were scrambled.

All scrambled air units must return to the island rom whichthey were scrambled. I the enemy captures that island, theunits can move one space to land in a riendly territory or

on a riendly aircrat carrier. I no such landing space isavailable, the units are lost. Surviving scrambled air units arelanded during that turn’s Noncombat Move phase, beore theattacker makes any movements.

Ater the air battle is complete, or i there were no deendingghter interceptors, any surviving attacking bombers, alongwith their escorts, carry out the bombing raid. I the territoryoers more than one target, the bombers are divided into

groups, and each is assigned a specic target. At this point,ghter escorts are considered to be retreated. They do notparticipate in the actual bombing raid, and will remain in theterritory until the Noncombat Move phase.

Each industrial complex, airbase, and naval base has itsown antiaircrat system. I there is an antiaircrat gun in thetargeted territory, do not roll or it. Those antiaircrat gunsare used to protect military units. Each complex and baserolls one die against each bomber directly attacking it

(not ghter escorts). For each “1” rolled, a bomber isimmediately removed.

Ater resolving any antiaircrat re (see Antiaircrat Guns,pg. 25), surviving bombers each roll one die. To mark thedamage done by the attacking bomber(s), place one gray

plastic chip under the targeted industrial complex or base perdamage point rolled. An industrial complex cannot receivemore than 20 total damage or major industrial complexesand more than 6 total damage or minor ones. Airbasesand naval bases cannot receive more than 6 total damage.Damage exceeding these limits is not applied.

A bomber that perormed a strategic bombing raid cannotparticipate in any other combat this turn and must return to ariendly territory during the Noncombat Move phase.

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Strtgc bomg RsA strategic bombing raid is a direct attack on a acility. During this step, you can bomb enemy industrial complexes, airbases,and naval bases with your strategic bombers. When you damage these acilities, their capabilities are decreased or eliminated,and your enemy must spend IPCs to repair them in order to restore those capabilities. These repairs will be made by the units’controlling player during his or her Purchase & Repair Units phase (see Purchase and Repair Units, pg. 10).

To conduct a strategic bombing raid, the attacking player moves his or her bombers to the targeted territory on the map.Fighters (not tactical bombers) can also participate in strategic bombing raids as escorts and interceptors. Escort ghters(those accompanying the attacking bombers) can escort and protect the bombers, and they can originate rom any territory,

range permitting. They cannot participate in any other battles during that turn, including a battle in the territory in which thebombing raid is occurring. This applies whether or not the deender commits any interceptors.

Any number o deending ghters based in a territory that is about to be strategically bombed can be committed to participate

in the deense o that territory’s acilities. I the deender has elected to commit ghter interceptors, an air battle will beought immediately beore the strategic bombing raid is conducted. This air battle isresolved in the same way as a normal combat, with the ollowing exceptions:

• Theattackingbombersandghterescortsandthedefendingghterinterceptorswillbe the only units participating in this special combat.

• Theattackingstrategicbomberswillnotreinthebattle,buttheycanbetakenas casualties. Players select their own casualties based on the number o hits receivedduring the air battle.

• Thecombatlastsforonlyoneround. 

• Theghtershaveanattackvalueof1andadefensevalueof2.

 amphos asstsDuring this step you will resolve each amphibious assaultyou announced during the Combat Move phase. I you didnot announce an amphibious assault, go to General Combat (see pg. 16)

Amphibious Assault Sequence 1. Sea combat2. Battleship & cruiser bombardment

3. Land combat

Step 1. Sea Combat: I there are deending surace warshipsand/or scrambled air units, sea combat occurs. I there are

only deending submarines and/or transports, the attacker canchoose to ignore those units or conduct sea combat.

I sea combat occurs, all attacking and deending sea units

must participate in the battle. Conduct the sea combat usingthe rules or General Combat (see pg. 16), then go to step 3(land combat).

I no sea combat occurs, go to step 2 (bombardment).

Step 2. Battleship & Cruiser Bombardment: I there was

NOT a combat in the sea zone rom which you are ofoadingunits rom transports, any accompanying battleshipsand cruisers in that sea zone can conduct a one-timebombardment o one coastal territory or island group beingattacked. The number o ships that can make bombardment

attacks is limited to one ship per land unit being ofoadedrom the transports in that coastal territory. I more than

one territory or island group is being assaulted and there aremultiple battleships and/or cruisers, each ship may supportonly one assault. However, the ships’ bombardment maybe split in any way that the attacker chooses, so long as thenumber o ships supporting each assault does not exceed thenumber o seaborne land units in that assault. Choosing todestroy enemy transports or attacking enemy submarines in

step 1 (above), counts as a combat and prevents the battleshipand cruiser bombardment rom taking place.

Roll one die or each battleship and cruiser that can conductbombardment. Battleships hit on a die roll o “4” or less,

and cruisers hit on a “3” or less. For each hit, the deenderwill move a deending unit behind the casualty strip. These

casualties will be able to deend during the land combat stepbeore they are eliminated.

Each battleship or cruiser can only bombard one coastal

territory per turn.

Step 3. Land Combat:I there was no sea battle or the sea

zone has been cleared o all deending enemy units excepttransports and submerged submarines, and the attacker stillhas land units committed to the coastal territory, move allattacking and deending units to the battle strip and conductcombat using the general combat rules (pg. 16). Rememberto put casualties rom bombardment (i any) behind thecasualty strip.

Attacking land units can come rom transports (seaborne),and they can come rom neighboring territories that areadjacent to the attacked territory. Any land units ofoading

rom a single transport can only be ofoaded into a singlehostile territory.

I no land units (carried as cargo) survived the sea combat,or i the attacking sea units withdrew rom the sea combat,then any other units that were designated to participate in theland attack (including air units) must still conduct one roundo land combat in a regular attack on the intended hostileterritory beore they can retreat.

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Ater one roundo attacks, the

attacking playerdecides to retreat,

but the destroyermust retreatto one o the

sea zones theattacking orces

came rom.

I the attacker does not have any attacking land or air unitslet, the amphibious assault is over.

Keep the attacking overland units and seaborne land unitsseparated on the battle strip. Attacking seaborne units cannotretreat. Attacking overland land units and air units can retreat(between rounds o combat). All attacking overland landunits must retreat together as a group. They can only retreat

to where at least one o them originated and must all retreatat the same time and to t he same place. A retreat may happenat the conclusion o any round o combat.

Attacking air units, whether involved in the sea combat orthe attack on the coastal territory, can retreat according to the

attacker retreat rules (Condition B—Attacker Retreats, pg.17). I there is a retreat, air units and overland units (i any)must retreat at the same time. Air units will land during theNoncombat Move phase.

Air Units: Each attacking air unit can participate in the sea battle orthe attack on the coastal territory; it cannot do both. The

attacking player must declare which air units are involved ineach part o the attack and cannot change their assignmentslater. Scrambled air units are placed ater the amphibiousassault is announced and attacking air units are assignedto the sea battle or the coastal territory. At the end o theamphibious assault, all air units remain i n place; they willland during the Noncombat Move phase.

Air units deending in a territory can only ght in thatterritory. They cannot participate in the sea combat. Theexception to this rule is ghters and tactical bombers that are

deending on an island that has an operative airbase. Such air

units can be scrambled to an adjacent sea zone where theyparticipate in its deense. Strategic bombers cannotbe scrambled.

Gr Comt In this step, you resolve combat in each space that containsyour units and enemy units. Combat is resolved by ollowingthe General Combat sequence (below). Combat in each spacetakes place at the same time, but each aected territory or seazone is resolved separately and completely beore resolving

combat in the next contested space. The attacker decidesthe order o spaces in which each combat occurs. No newunits can enter as reinorcements once combat has begun.Attacking and deending units in each space are consideredto re at the same time, but or ease o play you roll dice insequence: attacker rst, then deender.

General Combat Sequence 1. Place units along the battle strip

2. Submarine surprise strike or submerge(sea battles only)

3. Attacking units re4. Deending units re5. Remove deender’s casualties6. Press attack or retreat7. Conclude combat

Step 1. Place Units Along the Battle Strip  The battle strip has two sides, labeled “Attacker” and“Deender.” Place all o the attacking and deending land,sea, and/or air units rom the battle onto their respective

sides aligned with the numbered columns that contain thoseunits’ names and silhouettes. Facilities do not participate ingeneral combat, as they may only be attacked and damagedby strategic bombing raids. The number in a unit’s columnidenties that unit’s attack or deense value. An attacking ordeending unit must roll its column’s attack or deense valuenumber or less in order to score a hit.

In a sea battle, place any cargo (whether your own units oran ally’s) beside the transport ship or on the aircrat carrier

(guest air units) that is carrying it. Cargo does not rollattacks, nor can it take a hit. It is lost with the ship carrying iti that ship is destroyed.

I you are attacking in a sea zone that already containedriendly units, your ally’s units are not placed along the battlestrip, but remain out o play or this turn.

Step 2. Submarine Surprise Strike or Submerge (Sea

Battles Only) This step is specic to attacking and deending submarines.Beore the general sea battle takes place (steps 3–5), bothattacking and deending submarines can choose to eithermake a Surprise Strike die roll or submerge. However, i theopposing side has a destroyer in the battle, the attacking or

deending submarines cannot submerge or make a SurpriseStrike and combat proceeds normally with your submarinesring along with your other units in step 3 or 4.

Attacking or deending submarines that choose to submerge

are removed rom the battle strip and placed on the gameboard in the contested sea zone, removing them rom theremaining battle sequences.

Note: Decisions on whether attacking and deendingsubmarines will re or submerge must be made beore anydice are rolled. The attacking player decides rst.

Each attacking submarine conducting a Surprise Strikeattack rolls one die. Attacking submarines that roll a “2”or less score a hit. Ater the attacking player has rolled orall attacking submarines, the deender chooses one sea unit(submarines cannot hit air units) or each hit scored and

moves it behind the casualty strip. (Note: undamaged capitalships that are hit only once are not removed.)

Then each deending submarine conducting a SurpriseStrike attack rolls one die. Deending submarines that roll a“1” score a hit. Ater the deending player has rolled or alldeending submarines, the attacker chooses one sea unit oreach hit scored and removes it rom play. (Note: undamagedcapital ships that are hit only once are not removed.)

Note: In both cases, attacking or deending, transports canonly be chosen as a casualty i there are no other eligibleunits. Submerged submarines cannot be chosen as a casualtysince they have been removed rom the battle.

Once all attacking and deending submarines that conducted a Surprise Strike attack have red, thecasualties they have generated are removed rom the game and this step (step 2) is over or t hisround o combat. As long as there are attacking and or deending submarines and no opposing

destroyers, this step is repeated during each round o combat. Any hits made during this step thatdo not destroy units (such as battleships and carriers) remain in eect until they are repaired.

Step 3. Attacking Units Fire (Land and Sea Battles)  

Roll one die or each attacking unit with an attack value that did not re or submerge in step 2.Roll or units with the same attack value at the same time. For example, roll all units with anattack value o “3” at the same time. An attacking unit scores a hit i you roll its attack value orless. Ater the attacking player has rolled or all attacking units, the deender chooses one unitor each hit scored and moves it behind the casualty strip. All units behind the casualty strip willreturn re in step 4.

Step 4. Deending Units Fire (Land and Sea Battles) Deending units roll one die or each unit with a deense value, including units behind the casualtystrip that did not re or submerge in step 2. Roll or units with the same deense value at the same

time. A deending unit scores a hit i you roll its deense value or less.

Ater the deending player has rolled or each deending unit with a deense value, the attackerchooses one unit or each hit scored and removes it rom play.

Specic to Sea Battles: In both steps 3 and 4, submarines that red in step 2 cannot re againduring the same combat round. I there is an enemy destroyer in the battl e, submarines re in step3 or 4 rather than step 2. Remember that in sea battles hits rom air units cannot be assigned to

submarines unless there is a destroyer present that is riendly to the air units in the battle, and hitscan only be assigned to transports i there are no other eligible units.

Step 5. Remove Deender’s Casualties (Land and Sea Battles)  Remove the deender’s units that are behind the casualty strip rom play.

Step 6. Press Attack or Retreat 

Combat rounds (steps 2–5) continue unless one o the ollowing two conditions occurs (in this order):

Condition A—Attacker and /or Deender Loses All Units  Once all units that can either re or retreat on one orboth sides have been destroyed, the combat ends.

I a player has combat units remaining along the battle

strip, that player wins the combat. Players that have unitsremaining along the battle strip return those units to thecontested space on the game board.

In a sea battle, i both sides have only transportsremaining, the attacker’s transports can remain in thecontested sea zone or retreat per the rules in Condition Bbelow, i possible.

Condition B—Attacker Retreats The attacker (never the deender) can retreat duringthis step. Move all attacking land and sea units inthat combat that are on the battle strip to a singleadjacent riendly space rom which at least one o the

attacking land or sea units moved. In the case o sea

units, that space must have been riendly at the starto the turn. All such units must retreat together to thesame territory or sea zone, regardless o where theycame rom.

Retreating air units remain in the contested spacetemporarily. They complete their retreat movementduring the Noncombat Move phase using the samerules as an air unit involved in a successul battle.

Defenseless Transpbattle, if the defend

transports remaining astill has units capable

the defending transdestroyed, along wit

You do not have to codice until all the transhits—this will speed

This also occurs if theunits remaining can

other. For example, ifhas only transports anremaining, and the attair units remaining, thsubmarines cannot hso the transports are

At this point, defenseare all destroyed, alo

cargo. Attacking tranusually considered def

they generally have retreating. If they cann

are treated the sametransports. Rememberdestroying defenseles

this way still counts aspurpose of offshore

and similar r

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Step 7. Conclude Combat I you win a combat as the attacker in a territory and youhave one or more surviving land units there, you take controlo it. Otherwise, it remains in the deender’s control. (I all

units on both sides were destroyed, the territory remains inthe deender’s control.) Sea units cannot take control o aterritory; they must stay at sea.

Air units cannot capture a territory. I your attack orce hasonly air units remaining, you cannot occupy the territory youattacked, even i there are no enemy units remaining. Airunits must return to a riendly territory or carrier during theNoncombat Move phase. Until then, they stay at the spacewhere they ought.

Remove surviving land units that are along the battle stripand place them in the newly conquered territory. Placeyour control marker on the territory and adjust the nationalproduction levels. Your national production increases by

the value o the captured territory; the loser’s productiondecreases by the same amount.

Any antiaircrat gun, industrial complex, airbase, and/ or naval base located in the captured territory now iscontrolled by your side (see Liberating a Territory, below).I you capture an antiaircrat gun, you cannot move it in theNoncombat Move phase o the same turn. I you capturean industrial complex, you cannot mobilize new units thereuntil your next turn. I you capture an airbase or naval base,

you cannot use the added fight or sea movement or receiverepairs until your next turn. Any damage previously infictedon a acility remains in place until it is repaired.

Liberating a Territory 

I you capture a territory that was originally controlled byanother member o your side, you “liberate” the territory.You do not take control o it; instead, the original controllerregains the territory and the national production level isadjusted. Any antiaircrat gun, industrial complex, airbase,and/or naval base in that territory revert to the original

controller o the territory. The Dutch territories and FrenchIndo-China are exceptions. I you capture one o theseterritories rom Japan, it is not liberated, but becomescontrolled by you.

I the original controller’s (player whose territory you justliberated) capital is in enemy hands at the end o the turn inwhich you would otherwise have liberated the territory, youcapture the territory, you adjust your national productionlevel, and you can use any antiaircrat gun, industrialcomplex, airbase, and naval base there until the original

controller’s capital is liberated. The liberating playercannot use these newly liberated acilities until the player’s

next turn.

Capturing and Liberating Capitals I Japan captures a territory containingan enemy capital (Western United States, India,New South Wales), ollow the same rules as orcapturing a territory. Add the captured territory’sincome value to your national production level.

 

In addition, you collect all unspent IPCs rom the originalcontroller o the captured capital. For example, i Japanconquers India while the British player is holding 8 IPCs,those IPCs are immediately transerred to Japan’s player.

You collect these IPCs even i your own capital is inenemy hands.

In the case o Japan and its capture signiying the alliedvictory, you still add the captured territory’s income value toyour national production level and you collect any unspentIPCs it may have. The Japanese player will have onemore turn, using his or her existing orces to try to liberatethat capital.

The original controller o the captured capital is still in thegame but cannot collect income rom any territories he orshe still controls and cannot buy new units. The player skipsall but the Combat Move, Conduct Combat, and Noncombat

Move phases until the capital is liberated. I that power orone on its side liberates the capital, the original controllercan once again collect income rom territories he or shecontrols, including territories reverting control to him or her.

I a capital is liberated, the industrial complex and anyantiaircrat guns, airbases, and naval bases in that capitalterritory revert ownership to the original controller o thecapital. Other territories and industrial complexes, airbases,and naval bases that were originally controlled by the newly

liberated capital’s controller but are currently in the handso riendly powers also revert control. Antiaircrat gunsin reverting territories outside the newly liberated capitalterritory remain under their pre-liberation ownership.

You do not collect IPCs rom the controlling power when

you liberate a capital. For example, i the United Kingdom’splayer takes New South Wales rom Japan’s player, Japan’splayer does not surrender any IPCs.

Capturing a Victory City Japan wins the game by capturing 6 victory cities. Playersshould keep a close eye on Japan’s progress and the numbero victory cities o which it has control. I the Japaneseplayer controls 6 victory cities at the end o the round ater

the ANZAC player’s turn, he or she wins the war.

Multinational Forces 

Units on the same side can share a territory or sea zone,constituting a multinational orce. Such orces can deendtogether, but they cannot attack together. (This does notmean powers can share income: only the power that controlsa territory collects income or that territory.)

A multinational orce cannot attack the same space together.Any units in a sea zone in which a battle occurs that belongto an ally o the attacker ( other than cargo on an attacker’s

ship) cannot participate in the battle in any way. Such unitscannot be taken as losses in the sea combat and have noeect on deending submarines. Each attacking power movesand res its own units on its own turn.

An attacking ghter or tactical bomber can launch rom anaircrat carrier owned by an ally, but the ally’s carrier cannotmove until its controller’s turn. Similarly, an attacking carriercan carry an ally’s ghter or tactical bomber as cargo, but theally’s air unit cannot participate in an attack by that carrier.

An attacking land unit can assault a coastal territory roman ally’s transport, but only on the attacking land unitowner’s turn.

Multinational Deense: When a space containing amultinational orce is attacked, all its units deend together.I the deending units belong to powers under the control

o dierent players, those players mutually determine thecasualties. I they cannot agree, the attacker chooses.

Transporting Multinational Forces: Transports belongingto a riendly power can load and ofoad your land units.This is a three-step process:

1. You load your land units aboard the riendly transporton your turn.

2. The transport’s controller moves it (or not) on thatplayer’s turn.

3. You ofoad your land units on your next turn.

Phs 4: nocomt MovIn this phase, you can move any o your units that did notmove in the Combat Move phase or participate in combatduring your turn. You will also land all your air units thatparticipated in and survived the Conduct Combat phase.

This is a good time to gather your units, either to ortiyvulnerable territories or to reinorce units at the ront.

Only air units and submarines can move through hostile

spaces during this phase.

Stranded deending air units also land during this phase.

These are carrier air units whose aircrat carrier has beendamaged or destroyed in combat or scrambled air units orghter interceptors (see Conduct Combat, pg. 14) whoseoriginal territory is now under enemy control. These unitsare allowed movement o up to one space to nd a riendlyterritory or carrier on which to land. I no landing space canbe ound, they are lost. This movement occurs beore theacting player makes any noncombat movements.

Whr uts C MovLand Units: A land unit can move into any riendly t erritory,

including territories that were captured in the current turn.It cannot move into a hostile territory (not even one thatcontains no combat units but is enemy-controlled). Note, thisis the only phase in which antiaircrat guns can move.

Air Units: An air unit must end its move in an eligiblelanding space. Air units can land in any territory that wasriendly at the start o your turn.

Only ghters and tactical bombers can land in a sea zonewith a riendly carrier present. A landing spot must beavailable on the carrier. Additionally:

• Aghterortacticalbombercanlandinaseazone(even a hostile one) that is adjacent to an industrial complex youown i you will be mobilizing an aircrat carrier that youpreviously purchased in that zone during the Mobilize

New Units phase.

• Inorderforaghterortacticalbombertolandona carrier, both units must END their movement in the same

sea zone.

• Youmusthaveacarriermove,remaininplace,orbe 

mobilized (new carriers only) to pick up a ghter ortactical bomber that would end its noncombat movementin a sea zone. You cannot deliberately move an air unit outo range o a potential sae landing space.

Air units that cannot move to an eli gible landing space bythe end o the Noncombat Move phase are destroyed. Thisincludes stranded deending air units (see above).

No air units can land in any territory that was hostile atthe start o your turn, including any territory that was justcaptured by you this turn.

Sea Units: A sea unit can move through any riendly seazone. It cannot move into or through a hostile sea zone.

Unlike other sea units, submarines can move through andeven into hostile sea zones in the Noncombat Move phase.However, a submarine must end its movement when it entersa sea zone containing one or more enemy destroyers.

Transports can move to riendly coastal territories and loador ofoad cargo, unless they loaded, moved, ofoaded,or were involved in combat during the Combat Move orConduct Combat phase.

Aircrat carriers can move to sea zones to allow riendlyghters and tactical bombers to land. They must move there,

range permitting, i they did not move in the Combat Movephase and the riendly sea zone is the only valid landing zoneor the air units. An aircrat carrier and a ghter or tacticalbomber must both end their moves in the same sea zone inorder or the air unit to land on the carrier.

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Phs 5: Moz nw utsMove the newly purchased units rom the mobilizationzone on the game board to eligible spaces you havecontrolled since the start o your turn. You cannot useindustrial complexes that you captured or purchased this

turn. You can never use an industrial complex owned bya riendly power.

The number o units that can be produced by eachindustrial complex each turn is limited to 10 or majorindustrial complexes and 3 or minor ones. For eachdamage marker (plastic gray chip) that is under a givenindustrial complex, one less unit can be mobilized by

that actory. Industrial complexes are never destroyed.They can be heavily damaged, however, and can be

damaged to the point where they have at least as manydamage markers as they have production ability. Inthis case, no new units can enter the game through thatactory until it is repaired.

Rstrctos o PcmtYou can place land units and strategic bombers only interritories containing eligible industrial complexes. Landunits cannot enter play on transports.

You can place sea units only in sea zones adjacent toterritories containing eligible industrial complexes. New

sea units can enter play even in a hostile sea zone. Nocombat occurs because the Conduct Combat phaseis over.

You can place ghters and tactical bombers into

territories containing an industrial complex controlled byyour power rom the start o your turn, or on an aircratcarrier owned by your power in a sea zone (even ahostile one) adjacent to a territory with such an industrialcomplex. The aircrat carrier can be either a new onecurrently being mobilized, or an existing one already in

place. You cannot place a new ghter or tactical bomberon a carrier owned by a riendly power.

Place new industrial complexes in any territory thatyou have controlled since the start o your turn. Majorindustrial complexes can only be built on territories withan IPC value o 3 or higher. Minor industrial complexescan only be built on territories with an IPC value o 2or higher. You cannot have more than one industrialcomplex per territory. Industrial complexes cannot bebuilt on islands.

nto Ojctvs & bos icomWhile the goal or Japan is to capture victory cities and the Allies’ goal is to occupy Japan, each power also has one or more

objectives related to its historic goals and what was o national importance to it at the time. These objectives, i achieved, willgrant bonus income.

Japan: “The Greater East Asia Co-Prosperity Sphere” Asia or the Asians. The stated objective was to create a sel-sucient “block o Asian nations led by the Japanese and ree o 

Western Powers.”

• Gain5IPCs:ControltheDutchEastIndies(Java,Sumatra,Borneo,andCelebes),allatthesametime. • Gain5IPCseach:Gaincontrolofoneormoremajor“Western”powercenters—Honolulu,Sydney,and/orCalcutta. • Gain5IPCs:Havecontrol,atthesametime,ofthesestrategiclocations—SolomonIslands,DutchNewGuinea, 

New Britain, and New Guinea.

United States: “The Arsenal o Democracy”The United States was not always the industrial giant that it suddenly became. The conversion rom a peacetime industry toa wartime one was done practically overnight. Nonetheless, the reality o this historical phenomenon proved to be one o theundeniable strategic realities o World War II.

• Representingaswitchfromapeacetimetowartimeeconomy,increaseyourincometo50IPCs(upfrom10)forWestern United States. This wartime economy takes eect during the rst U.S. turn that ollows a Japanese attack on any Allied-controlled territory (not including China), or on the U.S.’s third turn, whichever comes rst.

• RepresentingthecenterofAmericaninuenceinAsiaandahighpsychologicalvalue,gain5IPCseachroundtheU.S. 

controls the Philippines.• IndicatingJapan’sweakmilitarypositionandtheAllies’imminentvictory,gain5IPCseachturntheU.S.controlsboth 

Okinawa and Iwo Jima at the same time.

China: Japanese expansion into China in the early 30s was not only designed to control China’s resources, but also toeliminate British, American, and Soviet infuence. Japan wanted to isolate China rom all external aid.

• Gain6IPCeachroundtheBurmaRoadistotallyopened.TheAlliesmustcontrolIndia,Burma,Yunnan,andSzechwanforthis to occur. China is also permitted to purchase artillery (U.S.) i the Burma Road is open.

The United Kingdom: “The British Empire”

At the time the war broke out, the United Kingdom had stretched its empire around the world. But the empire was stretchedthin and was trying to retain its control on its old centers o power.

• Gain5IPCsiftheAllies(notincludingtheDutch)controlSumatra,Java,Celebes,andBorneoatthesametime. • Gain5IPCsforcontrollingKwangtungandMalayaatthesametime.

ANZAC: “Australian-New Zealand Army Corps”

The ANZAC pre-war plans to deend Southeast Asia rom a potential Japanese attack was primarily centered on Malaya(Singapore). They also were ocused on deending the strategic islands north o Australia.

• Gain5IPCsiftheAllies(notincludingtheDutch)controlDutchNewGuinea,NewGuinea,NewBritain,andthe Solomon Islands.

• Gain5IPCs(onetime)foroccupyinganyislandorterritoryoriginallyJapanese.

WinninG THe GaMeAt the end o the ANZAC player’s turn, check to see i Japan has won the game by having gained control o 6 victory cities.

At the end o the Japanese player’s turn, check to see i the Allies have won the game by having captured Japan.

ORdeR Of PlaY ORdeR Of PlaY  (COnTinued)

Phs 6: Coct icomIn this phase, you earn production income to nance utureattacks and strategies. Look up your power’s national productionlevel (indicated by your control marker) on the nationalproduction chart and collect that number o IPCs rom the bank 

(recorded by the banker). This is the amount o IPC income youhave generated. Note: On the map, Canada with its own emblemshows two territories (Yukon Territory and British Columbia).The IPC income generated by Canadian territories is collectedby the British Player. In addition, you may have reached yournational objectives. A power reaching its national objectives isexperiencing an upliting positive eect across the board–higher

moral coupled with renewed vigor. This awards your economy

an extra boost o 5 or more IPCs per turn and is called “bonusincome.” However, beore you can actually receive this income,you must check or any losses incurred by air and naval attacksagainst your shipping routes (see below).

I your capital is under an enemy power’s control, you cannotcollect income. A power cannot lend or give IPCs to anotherpower, even i both powers are on the same side.

Coct Covoy dsrptosThe economy o many nations is oten based

on moving tons o resources across vast spanso ocean. In war time, and especially duringWorld War II, this movement was vital. Cargoships (not to be conused with the game’s

transport ships, which carry military units) oten ormed convoysor mutual support and protection. These convoys are subject toattack by enemy warships.

There are three conditions that must exist or this kind o attack to occur:

1. The sea zone must have a “Convoy symbol” image,

2. The sea zone must be adjacent to one or more o your controlled islands or territories, and

3. At least one enemy warship must be in the sea zone, and theintent to disrupt the convoy must be declared.

Convoy attacks on “Convoy symbol” sea zones are conducted inthe ollowing manner:

Each enemy surace warship in the sea zone causes the losso one IPC rom your income or the turn. Each submarine isconsidered “On Station” and causes the loss o 2 IPCs. However,each disrupted convoy cannot lose more IPCs than the t otal IPCvalue o controlled territories or islands adjacent to the sea zone.Note: China is not subject to convoy disruptions.

A review o the map, specically looking or such situations, isthe responsibility o all the players. This is a step in this phase o the turn. For the phase to be successul, all players should be on

the look out or such convoy attack situations and point them out.

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uniT PROfileSThis section provides detailed inormation or each unit in the game. Each entry provides a quick statistical reerence about

that unit’s cost in IPCs, its attack and deense values, and the number o territories or sea zones it can move. Each unit typealso has unit characteristics, and statistics summarized below.

istr Compxs bss (fcts)Industrial complexes, airbases, and naval bases each have dierent unctions, but each also has several points in common.None o these acilities can attack, deend, or move. They are not placed on the battle strip. They each can deend againsta strategic bombing raid. Beore the strategic bombers can attack a targeted acility, it will be red on by the built-in airdeenses o the acility. The acility’s controlling player rolls a die or each attacking strategic bomber. Each roll o “1” scoresa hit and eliminates one bomber.

Facilities cannot be moved or transported.

I a territory is captured, any acilities there are also captured. The capturing player can use them on the turn ater theyare captured.

Newly purchased industrial complexes, airbases, and naval bases are placed on the map during the Mobilize New Unitsphase. They cannot be placed on newly captured territories. A territory must have an IPC value o 2 or higher beore a minorindustrial complex can be built on it. Major industrial complexes can only be built on territories with an IPC value o 3 orhigher. Air bases can be built on any controlled territory or island. Naval bases can be built on territories with a coastline andon any island.

Damaged Factories and Bases: Plastic chips are placed under the damaged industrial complexes and bases. For eachdamage marker that is under a given industrial complex, that actory can mobilize one less unit. Undamaged major industrialcomplexes can produce up to 10 units per turn. Undamaged minor industrial complexes can produce up to 3 units per turn.

Total damage to an industrial complex cannot exceed 20 or major and 6 or minor industrial complexes. Airbases and navalbases cannot exceed 6 damage points. Industrial complexes and bases are never destroyed. They can be heavily damaged,however, and can be damaged to the point where they are out o commission. Industrial complexes can have at least as manydamage markers as they have production ability. In this case, no new units can enter the game through that actory until it isrepaired. Airbases and naval bases are considered inoperative i either receives 3 or more damage points.

Damage markers can be removed at a cost o 1 IPC each. These repairs are paid or (and the damage markers are removed)during the Purchase & Repair Units phase o the turn.

istr Compxs (cror cotr)Cost: Major Industrial Complex 30, Minor Industrial Complex 12.

Attack: —

Deense: (Sel-deense antiaircrat ability)

Move: —

Unit Characteristics

Industrial Complexes are the point o entry or all purchased units. There are two types o industrial complexes, major andminor. The major industrial complexes are the original industrial complexes that the powers begin the game with. Theyhave a 10 printed on them. Each o these major industrial complexes can produce 10 units per turn minus any damage they

may have. Minor industrial complexes can produce 3 units per turn minus damage. They have a 3 printed on them. A minorindustrial complex can be upgraded to a major one at a cost o 20 IPC. The industrial complex to be upgraded must be locatedon a territory (not an island) that has an IPC value o 3 or higher.

You cannot place your new units at an industrial complex owned by a riendly power. Even i you liberate a territory with anindustrial complex in it, you cannot use the complex; the original controller can use it on his or her next turn. I you captureit, you can use it on your next turn. You can use an industrial complex that you controlled at the beginning o your turn.

Industrial complexes cannot be built on islands (Australia and Japan are the exception).

 arss (cror cotr)Cost: 15

Attack: —

Deense: (Sel-deense antiaircrat ability)

Move: —

Unit Characteristics

 Increased Air Unit Range: When taking o rom a riendly territory or island that has an operative airbase, air units gain oneadditional point o movement range. At that point ghters and tactical bombers can move 5 spaces, and strategic bomberscan move 7 spaces. Note: Air units on carriers in a sea zone next to an adjacent airbase do not benet rom this additionalmovement range.

Scramble: You can move air units deending on an island that has an operative airbase to the surrounding sea zone toparticipate in the deense o that sea zone. See Phase 3: Conduct Combat on page 14.

An airbase is considered to be i noperative i it has three or more damage points. It cannot increase air unit range or allow airunits to scramble.

nv bss (cror cotr)Cost: 15

Attack: —

Deense: (Sel-deense antiaircrat ability)

Move: —

Unit Characteristics 

Services Sea Zones: All sea zones that border a territory containing a naval base are considered to be serviced by that naval

base. Sea zones serviced by a naval base coner the benets o that base onto all riendly sea units in those zones.

 Increased Sea Unit Range: All ships beginning their movement rom a sea zone serviced by an operative riendly naval base

can make one additional movement. Only units in this position can move 3 spaces instead o 2.

 Repairs: Capital ships (double hit), aircrat carriers, and battleships can be repaired by moving those units to a controlledor riendly naval base. Damaged ships are repaired at no IPC cost during thePurchase & Repair Units phase o their owning player’s turn i they are in a sea

zone serviced by an operative riendly naval base, including one repaired in thecurrent turn.

A naval base is considered to be inoperative i it has three or moredamage points. It cannot service sea zones, increase sea unit range, orconduct repairs.

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l utsInantry, artillery, mechanized inantry, tanks, and antiaircrat guns can attack and deend only in territories. Only inantry,artillery, mechanized inantry, and tanks can capture hostile territories. All can be carried by transports.

itryCost: 3

Attack: 1 (2 when supported by artillery)

Deense: 2

Move: 1

Unit Characteristics Supported by Artillery: When an inantry attacks along with an artillery, the inantry’s attack increases to 2. Each inantrymust be matched one-or-one with a supporting artillery unit. I your inantry outnumber your artillery, the excess i nantryunits still have an attack o 1. For example, i you attack with two artillery and ve inantry, two o your inantry have anattack o 2 and the rest have an attack o 1. Inantry are not supported by artillery on deense.

 artryCost: 4

Attack: 2

Deense: 2

Move: 1

Unit Characteristics 

Supports Inantry: When an inantry attacks along with an artillery the inantry’s attack increases to 2. Each inantry must bematched one-or-one with a supporting artillery unit. Artillery does not support inantry on deense.

Mchz itryCost: 4

Attack: 1

Deense: 2

Move: 2

Unit Characteristics  Blitzing: A mechanized inantry unit must normally stop when it enters an enemy controlled territory. However, when movingalong with a tank, it can enter an unoccupied enemy controlled territory as the rst part o a two-space move that can end ina riendly or hostile territory. This complete move must occur during the Combat Move phase. Moving into this rst territory

establishes control o the territory. Place a national control marker on it and adjust the IPC Income chart, beore movingto the second territory. The second territory can be riendly or hostile, or even the space the unit came rom. A paired tank and mechanized inantry unit that encounters enemy units in the rst territory it enters must stop there, even i the unit is anantiaircrat gun, industrial complex, airbase, or naval base.

TksCost: 6

Attack: 3Deense: 3

Move: 2

Unit Characteristics 

 Blitz: Tanks can “blitz” by moving through an unoccupied hostile territory as the rst part o a two-space move that can

end in a riendly or hostile territory. This complete move must occur during the Combat Move phase. By blitzing, the tank establishes control o the rst territory beore it moves to the next. The second territory can be riendly or hostile, or even thespace the tank came rom. A tank that encounters enemy units in the rst territory it enters must stop there, even i the unit isan antiaircrat gun, industrial complex, airbase, or naval base.

Combined Arms: Tanks can be combined with tactical bombers or mechanized inantry.

• Combiningatankandatacticalbomberincreasesthetacticalaircraft’sattacknumberfrom3to4 (see Tactical Bombers, pg. 27).

• Eachmechanizedinfantryunitcombinedwithatankcanblitzalongwithit(seeMechanizedInfantry,pg.24).

 atrcrt Gs (cror cotr)Cost: 6

Attack: —

Deense: 1

Move: 1 (noncombat only)

Unit Characteristics  Limited Move: Normally this unit can be moved only during the Noncombat Move phase. They cannot move during theCombat Move phase (other than being carried on a transport i the antiaircrat gun was loaded on a prior turn).

 Air Deense: An antiaircrat gun can only re at an air unit when that unit attacks the territory containing that antiaircrat gun.It does not contribute to the deense o industrial complexes, airbases, or naval bases. These acilities are considered to havetheir own built-in antiaircrat deense systems. Antiaircrat guns re only once, beore the rst round o combat. Roll one die

against each attacking air unit. On a roll o “1,” that air unit is destroyed and immediately removed rom the game. I all theunits are the same, ghters, tactical bombers, or strategic bombers, there is no need to dierentiate them. However, i there isa mix o aircrat types, you must assign specic dice rolls to specic types by indicating which air unit is being rolled against.A roll o “1” destroys the specied air unit. This antiaircrat attack is made immediately beore normal combat occurs in theterritory containing the antiaircrat gun.

Only one antiaircrat gun can re in a battle, no matter how many are in the territory (and even i the others are controlled bydierent powers).

Subject to Capture: I a territory is captured, any antiaircrat guns there are also captured. Their new owner is the playercontrolling the territory at the end o that turn, and that owner can use those antiaircrat guns in uture combats. Antiaircratguns are never destroyed, except when a transport carrying one is sunk. I you move an antiaircrat gun into a territorycontrolled by a riendly power, place one o your control markers under it to indicate your ownership. I you subsequentlymove the antiaircrat gun back into a territory controlled by you, or i the enemy captures it, remove your control marker at

that time.

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 ar uts

Fighters, tactical bombers, and strategic bombers can att ack and deend in territories. All can attack in sea zones. Fightersand tactical bombers stationed on carriers can deend in sea zones. All air units can land only in riendly territories or, in the

case o ghters and tactical bombers, on riendly aircrat carriers. Your air units cannot land in territories you just captured,whether they were involved in the combat or not. Air units can move through hostile territories and sea zones as i they wereriendly. However, they are exposed to antiaircrat re during combat whenever they attack a hostile territory that containsan antiaircrat gun. When conducting strategic bombing raids, bombers are only exposed to the antiaircrat re rom theindustrial complex or base, not the antiaircrat gun on the territory.

To determine range, count each space your air unit enters “ater takeo.” When moving over water rom a coastal territoryor an island group, count the rst sea zone entered as one space. When fying to an island group, count the surrounding seazone and the island group itsel as one space each. When moving a ghter or tactical bomber rom a carrier, do not countthe carrier’s sea zone as the rst space—the unit is in that sea zone already. In other words, each time an air unit crosses a

boundary between spaces, whether territories or sea zones, it uses one movement point.

An island is considered a territory within a sea zone; air units based on an island normally cannot deend the surrounding seazone. An exception to this rule is ghters and tactical bombers on an island that has an operative airbase. These island-basedaircrat can be scrambled and moved to an adjacent sea zone that comes under attack. Strategic bombers cannot be scrambled

(see Scramble, pg. 14).

You cannot send air units on “suicide runs”—deliberately moving them into combat with no place to land aterward. I there

is any question about whether an attack is a suicide run, then in the Combat Move phase you must declare, prior t o rollingany battles, some possible way (however remote the possibility is) or all your attacking air units to land saely that turn.This could include a combination o combat moves. It could also include noncombat moves by a carrier. I it does include anoncombat move by a carrier, then the carrier cannot move in the Combat Move phase.

In order to demonstrate that an air unit MAY have a sae landing zone, you may assume that all o your attacking rolls willbe hits, and all deending rolls will be misses. You may NOT, however, use a planned retreat o any carrier to demonstrate apossible sae landing zone or any ghter or tactical bomber.

I you declared that a carrier will move during the Noncombat Move phase to provide a sae landing zone or a ghter or atactical bomber moved in the Combat Move phase, you must ollow through and move the carrier to its planned location inthe Noncombat Move phase unless the air unit has landed saely elsewhere or has been destroyed beore then, or a combat

required to clear an intervening sea zone ailed to do so.

Air units can hit submarines i a riendly destroyer is in the battle. Whenever a round o combat starts and there is no enemydestroyer, submarines may submerge beore being red upon.

fghtrsCost: 10

Attack: 3

Deense: 4

Move: 4

Unit Characteristics 

Carrier Operations: Fighters can land on and take o rom a carrier. (See Aircrat Carriers, pg. 28.)

Fighter Escorts and Interceptors: Fighters can participate in strategic bombing raids as escorts or interceptors. Any or all

deending ghters based in a territory that is about to be strategically bombed can participate in the deense o the industrialcomplex and/or bases that are targeted. Escort ghters (those accompanying the bombers) can escort and protect the bombers,

and they can originate rom any territory, range permitting. (See Strategic Bombing Raids, pg. 14.)

Tctc bomrsCost: 11

Attack: 3

Deense: 3

Move: 4

Unit Characteristics Tactical bombers represent dive bombers in land operations and torpedo or dive bombers in naval operations.

Carrier Operations: Tactical bombers can land on and take o rom a carrier. (See Aircrat Carriers, pg. 28.)

 Air Superiority: Fighters can be combined with tactical bombers. A matched up set o a ghter and a tactical bomber

increases the tactical bomber’s attack number rom 3 to 4.

Combined Arms: Tanks can be combined with tactical bombers. A matched up set o a tank and a tactical bomber increasesthe tactical bomber’s attack number rom 3 to 4.

Strtgc bomrsCost: 12

Attack: 4

Deense: 1

Move: 6

Unit Characteristics Strategic Bombing Raid: A strategic bomber can either participate in normal combat, or it can make direct attack againstan enemy industrial complex, airbase, or naval base. An attack on such a acility is a strategic bombing raid. This occursduring the rst step o the Conduct Combat phase. Strategic bombers that survive any antiaircrat re originating romtheir designated target, as well as any re rom any ghter interceptors, can attack that specic target. Roll one die or eachsurviving bomber. The bomber will cause a number o points o damage to the acility equal to the total rolled. The maximum

total damage strategic bombing raids can infict on an industrial complex is twice the production ability indicated on theindustrial complex’s counter (20 or the major and 6 or the minor). The maximum total damage that can be inficted on an airor naval base is 6 points.

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S utsBattleships, aircrat carriers, cruisers, destroyers, transports, and submarines move, attack and deend in sea zones. Theycannot move into territories. For the sake o these rules, the ollowing are surace warships: battleships, carriers, cruisers, anddestroyers. Transports are not part o the group called warships. Submarines are warships, but they are not surace warships.

All sea units can normally move up to two sea zones. An exception to this rule is ships in a sea zone that is serviced by anoperative riendly naval base. You can move these ships 3 sea zones when departing rom the naval base location (see NavalBases, pg. 23). They cannot move through hostile sea zones. I enemy units other than transports or submarines occupy a sea

zone, the sea zone is hostile and your sea units end their movement and enter combat. Submarines are an exception: They canpass through a hostile sea zone without stopping, unless there is an enemy destroyer present (see Destroyers, pg. 30).

Some sea units can carry other units. Transports can carry only land units. Aircrat carriers can carry ghters and/or tactical

bombers, but never strategic bombers.

All surace warships and submarines can conduct convoy attacks.

bttshpsCost: 20

Attack: 4

Deense: 4

Move: 2

Unit Characteristics Capital Ship: Battleships require 2 hits to destroy. I an undamaged battleship is hit once, even by a submarine’s SurpriseStrike or a Kamikaze attack, turn it on its side to mark its damaged status. In the case o a deending battleship, do notmove it behind the casualty strip unless it takes a second hit. I a battleship survives a combat having taken one hit, it can berepaired by a visit to an operative riendly naval base (see Naval Bases, pg 23).

Oshore Bombardment: Your battleships and cruisers can conduct oshore bombardment during an amphibious assault.When bombarding, battleships hit with a die roll o “4” or less. Casualties resulting rom the bombardment are moved behindthe casualty strip. These battleships and cruisers must be in the same sea zone as the ofoading transport beore they can

conduct this bombardment. Each battleship and cruiser res against enemy units in the territory being attacked prior to landcombat. Battleships and cruisers cannot conduct oshore bombardment i they were involved in a sea combat prior to theamphibious assault. Bombarding ships cannot conduct more than one bombardment per turn (see Amphibious Assaults—Step 2. Battleship & Cruiser Bombardment, pg. 15). The number o battleships and cruisers that can bombard during anamphibious assault is limited to one ship per land unit being ofoaded rom the transports in that coastal territory.

 arcrt CrrrsCost: 16

Attack: 0

Deense: 2

Move: 2

Unit Characteristics 

Capital Ship: Aircrat carriers require 2 hits to destroy. I an undamaged carrier is hit once, even by a submarine’s Surprise

Strike or a Kamikaze attack, turn it on its side to mark its damaged status. In the case o a deending carrier, do not move itbehind the casualty strip unless it takes a second hit. I a carrier survives a combat having taken one hit, it can be repaired bya visit to an operative riendly naval base (see Naval Bases, pg. 23).

Carry Aircrat: An aircrat carrier can carry up to two air units, including those belonging to riendly powers. These air unitsmay be o two types: ghters and tactical bombers. Air units on a riendly power’s carrier are always treated as cargo on thecarrier owner’s turn.

Carrier aircrat move independently o the carrier on their own turn. They move along with the carrier on its turn i theybelong to dierent powers. On the air units’ turn, they launch beore the carrier moves, even i they are not leaving thesea zone themselves. It’s possible or the carrier to make a combat movement while leaving its aircrat behind to make anoncombat movement later.

During noncombat movement, ghters and tactical bombers may use their remaining movement to move into sea zones withcarriers in order to land on them. Carriers may also move, providing that they did not move during combat movement orparticipate in combat. In act, a carrier must move i it’s able, or remain in place, in order to provide a landing space or an airunit that would not otherwise have one. Landing doesn’t actually occur until the Mobilize New Units phase, so air units and

carriers must end their movement in the same sea zone. Any air units that are not in an eligible landing space by the end o the Noncombat Move phase are destroyed (note that this can include a sea zone in which a new carrier will be placed duringthe Mobilize New Units phase).

A damaged carrier cannot conduct air operations, which means that no air units may take o rom or land on it. Any guest airunits that were on board the carrier as cargo at the time when i t was damaged are trapped onboard and cannot leave, attack, ordeend until the carrier is repaired. Any air units that planned to land on the carrier must nd another landing space by the endo noncombat movement or be destroyed. (See Phase 4: Noncombat Move on page 19.)

 Air Deense: Whenever an undamaged carrier is attacked, its aircrat (even those belonging to riendly powers) are considered

to be deending in the air and can be chosen as casualties rather than the carrier. However, aircrat on a carrier cannot bechosen as a casualty rom a submarine hit, because submarines can attack only sea units

Air units based on a deending carrier must land on the same carrier i possible ater the battle. I that carrier is destroyed ordamaged in combat, they must try to land on a dierent riendly carrier in the same sea zone, move one space to a riendlycarrier or territory, or be destroyed. This movement occurs during the Noncombat Movement phase, beore the acting playermakes any noncombat movements.

When a damaged carrier is attacked, any air units on board are considered cargo and cannot deend. I the carrier is lost, theyare lost along with it.

CrsrsCost: 12

Attack: 3

Deense: 3

Move: 2

Unit Characteristics Oshore Bombardment: Your battleships and cruisers can conduct oshore bombardment during an amphibious assault.When bombarding, cruisers hit with a die roll o 3 or less. Casualties resulting rom the bombardment are moved behind thecasualty strip. These battleships and cruisers must be in the same sea zone as the ofoading transport beore they can conductthis bombardment. Each battleship and cruiser res against enemy units in the territory being attacked prior to land combat.Battleships and cruisers cannot conduct oshore bombardment i they were involved in a sea combat prior to the amphibiousassault. Bombarding ships cannot conduct more than one bombardment per turn (see Amphibious Assaults—Step 2.

Battleship & Cruiser Bombardment, pg. 15). The number o battleships and cruisers that can bombard during an amphibiousassault is limited to one ship per land unit being ofoaded rom the transports in that coastal territory.

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dstroyrsCost: 8

Attack: 2

Deense: 2

Move: 2

Unit Characteristics  Anti-sub Vessel: Destroyers are specially equipped or anti-submarine warare. As a result, they have the capability o cancelling many o the unit characteristics o enemy submarines.

A destroyer cancels the Treat Hostile Sea Zones as Friendly unit characteristic o any enemy submarine that moves into thesea zone with it. This means that the submarine must immediately end its movement, whether combat or noncombat, upon

entering the sea zone. I a submarine ends its combat movement in a sea zone with an enemy destroyer, combat will result.

I a destroyer is in a battl e, it cancels the ollowing unit characteristics o all enemy submarines in that battle: Surprise Strike,

Submersible, and Cannot Be Hit by Air Units. Note that destroyers belonging to a power riendly to the attacker that happento be in the same sea zone as the battle don’t actually participate in it, thereore they don’t cancel any o these abilities o deending submarines.

SmrsCost: 6

Attack: 2

Deense: 1

Move: 2

Unit Characteristics Submarines have several unit characteristics. Most o them are either cancelled or stopped by the presence o an enemy

destroyer.

Surprise Strike: Both attacking and deending submarines can make a Surprise Strike by ring beore any other units rein a sea battle. As detailed in step 2 o the General Combat sequence (pg. 16), submarines make their rolls beore any otherunits, unless an enemy destroyer is present. I neither side was eligible or a Surprise Strike, there is no step 2. Players movedirectly to step 3 o the General Combat sequence.

Submersible: A submarine has the option o submerging. It can do this anytime it would otherwise roll the die to re. When asubmarine submerges, it is removed rom the battle strip and placed back on the map. As a result, it can no longer re or takehits in that combat. However, a submarine cannot submerge i an enemy destroyer is present in the battle.

On Station: Each submarine in a convoy sea zone is considered to be “On Station.” As such, it is spending more time in thesea zone and is more ocused on locating and destroying convoys. While “On Station,” each submarine can cause the loss o 2IPCs (see Conduct Convoy Disruptions, pg. 20).

Treat Hostile Sea Zones as Friendly: A submarine can move through a sea zone that contains enemy units, either in combat ornoncombat movement. However, i a submarine enters a sea zone containing an enemy destroyer, it must end its movementthere. I it ends its combat move in a hostile sea zone, combat will occur.

 Does Not Block Enemy Movement: The “stealth” ability o submarines also allows enemy ships to ignore their presence.Any sea zone that contains only enemy submarines does not stop the movement o a sea unit. Sea units ending their combatmovement in a sea zone containing only enemy submarines may choose to attack them or not. Sea units can also end their

noncombat movement in a sea zone containing only enemy submarines. There is an exception to this rule, however. Asubmarine can attack any transport that moves into or through its sea zone unaccompanied by surace warships, in either

combat or noncombat movement. Each submarine res once (using its attack value o 2) at the transport(s), and one transportmust be removed by the moving player or each hit scored. Any undestroyed transports can continue their planned movement.

Cannot Hit Air Units: When attacking or deending, submarines cannot hit air units.

Cannot Be Hit by Air Units: When attacking or deending, hits scored by air units cannot be assigned to submarines unlessthere is a destroyer that is riendly to the air units in the battle.

TrsportsCost: 7

Attack: 0

Deense: 0

Move: 2

Unit Characteristics  No Combat Value: Even though a transport can attack or deend, either alone or with other units, it has a combat value o 0.This means that a transport cannot re in the attacking units’ or the deending units’ re steps.

This lack o combat capability also allows enemy ships to ignore the presence o transports. Any sea zone that containsonly enemy transports does not stop the movement o a sea unit. Air or sea units (other than transports) ending their combat

movement in a sea zone containing only enemy transports automatically destroy those transports. This counts as a sea combator those sea units. Sea units can also end their noncombat movement in a sea zone containing only enemy transports, inwhich case there would be no combat.

Chosen Last: Transports can only be chosen as a casualty i there are no other eligible units. Normally this will occur whenonly transports are let, but it can also occur under other circumstances. For example, air units attacking transports andsubmarines will hit the transports because they cannot hit the submarines without a riendly destroyer present.

Carry Land Units: A transport can carry land units belonging to you or to riendly powers. Its capacity is any one land unit,plus one additional inantry. Thus, a ull transport may carry either a tank, mechanized inantry, or artillery plus an inantry,an antiaircrat gun and an inantry, or two inantry. A transport cannot carry an industrial complex, an airbase, or a naval base.Land units on a transport are cargo; they cannot attack or deend while at sea and are destroyed i their transport is destroyed.

Land units belonging to riendly powers must load on their controller’s turn, be carried on your turn, and ofoad on a laterturn o their controller. This is true even i the transport remains in the same sea zone.

Loading onto and/or ofoading rom a transport counts as a land unit’s entire move; it cannot move beore loading or aterofoading. Place the land units alongside the transport in the sea zone. I the transport moves in the Noncombat Move phase,any number o units aboard can ofoad into a single riendly territory.

 Loading and Ofoading: A transport can load cargo in riendly sea zones beore, during, and ater it moves. A transportcan pick up cargo, move one sea zone, pick up more cargo, move one more sea zone, and ofoad the cargo at the end o its movement. It can also remain at sea with the cargo still aboard (but only i the cargo remaining aboard was loaded in a

previous turn or was loaded this turn in the Noncombat Move phase).

Whenever a transport ofoads, it cannot move again that turn. I a transport retreats, it cannot ofoad that turn. A transport

cannot ofoad in two territories during a single turn, nor can it ofoad cargo onto another transport. A transport cannotload or ofoad while in a hostile sea zone. Remember that hostile sea zones contain enemy units, but that or purposes o determining the status o a sea zone, submarines and transports are ignored.

A transport can load and ofoad units without moving rom the riendly sea zone it is in (this is known as “bridging”). Eachsuch transport is still limited to its cargo capacity. It can ofoad in only one territory, and once it ofoads, it cannot move,load, or ofoad again that turn.

 Amphibious Assaults: A transport can take part in an amphibious assault step o the Conduct Combat phase. That is the onlytime a transport can ofoad into a hostile territory.

During an amphibious assault, a transport must either ofoad all units that were loaded during the Combat Move phase orretreat during sea combat. It can also ofoad any number o units owned by the transport’s power that were already on boardat the start o the turn.