+ All Categories
Home > Documents > INCOME AND PRODUCTION (Industrial Production Points) AIN...TRANSPORT NA Transports 1 inf + 1 other...

INCOME AND PRODUCTION (Industrial Production Points) AIN...TRANSPORT NA Transports 1 inf + 1 other...

Date post: 25-Jul-2020
Category:
Upload: others
View: 0 times
Download: 0 times
Share this document with a friend
4
Order of Play 1. Germany, 2. Soviet Union and Communist China, 3. Japan, 4. Great Britain, Far East Command, ANZAC, 5. France & Free France, 6. Italy, 7. United States, Naonalist China TURN PHASES 1. PRODUCTION Repair units Lend-Lease Research technology Purchase units 2. COMBAT MOVEMENT Move units into combat Combat related actions 3. COMBAT Resolve all combat 4. NON-COMBAT Move units not in combat Strategic rail movement 5. PLACE UNITS AND COLLECT INCOME GREAT BRITAIN INCOME AND PRODUCTION (Industrial Production Points) Axis power annexes Austria, Sudetenland, Slovakia, Albania each time +1 Germany or Italy initiates war with USSR +D12 Each time Germany (and/or Italy) initiate war with ANY OTHER nation +2D12 Axis declares war on France FULL PROD. Each capital ship Germany completes +1 Japan initiates war with any faction in China (KMT, CCP, Warlord) +1 PEACETIME BONUS INCOME (Cannot exceed wartime income) Possession of Suez Canal +3 Iran is Neutral or in Possession of the Allies +2 Possession of Dutch Territories See Back WARTIME BONUS INCOME GREAT BRITAIN OVERVIEW Home Country London, Scotland,, Northern Ireland, and Liverpool War Status 1936 Scenario: At peace with all nations. 1939 Scenario: At war with Germany, Aligned with France and Poland. Surrender If London is conquered Great Britain may move its capital to Ottawa, South African Union, Calcutta or Sydney. Great Britain surrenders when all these territories are taken. Until then all units on the board continue to fight. The new capital location receives the nation’s income and otherwise functions as if it were the old capital. 9.20 still applies. BRITISH COMMONWEALTH VICTORY OBJECTIVES Condition Available Victory Points Scoring Contain Communism 1 Score 1 victory objective for each if the USSR has no land units in Europe West of Eastern Poland and does not control the Bosporus & Dardanelle straits. Maintain the Empire 1 Score 1 victory objective if Great Britain ends the game in possession of the following land zones: South African Union, Cairo, Aden. Contain Fascism 1 Score 1 victory objective if Germany and Italy are within their scenario starting boundaries at end of game. Mediterranean Security 1 Score 1 victory objective if at end of game Great Britain has twice as many capital warships in the Mediterranean as the Axis or Possess Gibraltar, the Suez Canal and Malta. (If a player has 0 warships count this as ½ a ship) Preserve the Empire 1 Score 1 victory objective if at end of game the FEC has possessions of all land zones worth more at least 1 IPP in India, Burma, Ceylon and Malay. S. Pacific Security 1 Score 1 victory objective if there are no Enemy troops anywhere in Australia or New Zealand and there are no Enemy warships in or South of the Netherlands East Indies. Scenario Starting Income Level Wartime Income (Value of Territories) Starting Money 1936: At Peace 11 24 11 1939: (At war with Germany) 27 27 16 Additional Income Rearmament: Starting July 1939 +D12 per turn until reaching wartime income 24 IPP Wartime Bonus Income once at War. v1.4
Transcript
Page 1: INCOME AND PRODUCTION (Industrial Production Points) AIN...TRANSPORT NA Transports 1 inf + 1 other unitNA 2 8 AIR UNITS Att Def $ Notes FIGHTER 6(3)* 6/(3)* 4 10 Air superiority TAC

Order of Play 1. Germany, 2. Soviet Union and Communist China, 3. Japan, 4. Great Britain, Far East Command, ANZAC, 5. France & Free France, 6. Italy, 7. United States, Nationalist China

TURN PHASES

1. PRODUCTION Repair units

Lend-Lease

Research technology

Purchase units

2. COMBAT MOVEMENT Move units into combat

Combat related actions

3. COMBAT Resolve all combat

4. NON-COMBAT Move units not in combat

Strategic rail movement

5. PLACE UNITS AND

COLLECT INCOME

GR

EAT

BR

ITA

IN INCOME AND PRODUCTION (Industrial Production Points)

Axis power annexes Austria,

Sudetenland, Slovakia, Albania each time +1

Germany or Italy initiates war with

USSR +D12

Each time Germany (and/or Italy) initiate

war with ANY OTHER nation +2D12

Axis declares war on France FULL

PROD.

Each capital ship Germany completes +1

Japan initiates war with any faction in

China (KMT, CCP, Warlord) +1

PEACETIME BONUS INCOME (Cannot exceed wartime income)

Possession of Suez Canal +3

Iran is Neutral or in Possession of the

Allies +2

Possession of Dutch Territories See

Back

WARTIME BONUS INCOME

GREAT BRITAIN OVERVIEW

Home Country London, Scotland,, Northern Ireland, and Liverpool

War Status 1936 Scenario: At peace with all nations. 1939 Scenario: At war

with Germany, Aligned with France and Poland.

Surrender

If London is conquered Great Britain may move its capital to Ottawa,

South African Union, Calcutta or Sydney. Great Britain surrenders when

all these territories are taken. Until then all units on the board continue to

fight. The new capital location receives the nation’s income and

otherwise functions as if it were the old capital. 9.20 still applies.

BRITISH COMMONWEALTH VICTORY OBJECTIVES

Condition Available Victory Points

Scoring

Contain

Communism 1

Score 1 victory objective for each if the USSR has no land units in

Europe West of Eastern Poland and does not control the Bosporus &

Dardanelle straits.

Maintain the

Empire 1

Score 1 victory objective if Great Britain ends the game in

possession of the following land zones: South African Union, Cairo,

Aden.

Contain

Fascism 1

Score 1 victory objective if Germany and Italy are within

their scenario starting boundaries at end of game.

Mediterranean

Security 1

Score 1 victory objective if at end of game Great Britain has twice as

many capital warships in the Mediterranean as the Axis or Possess

Gibraltar, the Suez Canal and Malta. (If a player has 0 warships

count this as ½ a ship)

Preserve

the Empire 1

Score 1 victory objective if at end of game the FEC has possessions

of all land zones worth more at least 1 IPP in India, Burma, Ceylon

and Malay.

S. Pacific

Security 1

Score 1 victory objective if there are no Enemy troops anywhere in

Australia or New Zealand and there are no Enemy warships in or

South of the Netherlands East Indies.

Scenario Starting Income Level

Wartime Income (Value of Territories)

Starting Money

1936: At Peace 11 24 11

1939: (At war with

Germany) 27 27 16

Additional Income

Rearmament: Starting July 1939

+D12 per turn until reaching wartime income

24 IPP

Wartime Bonus Income once at War. v1.4

Page 2: INCOME AND PRODUCTION (Industrial Production Points) AIN...TRANSPORT NA Transports 1 inf + 1 other unitNA 2 8 AIR UNITS Att Def $ Notes FIGHTER 6(3)* 6/(3)* 4 10 Air superiority TAC

LAND UNITS Att Def $ Notes

INFANTRY 2 4 1 3 +1 when paired w/ Attacking artillery, 1:1

MILITIA 1 2 NA 2 Build in non-factory site

MOTORIZED 2 4 2 4 Infantry upgrade, Can tow artillery

MECHANIZED 3 4 2 4 Avail. July 1939, pair to blitz

CAVALRY 3 2 2 3

ARTILLERY 3 3 1 4 First strike, pair with infantry

ANTI-AIRCRAFT 3 3 1 4 Up to 3 rolls, first round only

LIGHT ARMOR 4 3 2 4

MED. ARMOR 6 5 2 6 Avail. January 1940, Blitz

SEA UNITS Att Def $ Notes

TB DESTROYER 2 2 2 NA Cannot be built during game

DESTROYER 4 4 3 7 Shore bombardment 1

CRUISER 6 6 3 3/4/4 Shore bombardment 2

BATTLESHIP 8 8 2 5/5/5/5 Shore bombardment 4

LIGHT CARRIER NA 1 3 3/3/3 Carries 1 aircraft

CARRIER NA 2 3 4/4/4/4 Carries 2 aircraft, Capital ship

SUBMARINE 3 3 3 6 Multiple special rules

COASTAL SUB 2 2 1 NA Multiple special rules

TRANSPORT NA NA 2 8 Transports 1 inf + 1 other unit

AIR UNITS Att Def $ Notes

FIGHTER 6(3)* 6/(3)* 4 10 Air superiority

TAC BOMBER 7 5 4 11 Target Selection “1-3” (Ground/Naval)

MED BOMBER 7(1)* 4 5 11 Strategic Bombing 1D6 - Facility

STRAT BOMBER CB(1)* 2 6 12 Avail. July 1939, Strat bombing 2 D6

AIR TRANSPORT N/A N/A 6 9 Transports units, Airborne assault

FACILITIES $ Max D. Notes

MINOR FACTORY 5/5 5 Builds 1 unit

FACTORY UPGRADE 5/5 NA Converts minor to major factory

MAJOR FACTORY 5/5/5/5 20 Builds 5 units

AIR BASE 5/5 5 Extends range by 1, scramble

NAVAL BASE 4/3/3 5 Adds +1 to the movement

NAVAL SHIPYARD 5/5/5 8 Build and repair Cap. Ships, naval base

SUBMARINE BASE 3 3 Naval base for submarines

COASTAL ARTILLERY 8 NA First 3 shots @ 3 at attacking ships

FORTIFICATION 5/4 NA Combat bonus rnd 1 of combat, +2 all land units

2 attacks @ 5 first rnd

SPECIALIST INF Att Def $ *Build limit: 2 per turn

MOUNTAIN 2 4 1 4 +1 Defense in mountains, No Attacker penalty

MARINES 2 4 1 4 No double casualties

AIRBORNE 2 2 1 3 Airborne assault

COLONIAL 2 4 1 4 Can be built without a factory and can move.

Build 1 per turn. Maximum 1 per territory.

© Historical Board Gaming

Dutch Territories: When the Axis declares war on the Netherlands, place a British roundel

on all Dutch territories. Britain receives all income from these once at war. The British player

may, when collecting income distribute the income from Dutch territories between Great

Britain, the Far East Command and the ANZAC as he sees fit.

Canadian Factory: Great Britain may receive lend-lease money and equipment from the

United States at any Canadian Major Factory site. Britain may build Major Factories in

Canada.

Island Nation: Britain’s ability to get IPP from outside the home nation can be blocked if at

least 3 surface warships are in each sea zone that contains a naval base/shipyard. In this

case Britain only receives income from England and receives no bonus income. All other

income is lost. Convoy raiding may not further reduce Great Britain’s income until the blockade

is lifted.

Colonial Infantry: The British may build colonial units any of its Colonies (British starting

territories that are not part of the Home Country). These units are regular infantry and can

move and attack. No factory is required to build these units. Britain may build a total of two

infantry per turn. The zone they are built in must have a point value.

GREAT BRITAIN SPECIAL ABILITIES

TECH ADVANCES Att Def $ Notes

ADV. ARTILLERY 4 4 1 4 First strike

ADV. MECH 4 5 2 4 Blitzes with armor at 2:1 ratio

HEAVY ARMOR 8 7 2 +2 Blitz, Target selection 1

JET AIRCRAFT 8/5 8/5 4 12

HEAVY STRATEGIC CB(2)* 3 6 15 Strategic Bombing 3D6

ADV. SUBMARINE 4 4 3 7 Multiple special rules

(#)* Interception combat, CB = Carpet Bombing: 3 Attacks @2

(#)* Interception combat, CB = Carpet Bombing: 5 Attacks @2

Can Britain Declare War on:

Answer:

Any Minor Nation Yes (10 IPP penalty*) once at full production

The Axis

Yes, Once Britain reaches full production. It cannot

declare war on an Axis power that has not yet declared

war on another nation during the game.

The Comintern Yes, but only if the USA is at war with the Comintern.

USA, France,

Nationalist China No

Can Britain Lend-Lease to:

Answer:

Any Nation Yes, once Great Britain is at war with the same Major

Power as receiving nation.

FEC/ANZAC No

KMT Yes, once Japan is at war with China.

QUESTIONS AND ANSWERS

* The Allies have to pay 10 IPP to declare war on a non-Aligned Minor Power. Allied powers

that are Aligned to each other can share in the cost.

HMS Hood

Page 3: INCOME AND PRODUCTION (Industrial Production Points) AIN...TRANSPORT NA Transports 1 inf + 1 other unitNA 2 8 AIR UNITS Att Def $ Notes FIGHTER 6(3)* 6/(3)* 4 10 Air superiority TAC

FACILITIES LAND UNITS AIR UNITS SEA UNITS

SCOTLAND 1 Naval Base

(SZ3 & 11)

SZ 11: 1 Destroyer, 2 Cruisers,

1 Battleship

LIVERPOOL

1 Air Base

1 Shipyard (SZ10)

1 Minor Factory

1 Militia 1 Medium Bomber SZ 10: 1 Destroyer

LONDON

1 Air Base

1 Shipyard (SZ24)

1 Naval Base (SZ25)

1 Major Factory

1 Infantry

1 Militia 1 Strategic Bomber

SZ 24: 1 Torpedo Boat Destroyer,

1 Destroyer, 1 Battleship, 1 Cruiser,

1 Transport

BELFAST 1 Shipyard (SZ10) 1 Militia

GIBRALTAR

1 Naval Base (SZ79/80)

1 Fortification

1 Coastal Artillery

1 Militia SZ 80: 1 Destroyer, 1 Cruiser

CAIRO 1 Naval Base (SZ81)

1 Naval Base (82)

1 Infantry

1 Militia

SZ 81: 1 Destroyer, 1 Battleship,

1 Light Carrier (with Tac. Bomber),

1 Cruiser

EGYPT 1 Militia

TRANS-JORDAN 1 Infantry

BRIT. SOMALILAND 1 Militia

MALTA 1 Naval Base (SZ80/81)

1 Fortification 1 Militia

SOUTH AFRICA 1 Naval Base (SZ115)

1 Minor Factory 1 Militia

ADEN 1 Naval Base (SZ83)

OTTOWA 1 Major Factory 1 Militia

NOVA SCOTIA 1 Naval Base (SZ21) SZ 21: 1 Transport, 1 Torpedo Boat

Destroyer

BRITISH COLUMBIA 1 Naval Base (SZ29)

ATLANTIC SZ 45: 1 Submarine

SHIP & FACILITY

PRODUCTION CHART

1 Light Carrier (Position 3) – Owe 6

1 Cruiser (Position 3) – Owe 8

1 Destroyer Place Units box

1 Submarine – Place Units box

© Historical Board Gaming

GREAT BRITAIN 1936 SETUP

Page 4: INCOME AND PRODUCTION (Industrial Production Points) AIN...TRANSPORT NA Transports 1 inf + 1 other unitNA 2 8 AIR UNITS Att Def $ Notes FIGHTER 6(3)* 6/(3)* 4 10 Air superiority TAC

FACILITIES LAND UNITS AIR UNITS SEA UNITS

SCOTLAND Naval Base (SZ 3 & 11) 1 Militia

1 Motorized Infantry

SZ 11: 1 Coastal Submarine, 1 Destroyer, 2 Cruisers, 1 Battleship, 2 Light Carriers (1 Fighter, 1Tac Bmr)

LIVERPOOL

1 Air Base

1 Shipyard (SZ 10)

1 Minor Factory

1 Infantry

1 Motorized Infantry

1 Artillery

SZ 10: 1 Destroyer

1 Cruiser

1 Transport

LONDON

1 Air Base

1 Shipyard (SZ 25)

1 Naval Base (SZ 24)

1 Major Factory

2 Infantry

2 Motorized Infantry

2 Artillery

3 Fighters

2 Medium Bombers

1 Strategic bomber

SZ 25: 1 Torpedo Boat Destroyer

1 Destroyer

1 Cruiser

1 Transport

BELFAST 1 Shipyard (SZ 10)

GIBRALTAR 1 Naval Base (SZ 79/80)

1 Fortification

1 Coastal Gun (SZ 79/80)

1 Militia

SZ 79: 1 Destroyer

1 Cruiser

1 Battleship

CAIRO Naval Base (SZ 81)

Naval Base (Red Sea SZ 82)

1 Motorized Infantry

1 Light Armor

1 Artillery

1 Fighter

SZ 81: 1 Destroyer, 1 Battleship,

1 Light Carrier (with Tactical

Bomber), 1 Cruiser, 1 Transport

EGYPT

TRANS-JORDAN 1 Infantry

BRIT. SOMALILAND

MALTA 1 Naval Base (SZ 80 & 81)

1 Fortification 1 Militia

SOUTH AFRICA 1 Naval Base (SZ 115)

1 Minor Factory

ADEN 1 Naval Base (SZ 83)

OTTOWA 1 Major Factory 1 Infantry

NOVA SCOTIA 1 Naval Base (SZ 21) SZ 21: 1 Destroyer

1 Torpedo Boat Destroyer

BRITISH COLUMBIA 1 Naval Base (SZ 29)

ATLANTIC SZ 74: 1 Submarine

SHIP & FACILITY

PRODUCTION CHART

1 Battleship (Position 4; Owe 15)

1 Carrier (Position 3; Owe 12)

1 Cruiser (Position 3, Owe 8)

1 Destroyer (Place Units Box)

© Historical Board Gaming

GREAT BRITAIN 1939 SETUP


Recommended