WiF CE Living Rules 5 May 2023 Highlight
WiF CE Living Rules 5 May 2023 Highlight
WiF CE Living Rules 5 May 2023 Highlight
Choosing Actions 19
10.1 Action types 19
Living Rules 10.2 Activity limits 19
10.3 Oil (TiF option 30) 19
5 May 2023 10.4 Destroying saved oil & build points (TiF options 30 & 31) 20
11. Implementing Actions 20
World in Flames (“WiF”) and all its components and kits, in 11.1 Passing 20
both its electronic and printed forms, is Copyright © 1985 ~ 11.2 Port attack 20
2023, Australian Design Group. 11.3 Naval air missions 20
Changes to the printed rules are highlighted in red. 11.4 Naval movement 21
11.5 Naval combat 24
Permission is hereby granted to copy these rules electronically
11.6 Opponent’s naval combat 30
for your personal use only, provided that they are copied in
11.7 Strategic bombardment 30
their entirety (including this message). Any deletion or
11.8 Ground strike 31
alteration or on-selling, without the express written permission
11.9 Rail movement 31
of Australian Design Group, is a violation of domestic and
11.10 Land movement 32
international copyright law.
11.11 Air transport 34
11.12 Debarking land units at sea 34
Dedicated to the memory of: 11.13 Invasions 34
11.14 Paradrops 35
Nanette Rowland 11.15 Land combat 35
15 April 1929 ~ 13 April 2009 11.16 Aircraft rebases 40
11.17 Reorganisation 40
Lover of life, love and friendship 12. Last Impulse Test 41
* * * * * * 13. End of Turn Stage 41
Table of Contents 13.1 Partisans 41
13.2 Entry markers 42
1. Introduction 5 13.3 US entry 42
1.1 Rules 5 13.4 Return to base 46
1.2 Scale 6 13.5 Final reorganisation 47
1.3 Markers 6 13.6 Production 47
2. General Concepts 6 13.7 Peace 56
2.1 Terrain 6 13.8 Facility, factory & oil voluntary destruction (opt. 32 & 33) 59
2.2 Zones of control 8 13.9 Victory check 59
2.3 Stacking 8 14. Aircraft 59
2.4 Supply 9 14.1 Aircraft movement 59
2.5 Control 11 14.2 Aircraft missions 60
2.6 Fractions 12 14.3 Air-to-air combat 61
2.7 Dice, re-rolls & breaking ties 12 14.4 CVs 63
2.8 Range 12 14.5 Terrain 64
3. The Turn 12 14.6 Pilots (PiF option 46) 64
3.1 Sequence of play 12 14.7 Flying bombs (PiF option 47) 64
4. Reinforcement Stage 12 14.8 Kamikazes (option 48) 64
4.1 Force pool changes 12 15. Surprise 65
4.2 Reinforcements 13 15.1 Surprise effects 65
4.3 Destroying and scrapping units 13 16. Offensive Points (option 49) 65
5. Lending Stage 13 16.1 Spending offensive points 65
5.1 Trade agreements 14 16.2 Multiple actions 65
6. Initiative Stage 15 16.3 HQ benefits 66
6.1 Determining initiative 15 16.4 Reorganise HQs 66
6.2 Effect of Initiative 15 16.5 Extra actions 66
7. The Action Stage 15 17. Vichy 66
17.1 Creation 67
8. Weather 15
17.2 Determine control 67
8.1 Weather zones 15
17.3 Units 67
8.2 Weather effects 16
17.4 Running Vichy 68
9. Declaring War 16 17.5 Combat with Vichy 69
9.1 Neutral major powers 16 17.6 Running Free France 69
9.2 Neutrality pacts 16
18. Co-operation 69
9.3 How to declare war 17
18.1 Who can co-operate 69
9.4 US entry 17
18.2 Not co-operating 69
9.5 Allocating minors 18
18.3 Co-operating 70
9.6 Aligning minors 18
9.7 Calling out the reserves 18 19. Minor countries 70
9.8 Multiple states of war 18 19.1 Neutral minor countries 70
19.2 Entering the war 70 • 5 x A3 full-colour game charts.
19.3 Who can enter the minor 70 The World in Flames Map set consists of:
19.4 Minor country units 70 • 4 large (574 x 850mm) full-colour hard-mounted maps covering
19.5 The Nazi-Soviet pact 71 most of the world (West Europe & Africa, East Europe & the
19.6 Soviet border rectification 71 Middle East, Asia, and the Pacific);
19.7 Axis minor countries 72 • One 297 x 420 mm full-colour hard-mounted map of The
Americas; and
19.8 Allied minor countries 73
• One 297 x 420 mm full-colour hard-mounted Turn record chart.
19.9 Netherlands East Indies 73
The World in Flames Classic Counters set consists of 1600 (12.7 x
19.10 Austria & East Prussia 73
12.7 mm) counters representing the armies, navies and air forces of World
19.11 French African minors (AfA option 1) 73
War II (countersheets 1-6, 24 & 46);
19.12 Ukraine (TiF option 50) 73
The World in Flames Collector’s Edition Classic game consists of
20. Chinese Communists 74 the:
21. Stilwell 74 • World in Flames Rules set;
• World in Flames map set;
22. Optional units & markers 74 • World in Flames Classic counters set;
22.1 Divisions (DiF option 2) 74 • Box & two 10-sided dice.
22.2 Artillery (DiF option 3) 76 Everything you need to play the game.
22.3 Supply units (DiF option 14) 76
Planes in Flames adds 600 counters representing all the combat aircraft
22.4 Guards Banner armies (DiF option 52) 76 that fought before during and after WW II including many new and late-
22.5 Siberians (TiF option 53) 77 war aircraft and capabilities that fully integrates Planes in Flames with all
22.6 Warlords (TiF option 59) 77 World in Flames games (AiF, DoD, PatiF & WiF, countersheets 7-9);
22.7 Territorials (TiF option 54) 77
Ships in Flames comprises:
22.8 City based volunteers (AiF & TiF opt. 55) 78 • 1800 full-colour (12.7 x 12.7mm) counters representing all the
22.9 Fortifications (TiF option 32) 78 aircraft carriers, battleships, cruisers, subs, transports, amphibs
22.10 Frogmen (SiF option 51) 78 and carrier planes before, during and after WW II (CS 18-22 &
22.11 Heavy weapons (AiF, PatiF&PoliFopt56) 79 51-54); and
22.12 Air Cav (AiF, PatiF & PoliF option 57) 80 • One 297 x 420 mm full-colour hard-mounted Task Force
22.13 Service Squadrons (SiF option 58) 80 display.
22.14 Light Cruisers (CliF option 6) 80 Divisions in Flames adds 400 full-colour (12.7 x 12.7mm) counters
22.15 Partisan HQs (option 60) 80 representing all the independent divisions that fought during WW II
22.16 Convoys in Flames (CoiF option 7) 80 (including special forces and elite divisions as well as Guards Banner
22.17 V-weapons and A-bombs (PiF option 24) 82 Armies and their divisions, countersheets 49 and 50);
Territories in Flames adds 400 full-colour (12.7 x 12.7mm) counters
23. Index & Glossary 87
representing all the special corps and armies created during WWII from
Sequence of Play Chart 94
Territorials to Siberians, to city based volunteers, warlords and even the
Optional Rules Manifest 95 potential creation of Ukraine (countersheets 47 and 48).
2 die 10 Land CRT 96
The World in Flames Collector’s Edition Deluxe game consists of:
• The World in Flames Classic Collector’s game;
“We may be destroyed but, if we are, we shall drag a world with us - A • Planes in Flames;
World in Flames” • Ships in Flames;
Adolf Hitler, 1932 • Divisions in Flames; and
• Territories in Flames;
“The past is never dead. It's not even past.” for a total of 5 hard-mounted maps, 2 hard-mounted displays, 2 rule
William Faulkner, 1951 and campaign booklets, 5 combat charts and 4800 counters.
The World in Flames Collector’s Edition Super Deluxe game set
1. Introduction consists of the:
• World in Flames Collector’s Edition Deluxe game;
World in Flames: the Collector’s edition (“WiF”) is Australian
• America in Flames game (CS 26-28);
Design Group’s international award winning strategic level game of
• Days of Decision III game (2 x CS 13 & 3 x CS17);
the Second World War. Up to 6 players manage the economies and
• Patton in Flames game (CS 31-35);
conduct the military operations of the major powers involved in that
• Africa map (full-colour 514 x 534 mm paper map);
conflict, either as a member on the Axis side (Germany, Italy and
• Scandinavian map (full-colour 503 x 208 mm hard-mounted
Japan) or as one or more of the Allies (China, the Commonwealth, map);
France, the USA and the USSR). • Khaki in Flames (CS 40-45) kit;
The World in Flames Collector’s edition world comes in one of ten • most recent 2 Annuals ~ currently Millennium WiF Annual
flavours: (incl. CS 30, Politics in Flames) & 2008 WiF Annual (incl. CS
• World in Flames Rules Set; 39, Factories in Flames);
• World in Flames Map Set; for a total of 2 magazines, 4 games, 7 expansions, 15 maps and 9240
• World in Flames Classic Counters Set; counters (and a couple of pages of rules and the odd chart)!
• World in Flames Collector’s Edition Classic game;
• Planes in Flames expansion; 1.1 Rules
• Ships in Flames expansion; We have arranged these rules in sequence of play order. They consist of
• Divisions in Flames expansion; standard rules required to play the game and optional rules you may add if
• Territories in Flames expansion; you like. If you have any queries about any terms in the rules (even simple
• World in Flames Collector’s Edition Deluxe game; and words like ‘you’) we strongly advise you go to 23 Index & Glossary, it
• World in Flames Collector’s Edition Super Deluxe game set. might save a lot of angst.
The World in Flames Rules set consists of: Optional rules are generally in the same place as the standard rule they
• This rule book; modify. They are separated from the standard rules by being framed in
• The Campaign & Players’ Guide (sections 24-30 of the rules colour. All optional rules are exactly that and each option may be played in
including campaign set ups); and
part or full provided all players agree. 1.3 Markers
If an option is prefixed by a kit name (e.g. FiF) this means that the units, There are 3 sorts of markers in the game. General play markers are:
markers, maps and/or charts required to play this option can be found in that No planes, CP used, damage, initiative, impulse, entry, (PiF option
kit. 8: night/high, SiF option 19: task force, FiF option 40: bomb,
Mech in Flames (CS 23) originally appeared in the 1994/95 WiF production, TiF option 41: Intelligence & Bletchley park, PiF option
Annual; Leaders in Flames (CS 25) originally appeared in the 1998 46: pilots, pilots-in-training, option 49: offensive points), year and
WiF Annual; Politics in Flames (CS 30) originally appeared in the turn.
Millennium WiF Annual; and Factories in Flames (CS 39) There are also facility markers that are placed on-map when built (see
originally appeared in the 2008 WiF Annual. 13.6.6). If playing WiF Classic the only facilities are factories.
Territories in Flames replaces the Africa Aflame counters; FiF & TiF option 32: Facilities also include oil, resource, forts, coastal
Divisions in Flames replaces the Asia Aflame & Mech in Flames forts, roads, rails, shipyards and factory specialisation markers.
counters; and Carrier Planes in Flames, Convoys in Flames and
Finally, there are saved oil (TiF option 30), and build point (TiF option
Cruisers in Flames are now part of Ships in Flames.
31) markers available to all players if playing with these options that are
In the examples there are 8 players playing World in Flames, Anna also placed on the map. Each saved oil represents approximately 400,000
(USSR), Heinz (Germany), Jay (USA), Jeremy (Commonwealth), Ju- tonnes of refined POL. Each saved build point represents approximately
Ming (China), Kasigi (Japan), Maria (Italy) & Pierre (France). 100,000 to 200,000 tonnes of finished goods.
All rules references to section 24 or higher can be found in the World Like units, you are limited by the counter mix in the number of
in Flames Campaign & Players’ Guide. markers in play except for: No planes, CP used, damage (PiF option
To play World in Flames, choose a campaign (see 24) and follow 8: night /high, TiF option 30: saved oil, TiF option 31: saved build
the set-up instructions there. points, FiF option 40: production, bomb, PiF option 46: pilots-in-
training) and factory markers. If you run out of these, make up more.
1.2 Scale
1.2.1. Units 2. General Concepts
In World in Flames each land unit represents a corps (XXX), army This section lumps together general gaming terms that may already
(XXXX) or army group (the HQs, XXXXX). These are all corps sized be familiar to you. However, as the Collector’s edition of World in
units. Flames has many new concepts it’s still worthwhile to read them.
DiF options 2, 3 & 14 and PiF option 24: These options include 2.1 Terrain
divisions (see 22.1), artillery (see 22.2), supply units (see 22.3) and A-
bombs & V-weapons (see 22.17). These are all division (XX) sized units. Terrain and its effects are summarised on the bottom of the Asian
map. The rule here explains some more general concepts.
An aircraft unit represents 250 aircraft in 1939 gradually increasing
to 500 aircraft by 1945. Each counter consists of a variety of types, 2.1.1. Hexes & hexdots
but with the predominant aircraft being that depicted on the counter. As in many games, the land portions of the maps are divided into
PiF option 4: Planes in Flames includes more and varied aircraft to add hexagons (called “hexes”). Hexes regulate unit location and
to your game. movement.
A surface naval unit represents a squadron of 4 to 6 destroyers A “coastal hex” is a hex which contains both land and sea. We have
attached to either 1 aircraft carrier, 2 battleships or battle cruisers, or printed the sea portion of coastal hexes in a lighter shade of blue to
4 heavy or light cruisers. distinguish them.
SiF option 5: each surface naval unit represents only 1 aircraft carrier, Each hex has 6 sides (“hexsides”). Certain terrain features (e.g.
battleship, or heavy cruiser in addition to 2 to 4 destroyers. rivers) conform to hexsides and affect combat, and sometimes
CliF option 6: each light cruiser is also represented in the game. movement, across that hexside. An all-sea hexside is a hexside with
no land at all. Note that the hexside between Amsterdam and W1038
CVPiF option 45: each carrier plane class represents between 18 and 24
is a canal (not all-sea) hexside.
carrier planes.
On-map hexes are contained within the grey map borders. Off-map
Each SUB represents 50-60 (SiF option 5: 25-30) submarines. Each
hexes are printed in the border area itself. All hexes on the American
convoy point represents about 200,000 tonnes of merchant shipping.
mini-map are also off-map hexes.
Each naval transport represents about 200,000 tonnes of troop
transports and another 200,000 tonnes of support merchant ships Two hexes are adjacent if:
while each AMPH represents an equivalent tonnage of specialist • they share a common hexside;
invasion craft and support ships. • they are on either side of the join between the East Europe map
CoiF option 7: Escort carriers, destroyer escorts, specialist subs and and the Asian map and share the same number. They are actually
merchant raiders are also all represented in the game. connected via the hexside on the Asian map bearing the same
number as the hex on the East Europe map.
You are limited by the number of units included in the game except AsA option 1: The same applies if you are using the
for convoy points (CPs). If you run out of these just use any numbered Scandinavian map (letters differentiate the hexes/hexsides).
marker to show CPs. AfA option 1: The same applies to the northern border of the
1.2.2. Time African map. Use the African map for the rest of Africa apart
from the hexes containing a letter in a box and all hexes
Each game turn is 2 months. Each impulse varies depending on the
eastwards (British & Italian Somaliland). Note that the boxed
season but is usually 2 to 4 weeks. letters I, J, L, N, Q, R, S, & T on the African map are Asian map
1.2.3. Map hexes A2924, A2923, A2921, A2915, A2913, A2912, A2911 &
Three map scales are used in World in Flames. Each hex is A2910 respectively; and African map hexes 0209, 0308 & 0207
approximately 80km on the West and East Europe maps, 200km on are Asian map hexes A3012, A3011 & A3010 respectively.
the Asian, (AfA, AiF & AsA option 1: African, North and South Any map-edge hexdot on the Africa map connects to any other
American, Scandinavian) and Pacific maps, and 650km on the in the same sea-area on the American, Asian or Pacific maps.
• they are off-map hexes connected to each other by a rail, road or
America mini-map (and other off-map areas). These are respectively
grey communication line; or
referred to in the rules as European, Pacific and off-map scale hexes.
• one is an off-map hex and the other is either:
Where the rules reference individual hexes, the hex numbers are (a) an on-map edge hex connected to it by rail, road or grey
preceded by a letter to indicate the map they are on. W = West communication line or;
Europe, E = East Europe, A = Asia, P = Pacific and M = America (b) an on-map edge hex adjacent to (a).
(e.g. London is in hex W1536).
Example 1: (a) share a common sea area border; or
(b) are directly connected by a blue communication line; or
(c) have an arrow at the end of a blue communication line stating
which sea area it connects to.
Example: Cape St. Vincent is adjacent to the Bay of Biscay, Western
Mediterranean, Cape Verde Basin and the North and Central Atlantic
sea areas.
The Red Sea and Mozambique Channel are the only sea areas that are
on two maps. The sea-box is on the East Europe and Asian maps (use
either) for the Red Sea, and the Asian map for the Mozambique
Channel, but the hexdots on the other maps are still part of the same
sea area.
Tabriz (A3039) is adjacent to E0117, E0118 & E0119. 2.1.3. Off-map areas
Example 2: The maps incorporate the main areas of conflict in World War II.
However, other areas saw combat and World in Flames provides off-
map areas to deal with them. Off-map areas contain:
• one or more off-map hexes and hexdots; and/or
• a sea area with a sea-box.
These are shown around the edges of each map (and the America mini-
map). We have depicted off-map hexes with thicker purple hexsides (as
opposed to grey) and off-map hexdots as larger than European or Pacific
hexdots.
Off-map areas may be connected to each other and to the map by grey
Spanish Sahara is adjacent to the 5 Moroccan hexes with one of the
and blue communication lines. They may also be directly connected
letters ‘s’ through ‘w’, printed on them.
to the map (e.g. Durban (A3104) on the Asian map).
You may move or attack from an off-map, to an adjacent on-map hex
(or vice versa) across any map-edge hexside (e.g. you may move to, Grey communication lines
or attack, E1851 from E2152 even in fine weather, see 8.2.1). Only land and aircraft units may move along grey communication
Unlike other games, the hexes stop at the coastlines. Hexes at sea are lines. Some grey communication lines are shown as railways; you
replaced by hexdots - each hexdot is at the centre of what would may move along these lines normally as well as by rail.
otherwise be a hex. When moving an aircraft across hexdots, or when Blue communication lines
counting hexes, just imagine you are moving from hex to hex. Only aircraft and naval
Example 3: units (and their cargoes)
The use of may move along blue
hexdots is partly communication lines.
aesthetic but A naval unit moves
also serves to along a blue
show that the communication line
presence of land from sea area to sea
units is not area.
permitted An aircraft moves along
(except when a blue communication
being line from the adjacent
transported, see orange hexdot in the
11.4.5 & 11.11). first sea area to the
Whenever an adjacent orange hexdot
aircraft unit in the second sea area.
moves from a Some sea areas have red
hex or hexdot of hexdots. They connect
one map scale to the red hexdot in the
to another, the connected sea area on
movement cost the Americas mini-map.
is the greater of
the two (e.g. an Example:
aircraft moving The orange hexdots in
from Asyut the Faeroes Gap and
(E1201) to Bay of Biscay (West
Cairo would Europe map), connected
pay 6 to the North Atlantic
movement Sea area on the
Americas mini-map, are
points (mps) not
adjacent to the orange
1, see 14.1.1).
hexdot in that sea area.
2.1.2. Sea areas The red hexdot in Cape
The seas are divided into areas by dark blue lines (called sea area St Vincent (and the
borders). Each sea area is individually named (e.g. ‘RED SEA’). Each Azores, W3215) is
adjacent to the red
sea area contains a sea-box which regulates movement and combat at
hexdot in the North Atlantic.
sea.
It costs no extra movement points to move along a communication
Two sea areas are adjacent if they
line (see Terrain Effects Chart on Asia map).
AiF option 1: It costs aircraft 4 movement points to move either way 2.3 Stacking
along a blue communication line connecting to the America map. Blue
communication lines connect to any map-edge hexdot in that America in There is a limit on the number of units that may occupy each hex.
Flames sea area. This is called the stacking limit of the hex.
Swamp hexes are treated as forest in snow or blizzard. 9.1 Neutral major powers
Lakes A major power is a ‘neutral major power’ if it is not at war with any
other major power. If it is at war with at least one major power, it’s
Lake hexes are frozen in snow or blizzard. Treat a frozen lake hex as called an ‘active major power’.
clear. Units on a lake hex when it unfreezes are placed on the
production circle to arrive as reinforcements in 2 turns. A neutral major power can’t co-operate with any other major power
(see 18)
Option 8: Flying boats (see 2.3.1, option 46: and their pilots) on a lake
hex when it freezes are placed on the production circle to arrive as Only units controlled by a neutral major power may enter hexes in that
reinforcements in 2 turns. major power while it remains neutral (except Vichy France, see 17.4.3).
Lake hexsides are frozen if the hex on each side of the hexside is in Units controlled by a neutral major power may only enter or trace
snow or blizzard. Treat a frozen lake hexside as a river hexside. Note supply into hexes controlled by that major power, by a minor country
that the hexside between W1037 and W1137 is a lake hexside. aligned with it, or by a minor country it is at war with. They may also
move and trace supply across the sea.
Iced-in Ports
Each naval unit a neutral major power moves (rather than each task
An iced-in port is closed if the weather in the port force) counts as 1 naval move.
is snow or blizzard. During the end of turn stage
(see 13.) use the last impulse’s weather to Neutral major powers must always pick either a pass or a combined
determine if the port is closed. action (exceptions: see 13.3.2 US entry option 45, 24.3.1 & 24.4.7).
You can’t transport resources (or build points), 9.2 Neutrality pacts
nor trace an overseas supply path, into or out of a Neutrality pacts make it harder for major powers that sign them to
closed port. declare war on each other.
Naval units (and their cargoes) moving into a closed port must
The USSR and Germany
immediately stop and are then turned face down. Naval units in a
closed port may not move or reorganise (even during final See the Nazi-Soviet Pact, 19.5.
reorganisation). Other major powers
8.2.2. Turn length Major powers from opposing sides can agree to enter into a neutrality
The result on the weather chart will also give you a circled number. pact during any mutual peace step (see 13.7.3) provided they are not
If your last impulse test die roll (see 12) doesn’t end the turn’s at war with each other. Major powers automatically enter into a
impulses, advance the impulse marker that number of boxes on the neutrality pact when they choose to come to peace.
impulse track (see turn record chart). Provided both major powers agree, you may re-confirm a neutrality
8.2.3. Other effects pact during any subsequent neutrality pact step (this allows you to re-
start the defensive garrison values at maximum effectiveness ~ see
Weather also affects supply range (see 2.4.2), (option 18: naval
garrison values below).
movement, see 11.4.2), naval searching (see 11.5.5), naval combat
type (see 11.5.7), land movement (see 11.10.2), invasions (see 11.13), Effect of neutrality pacts
shore bombardment (see 11.15.2), land combat (see 11.15.5 & After you enter into a neutrality pact with a major power, units
11.15.6) and air missions (see 14.2.3). controlled by other major powers on your side cannot enter hexes that
are part of your common border with that major power if they are at
9. Declaring War war with that other major power. If they are in the common border
In this step your major powers may declare war on major powers from already place them on the production circle to arrive as
the other side or on unaligned minor countries. There are restrictions reinforcements in 2 turns.
on some major powers declaring war (see neutrality pacts ~ 9.2, Your common border with another major power consists of every hex
China ~ 9.3, US entry ~ 13.3, Vichy France ~ 17.4.1 and Soviet you control within 3 hexes and/or hexdots of a hex controlled by the
border rectification ~ 19.6). other major power (or its aligned minor countries). Hexes on the
The side conducting the impulse performs these actions in the American, Asian or Pacific maps, and off-map hexes, still count as
following order: only one hex for this purpose.
1. Provided you satisfy the prerequisites you may break one or You may only declare war on a major power you have a neutrality
more of your neutrality pacts (see 9.2). pact with by first breaking the pact in your declaration of war step.
2. Major powers announce which major powers on the other side Once you have broken a pact, you and the other major power can
they are declaring war on (see 9.3) or attempting to declare war declare war on each other without restriction. You could even declare
on (see 9.4). war in the same step you broke the pact. Once a pact is broken, both
major powers return the entry markers they have placed in their than double your garrison value. For example, if your garrison value
common border (see below) to the common entry marker pool. is 11.25 and your offensive entry markers total 16, you can increase
You may choose to break a neutrality pact with another major power your garrison value to 22.5, not to 27.25.
due to enemy aircraft, having the required garrison ratio or by Similarly, you increase your defensive garrison value by the total of
breaking the Nazi-Soviet pact (see 19.5.3). your defensive entry markers on the common border. Again, you
You may declare war on a major power you don’t have a pact with can’t more than double your (modified) defensive garrison value.
during your declaration of war step (the USA is subject to further Example: Continuing the above example, from May/Jun 1940 to
limits ~ see 9.4). Mar/Apr 1941 Japan may add up to 11 points of defensive entry
As part of a neutrality pact you may also have a trade agreement (see markers for a maximum defensive garrison total of 22. From May/Jun
5.1) between yourselves on any terms mutually agreeable that 1941 to Mar/Apr 1942 she may add 5.5 points of defensive entry
markers to increase the total to 11 and so on.
remains in place until the neutrality pact is broken.
Enemy aircraft 9.3 How to declare war
You may break a neutrality pact you have with a major power during All major powers on this side announce which major powers on the
your declaration of war step if after you entered into the pact an aircraft other side they are declaring war on this impulse. They then all
controlled by a major power you are at war with has flown a mission against announce which neutral minor countries they are declaring war on
a hex or unit you control and that aircraft started its mission in a hex this impulse.
controlled by the major power you have the pact with. You can’t declare war on
• any country on your side; or
Garrison ratio
• a country you are already at war with; or
You may break a neutrality pact starting 3 full turns after its signing • a controlled minor country or territory (e.g. France can’t declare
provided you have a modified garrison value on your common border war on Truk, Ethiopia or the Netherlands East Indies, she would
at least double that of your opponent. Note that the Nazi-Soviet pact instead need to declare war on Japan, Italy or (provided it’s
was signed in Jul/Aug 1939 (see 19.5). neutral) the Netherlands respectively).
To work out your garrison value with the major power you want to Each declaration of war on a major power or neutral minor country
attack: could trigger a US entry effect (see 13.3.3). There is no US entry roll
1. Work out your units’ total garrison value. if you declare war on a major power that has (its own, or its controlled
2. Add your offensive entry marker total to it (see 13.2). minor country’s) units in your major power’s home country (e.g.
3. Work out the other major power’s (modified) garrison value and France could declare war on Italy without a US entry roll if Italian
add its defensive entry marker total to it. controlled units were in German controlled hexes in France).
4. Compare your total to the other major power’s total.
China may not declare war (unless playing with Days of Decision or
5. If your total is at least double that of the other major power, you
Patton in Flames).
may break the pact.
While at war with a major power, you are also at war with every minor
Garrison values country aligned to that major power.
You only count the garrison values of your land and aircraft units
(including those of your aligned minors) on the common border with 9.4 US entry
the other major power. If you don’t have a common border, you can’t The USA can’t declare war on a minor country unless it has reached
use garrison values to break the pact. the US entry level that allows it to do so (see 13.3.2, US entry option
A unit only has a garrison value if it is face-up and not in an 48).
opponent’s ZoC. The USA may attempt to declare war on Germany and Italy in the
Each unit’s garrison value is: same step, but it can’t attempt to declare war on Japan in the same
step as it attempts to declare war on either of the others.
Garrison Value If it attempts declarations of war against both Germany and Italy in
Unit Value the same step, resolve it as one attempt, rather than one for each. If
DiF options 2 & 3: any division or artillery 0.5 the attempt succeeds, it would count as 2 declarations for US entry
purposes, see 13.3.2, last option (US declares war on a major power).
other HQ-A, ARM, MECH, MTN or SS unit 2
The USA may declare war on Vichy (see 17) in any declaration of
Partisan or CVPiF option 45: carrier plane 0
war step provided the USA is at war with all other active Axis major
other land or aircraft unit 1 powers or with the major power that installed Vichy. This is
Double the defensive value of your units from the 4th to the 9th turn automatically successful (but does have a US entry cost, see entry
after the neutrality pact was made. The defensive garrison value is action 32 on the US entry action chart).
unmodified in the next 6 turns, halved in the 6 turns after that and The entry and tension pools
quartered in all later turns. These modifiers are not rounded. The USA has a Japanese entry pool and a Germany/Italy entry pool.
Example: The USSR and Japan make a pact in Sep/Oct 1939. Neither Your entry level against an Axis major power equals 1.5 times the
may declare war on the other until the start of May/Jun 1940. Japan value of the markers you’ve put in its entry pool plus half the value
has an HQ-I, an ARM, 2 INF corps and a CAV division face-up on of the markers in the other pool.
their common border. From May/Jun 1940 to Mar/Apr 1941 her
garrison value is 11 ((1+2+2+0.5) x 2), from May/Jun 1941 to Example: Jay has markers totalling 17 in the Germany/Italy entry
Mar/Apr 1942 its 5.5, from May/Jun 1942 to Mar/Apr 1943 its 2.75 pool and markers totalling 8 in the Japan entry pool. Jay’s entry level
and so on. against Germany or Italy is (17 x 1.5) + (8 x 0.5) = 29.5, rounding to
30. His entry level against Japan is (17 x 0.5) + (8 x 1.5) = 20.5,
Entry marker totals rounding to 21.
Your entry markers (see 13.2) on the Similarly, you have 2 tension pools - a Japanese tension pool and a
common border with their numbers Germany/Italy tension pool. Your tension level against a major power
face-up are your defensive entry equals 1.5 times the value of the markers you have in its tension pool
markers. Your markers with their plus half the value of the markers in the other tension pool.
numbers face-down are your offensive entry markers. Their values
Attempting to declare war
are never modified.
Announce your attempt to declare war on a major power. Then on the
When you want to break a neutrality pact, you increase your garrison
“It’s War” table, cross index your entry level against that major power
value by the value of your offensive entry markers but you can’t more
with your tension level against it to find the war number. Now, roll a In many campaigns some countries have already called out their
die: reserves at the start. This is stated in the campaign information (see
• If it is less than or equal to the war number, your declaration has 24).
succeeded. Turn all your entry and tension markers over so your
opponent can verify your result, then turn them back. After all 9.8 Multiple states of war
declarations of war, roll the US declares war on a major power Because you can be at war with some major powers but not others,
entry option (see 13.3.2, last option). you will encounter cases where you are opposed by some units at war
• If it exceeds the war number your attempt to declare war fails. with you and others that aren’t. This rule deals with those cases.
You don’t have to turn any markers over but you have to return A unit may not enter or attack a hex (or units therein) controlled by a
1 entry marker and 1 tension marker to the common marker pool
country on the other side that it isn't at war with. However, it may
(even if the US is attempting to declare war on both Germany
enter or attack an enemy controlled hex (or units therein) even if the
and Italy as the one attempt, see above). Choose them randomly
hex contains units it is not at war with.
from the pools of the major power you attempted to declare war
on. If you have no marker in the entry or tension pool to remove, If you strategically bombard a hex (see 11.7), you may only be
you may never attempt to declare war on this major power for intercepted by aircraft (DiF option 3: or shot at by AA and/or flak)
the rest of the game. that you are at war with.
There are modifications to the die roll. All modifiers are cumulative: If you air supply (see 11.17.1) units in a hex you may only be
When attempting to declare war on Germany and/or Italy; intercepted by aircraft (DiF option 3: or shot at by AA and/or Flak)
-2 if the UK has been conquered. that you are at war with or that are at war with the hex being air
When attempting to declare war on Japan; supplied.
-2 if China has been conquered. If you overrun (see 11.10.6) or attack land units (see 11.15) in a hex
-1 if China hasn’t been conquered but a Japanese unit is in China. you must fight all land units there even if you are not at war with all
+2 if the US fleet is not in Pearl Harbor (see 13.3.2, US entry option of them.
26).
When attempting to declare war on any Axis major power; You may only attempt to intercept naval units (see 11.4.6) you are at
+3 if you have not yet chosen US entry option 34 - Pass War war with. If several major powers’ or minor countrys’ units attempt
Appropriations Bill (see 13.3.2). to intercept a task force containing units from the other side, you don’t
-1 if the USA is at war with any major power. all have to be at war with every moving unit to intercept. However,
naval units not at war with any intercepting country may continue
Example: The US entry level against Japan is 38 and the tension level moving (at the cost of another naval move of course, see 11.4.1) and
is 18, so the war number is 3. China is unconquered but there are
are ignored in any subsequent naval combat if they stay.
Japanese units in China (-1). The US is not at war with any major
power, the US fleet is in Pearl Harbor and the war appropriations During port attack (see 11.2) and naval combat (see 11.5), a unit can’t
bill has passed, so Jay will have to roll 4 or less to declare war on fight against units from the other side unless it is at war with at least
Japan. one of them (and being at war with an enemy unit the naval unit is
transporting is not enough).
9.5 Allocating minors
You may only support a combat with aircraft or bombarding artillery
You now allocate control of minor countries declared war on this step
if the supporting units are:
to a major power on the other side, in order of declaration (see 19.2).
(a) the same nationality as a unit or hex being attacked,
The minor country is now aligned with that major power (see 9.6)
(b) at war with at least one country attacking those units or hexes,
who immediately sets up their units (see 19.4).
(c) at war with the defending hex (irrespective of whether you are at
9.6 Aligning minors war with any units in it), or
(d) in naval combat, at war with any of the committed units.
Some major powers may also voluntarily align minor countries under
certain circumstances (see 13.3.3 US entry actions 1 & 5, 19.6, 19.7, In all cases you resolve as one combat any combat that includes units
19.8 and 19.12). Each major power may only voluntarily align 1 that are not at war with each other, so long as each unit included is
minor country in each of its declaration of war steps. either at war with the major power controlling the hex, or at least 1
enemy unit in the combat.
When you align a minor country (regardless of whether it was
Example 1: There are 2 US corps and a face-down US LND in
declared war on or you aligned it voluntarily) you set up and run its
London (W1536). Germany and Italy are both at war with the
units (see 19.4). The minor country is at war with everyone its Commonwealth but not the USA, and Germany wants to attack
controlling major power is at war with (as well as the major power London. Italian aircraft ground strike the units there. They may be
that declared war on it, if any). intercepted by both US and CW fighters and Italian and German
9.7 Calling out the reserves aircraft may intercept Allied aircraft even if only US aircraft are
involved.
Each major power and many minor countries have reserve units that
Similarly, during land combat US, CW, German and Italian aircraft
may now be called out provided they are at war with a major power.
may all fly ground support, CAP, escort and interceptors and the
During your impulse you may call out reserves of such major powers combat is resolved as if they are all at war with each other. If
and minor countries you control that have ‘Res’ on the back of their Germany wins the combat and advances into London, the face-down
counter. If a reserve unit has a particular major power named on its US LND will be destroyed. US units will not be able to counterattack
back, you may only call it out while you are at war with that major London (unless they declare war on Germany) because they can’t
power. attack a hex controlled by a country they aren’t at war with.
Example: It’s Anna’s impulse. She may now call out her Moscow Example 2: Germany and Italy are at war with the Commonwealth,
MIL provided the USSR and Germany (‘Ge’) are at war. and Germany is at war with the USA. German and Italian bombers
You don’t have to call out all eligible reserves at your first fly a strategic bombardment mission against London. US FTRs may
intercept the German bombers because they are at war with
opportunity. Any you don’t call out are available while you are at war
Germany. They can’t intercept the Italian bombers because they are
with a major power.
not at war with Italy, so the Italian bombers automatically clear
When you call out your reserves put your eligible reserve (and any MIL, through to the target (but by the same token, Italian fighters can’t
see 13.7.7) units that have previously been removed from the game back intercept the US FTRs either).
into your force pools. Then move your eligible reserve units (and any MIL If a Commonwealth FTR had also intercepted, you would fight the
there) from the reserve pool to the map (DiF option 52: except Guards whole thing as one combat (including any intercepting Italian
Banner units, see 22.4). in the same manner as reinforcements (see 4.2) fighters) because the Commonwealth is at war with both Germany
except that they are set up face-down. From now on treat these reserves just and Italy. If the Commonwealth FTR were shot down, the Italian
like any other units. bombers would then be cleared through (and any Italian fighters
returned to base). air missions per impulse up to Nov/Dec 1942, 8 during 1943 and 1944
Example 3: The USSR is launching a land attack against German and 9 from Jan/Feb 1945).
controlled Finnish units in Helsinki (E2450), before Germany and the Unless otherwise stated (e.g. aircraft returning to base from a
USSR are at war. The Germans could fly Finnish aircraft in support, mission, see 14.2.4), each unit may only move once each step.
but could not fly German aircraft nor provide German shore
bombardment unless a German land unit was also in Helsinki. What counts against a limit
Later in the turn, the Germans fly an air supply mission (see 11.17.1) Each land unit moved during the land movement (see 11.10), air
to reorganise a face-down German INF in Helsinki. The USSR can transport (see 11.11), debarking at sea (see 11.12), invasion (see
intercept with fighters as she is at war with the Finnish hex even 11.13) or paradrop (see 11.14) step counts as 1 land move.
though she is not at war with Germany. Each factory, aircraft or land unit that moves by rail counts as 1 or
Example 4: A naval combat includes a US and a Commonwealth more rail moves (see 11.9).
naval unit against a Japanese and a German naval unit. The US is at Each land attack (including invasion/paradrop) against a hex, even
war with Japan and the Commonwealth is at war with Germany. You against a 0-strength defender, counts as 1 land attack.
fight this as one combat even though US units can’t fight Germans
and Japanese units can’t fight the Commonwealth. The Japanese unit Each neutral naval unit moved counts as 1 naval move. Each task
is sunk. In the next round the US unit isn’t included because it can’t force of active surface naval units, or all active subs, that moves
fight German units. counts as 1 naval move (see 11.4.1).
Example 5: A French fleet and a Commonwealth CV are in the 0 sea- Each aircraft unit that flies counts as 1 air mission (see 14.2).
box section of the Eastern Mediterranean sea area. German subs and The limits on air missions if you choose a land, naval or combined
Italian cruisers are in the 3 section. France is at war with Italy and action is a limit on the total number of air missions you can fly in the
Germany while the Commonwealth is only at war with Germany. impulse. Which missions you fly is up to you. However, naval air
Germany decides not to commit her subs. Only the French and interception, ground support, combat air patrol, escort and intercept
Italians roll to search for combat.
missions don’t count against your mission limits (there is a tick in
Example 6: In the Syrian Railway supply paths example (see 2.4.2), those boxes).
if instead of the German DAK corps, the Italian Libia MECH corps
Example: Italy picks a naval action, so Maria can fly 2 air missions.
was attempting to trace supply overseas while the Commonwealth
Her first mission is a naval air mission into the Eastern
controlled the Eastern Mediterranean Sea, the Libia corps would be
out of supply if the Commonwealth was at war with Germany but in Mediterranean. During naval combat she flies some more bombers
supply in fine weather if the Commonwealth is only at war with Italy and FTRs into the sea area but they don’t count against her limit
because they are naval air interceptions. With her last air mission,
(as it is the German HQ Manstein tracing supply overseas as one of
Libia’s secondary supply sources). she flies a bomber and strategically bombards Lyon. She sends a FTR
as escort and another to intercept when the French fly against it. The
US units escorting Allied convoys (see 13.3.2, US entry options 11, escort and intercept missions don’t count against Italy’s limit.
20, 29 & 38) and all US aircraft and naval units after unrestricted
Minor country actions count against their controlling major power’s
naval warfare is chosen (US entry option 50) may participate in
limits.
combat even while neutral.
Surprise 10.3 Oil (TiF option 30)
Units are only surprised (see 15.) if you have just declared war on You may only move (see 11.4 & 11.10), fly missions (see 14.2) and/or
initiate combat (see 11.5.2 & 11.15.1) with oil dependent units (see 28.)
them - not if you are fighting them without being at war.
in your impulse without restriction (after the first unit, see below, and
within activity limits of course, see 10.2) if you pay for their oil.
10. Choosing Actions
You must choose an action for each major power on your side. Each Major Action chosen (x 1/10ths oil)
type of action will affect what that major power can do in the rest of Power Naval Air Land Combined Pass
the action stage. You may choose one action type in one impulse and
Germany 6/9 8/10 10/15 7/10 0
a different type in the next impulse of the same turn.
Italy 7 5 4 5 0
10.1 Action types
The actions you may choose from are: Japan 10 6 5 7 0
• pass (good for ending the turn faster); China 3 2 2 3 0
• naval (good for moving and fighting with naval units);
• air (good for flying aircraft missions); CW* 12/15 7 7 8/10 0
• land (good for moving land units and fighting land combats); or France 7 5 6 5 0
• combined (lets you do a bit of everything).
If you are a neutral major power, you must choose either a pass or a USA* 15/20 9/12 10/12 10/15 0
combined action (exceptions: see 24.3.1 and 24.4.7). USSR 5/6 7/10 10/15 6/9 0
10.2 Activity limits * ~ Halve US oil costs in all 2 map campaigns, and CW costs in
What your major power can do in an impulse depends on what action Day of Infamy (see 24.3.2).
you chose for it. If you picked a pass action, it does no further The numbers in the table are the tenths of oil required to move or
activities this impulse. attack with all your oil dependent units this impulse. If there are 2
If you chose a land, air, naval or combined action, you can do a numbers, the first is up to the end of 1942, while the second is used
number of activities depending on the action type. The allowable from the start of 1943.
activities table tells you what activities can be done for each action Example: Each impulse up to Nov/Dec 1942 it costs the US 15/10ths
type. or 1.5 oil to perform a naval action that would allow Jay to move all
his naval units.
A tick in a box on the table means you may do an unlimited number
of those activities. An empty box means you can’t do that activity To pay your oil, remove enough of your (and/or a co-operating major
with the action type you chose. power’s) saved oil (see 13.6.9) to cover the cost. Double the cost if the oil
comes from the map but outside your major power's current home
A letter in the box cross-references to a column on the major power country (the UK’s current home country for the Commonwealth). The
activities limits table. This tells you how many moves, missions and cost is doubled again if oil is used from a co-operating major power (see
combats you can do. From Jan/Feb 1943 onwards some of these 18.1) outside its home country.
numbers increase (e.g. during combined actions the USA may fly 7
If a fraction of oil remains unused, put your ‘x 1/10 saved oil’ marker on
the markers to record the tenths saved (e.g. a marker on the 3 space shows may not port attack a hex in storm or blizzard.
3/10ths saved oil). Alternately if your oil cost is less than the tenths you To make port attacks:
already have saved on the track, simply decrement the marker. If the 1. your opponent flies combat air patrol to potential target hexes;
fraction of oil being saved comes from the map but outside your current 2. you fly all your selected attacking bombers and escorting fighters
home country, it is halved prior to saving. to their target port hexes;
Example: Jeremy does a naval action that costs 12/10ths oil. There is 3. your opponent flies intercepting fighters to the target hexes;
only 1 oil in the UK and not the 4/10ths elsewhere (costing double if 4. you fly intercepting fighters to the target hexes;
outside the UK) to pay for the remainder. 5. you resolve each port attack in any order. In each attack:
As the USA is active, Jeremy asks Jay if he can help out. Jeremy removes (a) your opponent may include their SUBs;
the 1 oil in the UK. Mexico is aligned to the USA and there is 1 oil in (b) both sides make search rolls;
Mexico City. Jay removes it and moves the US saved oil marker up 1 (c) you fight any air-to-air combats;
space on the markers track (the 2/10ths cost being doubled for co- (d) surviving bombers suffer anti-aircraft fire from the target
operating major power and doubled again for coming from outside the naval units (DiF option 3: and AA and flak ~ see 22.2);
USA for a total of 8/10ths oil, with the remaining 2/10ths halved before (e) surviving air-to-sea factors attack the naval units and
saving). implement the results; and then
(f) return all surviving aircraft to base and turn them face-down.
You can’t save more than 9/10ths oil on the markers track at any one
time. You resolve each port attack just like a naval air combat (see 11.5.9)
If you can’t, or don’t, pay oil for your impulse you may only move, fly with the exceptions that:
and/or initiate combat with 1 oil dependent unit this impulse. (a) SUBs in a minor port are automatically included (major ports are
assumed to have bomb-proof pens and the owner may choose
TiF option 30: Alternatively, you may instead pay 1/10th oil for each oil whether to include them in combat or not, see 11.5.4);
dependent unit you move, fly and/or initiate combat with in your impulse (b) search rolls don’t determine which units take part (see Search
(option 49: including by the use of offensive points, see 16.5). If you do, Rolls below);
the first unit is still always free.
(c) surprise points are determined differently to 11.5.6 (see Surprise
Example: Jeremy chooses a Combined action in 1941. He moves 1 CV points below);
with its carrier plane and a TRS transporting a MECH (costing 2/10ths (d) each successful ‘A’ (abort) result (see 11.5.8) allows you to turn
oil), during naval movement. The carrier plane ground strikes (1/10th). a face-up target unit face-down; and
Jeremy then moves 2 ARM and an INF (2/10ths) during land movement. (e) there is only one combat round in each port attack.
He would only pay 4/10ths oil (2+1+2-1 free), not 8/10ths
If Jeremy initiates naval combat with the CV or TRS that moved he
Search rolls
wouldn’t pay any more oil. If he initiates naval combat with any other The search rolls determine how many surprise points each side will
unit, that unit (not other units involved in the combat) would. Similarly, if have. This is similar to normal naval combats (see 11.5.5). Unlike
the ARM that moved launches a land attack they wouldn’t pay any more normal naval combats, they do not determine which units take part
oil, but if any other oil dependent units attacked, they would. unless someone (usually the defender) spends enough surprise points
Units don’t need oil to fight naval combat (except to initiate it, see 11.5.1), to avoid the combat.
rail (see 11.9), shore bombard (see 11.15.2), rebase (see 11.16), Surprise points
reorganise (see 11.17), return to base (see 13.4, even if during the naval You get surprise points equal to:
movement step, see 11.4) or be transported or debarked (see 11.4.5 &
• the highest modified search number (see 11.5.5) of the units
11.11 to 11.14). You don’t need oil during your opponents’ impulse, and
included in the combat (including escorts); and
non-oil dependent units never need oil.
• your opponent’s unmodified search roll.
Option 49 (offensive points): If you spend offensive points on multiple Attacking land-based bombers, and any land-based fighter escorts,
actions (see 16.2), the oil required is that for all actions chosen this have a search number of 3. The defender has a search number of 3 if
impulse. the port is a minor port, and 5 if it is a major port. Carrier planes are
Example: Kasigi chooses a Naval-Land action. This costs Japan 1.5 in the section their CV is in (whose search numbers may be modified
(15/10ths) oil. by the carrier plane’s range ~ see 11.5.5). CVs in port do not modify
If you spend offensive points on extra actions (see 16.5), each oil the search number.
dependent unit that performs those extra actions costs 1/10th oil. If a country was surprised in this impulse (see 15.), it gets a total of 0
10.4 Destroying saved oil & build points (TiF surprise points.
options 30 & 31) The side with the greater number of surprise points can spend the
difference in the same ways as in normal naval combats (see 11.5.6)
At this time you may destroy any of your saved oil and build point except that you cannot change the combat type (from naval air
markers (usually to deny them to the enemy).
combat).
11. Implementing Actions If the combat is avoided (by spending 4 surprise points ~ see 11.5.6),
all aircraft are still treated as having flown a mission, and must return
Major powers that didn’t pass perform the various activities listed at to base face-down.
D2.3 in the sequence of play. The order your side does these activities
is important, so please follow it carefully. 11.3 Naval air missions
11.1 Passing Naval air missions allow aircraft to patrol a sea area or to return from
patrolling a sea area.
If you pass, you can’t do anything else during the rest of the impulse
except that your units will fight in any naval combat, see 11.5 (but you Unlike most other air missions, you don’t fly a naval air mission
can’t initiate naval combat nor fly naval air interception missions) and co- against an enemy target. You may fly it into a sea area whether there
operating major powers transporting your units (see 11.4.5) may still return is an enemy unit there or not. You may also use a naval air mission
to base, see 13.4 (your units may not embark). to move an aircraft already at sea into a lower section of the sea-box
or to return it to base.
Example: Jeremy passes. The Commonwealth has naval units in the
Western Mediterranean along with an Italian and US fleet. The Only a face-up aircraft can fly a naval air mission. It must be either a
Commonwealth can’t initiate combat but they would participate if FTR or an aircraft with an air-to-sea factor instead of an asterisk.
included in a combat the USA or Italy initiates this impulse and could Although carrier planes are still included in naval air combats in their
return to base during that combat (not otherwise). sea area, they don’t fly naval air missions.
11.2 Port attack You may not fly a naval air mission into a sea-box section in storm
or blizzard.
You use port attack missions to attack enemy naval units in port. You
How to fly a naval air mission base in another naval air mission or during the return to base step
(see 13.4).
To fly a naval air mission into a sea area, fly the aircraft from its base
to any hexdot in that sea area. If the hexdot last entered is off-map it 11.4 Naval movement
costs only 2 movement points (not 6).
Naval moves allow naval units to move through or patrol sea areas
Then put the aircraft into a sea-box section in that sea area. If it has and to enter or leave ports. Only naval units can make naval moves.
no movement points left after flying to the hexdot, it can only go into
the 0 section. If it has 1 or 2 unused points, it may go into either the 11.4.1. Definition of ‘naval move’
0 or the 1 section. If it has 3-5 movement points left it can go into the Each group of units you move is called a task force. A task force may
0, 1 or 2 section. If it has 6-9 points left it can go into the 0, 1, 2 or 3 contain any number of surface naval units or any number of SUBs.
section. If it has 10 or more points left it can go into any section You can’t have surface naval units and SUBs in the same task force.
Example: You make one naval move with surface naval units every time you:
(a) move a task force of face-up surface naval units (plus, of course,
any units they are transporting) from one port to any one
destination (either to one port or the same section of a sea-box);
(b) move a task force of face-up surface naval units from one section
directly to any one lower section of the same sea-box; or
(c) return a task force of face-up surface naval units from one section
of a sea-box to one port (see 13.4).
Example: It would count as 1 naval move if you moved 6 naval units
from the same port in the USA to the 0 section of the Caribbean Sea
but as 2 moves if instead you put 3 of them into the 0 section and 3
into the 1 section.
Subs move in exactly the same manner as surface ships except that you may
move any number of your subs from any number of ports and/or sea-boxes
to any number of ports and/or sea-boxes for 1 naval move.
If the moving units belong to a neutral major power, each unit
(including subs) you move (not each task force) counts as 1 naval
move.
11.4.2. Moving naval units
You may move your naval units through a series of adjacent sea areas
and ports. Each naval unit may only make 1 naval move in an
impulse.
SiF option 5: You may move fewer than 3 convoy points as 1 naval unit
if you wish.
This PBM-3 in Key West (M0715) wants to fly into the East Coast sea Each naval unit has a range and a movement allowance. The range
area. It costs 6 of its 15 range to move to the hexdot east of determines how far the unit can move; the movement allowance
Charleston. It would normally cost another 6 to move to the East determines how effective it will be when it patrols a sea area.
coast sea area hexdot east of Washington but as the PBM-3 is flying
into this sea area it only costs 2 range leaving 7 range left, enough to How do units move?
get into the 3 box (or less if desired). If the PBM-3 had only wanted You may move your naval units individually or in a task force. To
to fly into the Caribbean it could have made the 4 box (2 mps to enter move naval units in a task force, they must all start the step face-up
either adjacent hexdot + 10 to be placed into the 4 box). in the same port or sea-box section. Co-operating (see 18) major
To use a naval air mission to move an aircraft into a lower section of powers and/or minor country units stacked together may move
the same sea-box, simply put it into any lower numbered section. This together (provided the owning players agree of course).
does not cost movement points. The unit will be able to return to base Example: 2 Commonwealth SCS sail with a US TRS from London
further (either in a later mission or in the return to base step) because (W1536) to the 2 sea-box section of the North Sea. This would count
it starts from a lower section. as 1 naval move for each major power.
To fly a naval air mission from a sea area, take the aircraft from its You may split a moving task force in any sea area or port it passes
section of the sea-box and put it on any hexdot in the sea area. Fly it through. Each time you split naval units off from the task force you
back to any friendly hex within range (even if it flew into the sea area use a separate naval move (exception: SUB task forces ~ see 11.4.1).
during naval air interception, see 11.5.3) and turn it face-down. The naval units you split off can’t move any further.
Reduce its range by the same number it would have cost to enter the Example: The CLs Dido and Royalist sail together from Alexandria
section it came from (i.e. 10 from the 4 section, 6 from the 3 section, (E1505) to the Eastern Mediterranean. It is not possible for one to
and so on). When flying a naval air mission from a sea area the move into the Red Sea while the other enters the Western
maximum cost for the first hex or hexdot entered is 2. Mediterranean. Jeremy places the Dido in the 4 box of the Eastern
Example: continuing the previous example, the PBM-3 wants to fly a Mediterranean while the Royalist continues on to the Red Sea (and
naval air mission back to base. It costs the same 6 of its range to be also placed in the 4 box). This counts as 2 naval moves. Alternatively,
removed from the sea-box section and placed in any hexdot in the sea Jeremy could move them as two separate task forces from Alexandria
area. Retracing its flight to Key West would normally cost 12 mps but to the Red Sea and the Western Mediterranean which would also cost
when flying from a sea area the first hexdot only costs a maximum of 2 naval moves.
2 so the PBM-3 could return to Key West for its last 8 range
(amazingly enough the same cost as flying out).
Into and out of port
Unlike all other air missions: When you move a unit out of a port, you must spend its first point to
(a) your opponents can’t fly any aircraft in response to your naval move it into a surrounding sea area (e.g. naval units in Amsterdam
air mission; (W1137) must move directly into the North Sea). Where a sea area
(b) naval air missions don’t result in an immediate combat (although border enters a port hex, naval units may enter any surrounding sea
naval combat could occur during the naval combat step ~ see area (e.g. naval units in Guadalcanal (P1717) can move into The
11.5 and 11.6); and Solomons or Coral Sea).
(c) at the end of the mission, you don’t return the unit to base. There are three special cases:
Instead, it stays at sea until you abort it in combat, or return it to • although Kiel (W0610) is a port on the Baltic Sea, you may move
naval units directly to Kiel from the North Sea and vice versa. (no movement allowance) and it costs 1 to move into the Bay of
• although Suez (E1203) is a port on the Red Sea, you may move Biscay, +3 for being out of supply, stacked with another major power
naval units directly to Suez from the Eastern Mediterranean and and moving in the presence of the enemy, which is more than its
vice versa. range.
• although Panama (M0712) is a port on the Gulf of Panama, you So Heinz moves the CA Deutschland first taking 4 off her move (same
may move naval units directly to Panama from the Caribbean, as the CP) and 1 off her range to enter the Bay of Biscay. She could
and vice versa provided the Panama Canal is not closed to you patrol in the 0 or 1 box (see below), but decides to keep moving and
(see 11.4.4). spends an extra range and 2 movement points to enter (due to in the
Similarly, a naval unit can only move into a port via the surrounding presence of the enemy) The Faeroes Gap sea area. As she only has 1
sea area. It could continue moving but, if it ends the naval move in movement point left, it costs 1 mp and 2 range to enter the sea area,
port, turn it face-down (for convoy points, use a “CP used” marker for a total of all 5 mps and 3 range. Heinz could place the
instead). Deutschland in the 0 box but continues moving into the North Sea
which costs another 2 range (again due to enemy presence) and
Option 16: (Dynamic Naval Movement) If a naval unit that is not spends its final range to move to Kiel where it turns face down.
transporting (see 11.4.5) any unit (CVPiF option 45: except carrier
planes on CVs) starts and ends its move in a port and uses half or less of Now Maria’s 5 CPs can move into the Bay of Biscay which costs all
its movement points then it is not turned face-down at the end of its naval 3 of her range (1 to enter the sea area +1 for being out of supply +1
move (e.g. you would turn the 5 movement point Hood face down sailing for presence of the enemy) and she places the unit in the 0 box.
from London to Bordeaux, but not if moving to Brest). How does a unit patrol?
Sea areas When a naval unit stops in a sea area, it is patrolling. To show this,
When a moving unit or task force enters a sea area, it can either stop you must put it into that area’s sea-box. You may put it in any section
there and patrol or, if it has enough movement points and range, it of the sea-box which has an unmodified search number less than or
may continue moving into an adjacent port or sea area. equal to the unit’s unused movement allowance (minimum 0). [This
is different from the system used for naval air missions.]
How far can units move? A unit can only be in one section of a sea-box at a time. Other units
Naval units must stop moving when they reach the limit of their range could be in the same or different sections of the sea-box.
(not movement allowance). Example:
You spend 1 point of a unit’s movement allowance: The Dunkerque (with
• for each point of the (unmodified) search number of the section a movement
you put the unit into. allowance of 5 and a
You spend 1 point of a unit’s movement allowance and range: range of 2) starts its
• for each sea area and port it moves into. move in Brest
You spend 1 point of a unit’s movement allowance or range if it has (W2032). It moves 2
insufficient remaining movement allowance: sea areas through
• if it starts the movement out of supply; the Bay of Biscay
• if it starts its move in a port with naval units controlled by another into the Cape St.
major power; and Vincent sea area.
• option 17: in the presence of the enemy. This costs 2
Option 17: (In the presence of the enemy) It costs a surface naval unit 1 movement points and
extra point of its movement allowance (or range if none remaining) to 2 range (1 for each
enter a sea area that contains a CV, SCS or aircraft unit controlled by an sea area). Because
unsurprised (see 15.) major power it is at war with. its range is used up, it
can’t move any
This does not apply (i.e. you pay normal costs) when returning to base
further even though
nor if, at the start of the impulse, the sea area also contained a friendly
it still has 3 points of
CV, SCS or aircraft unit.
its movement
Exception: aircraft neither slow enemy ships nor negate enemy presence allowance unused. It
during blizzard and storm. can use its remaining
Option 18: (Rough Seas) Each CL, TRS, AMPH, (CoiF option 7: movement allowance
ASW, tanker) or convoy point that moves into one or more sea areas in to go into the 0, 1, 2
blizzard or storm has its movement allowance and range reduced by 1 or 3 sections.
this step (note that this may prevent the unit from entering its final sea
Units with no
area).
movement points (like convoy points and tankers) can only ever
Example: ‘patrol’ in the 0 section of the sea-box.
If a unit started its naval move out of supply (see 2.4.2), turn it face-
down when it reaches a sea-box section.
11.4.3. Task force markers (SiF option 19)
Instead of moving all your units on the map, you can just move a task
force marker. You keep the units in the task force on the task force display
that comes with Ships in Flames. Only naval units (and their cargoes and
carrier planes) may be placed on the task force display.
A task force has the movement allowance of its slowest unit and the range
of the shortest ranged unit in the force. If you drop off the slowest, or
shortest ranged, unit, the force has as many movement points remaining
as the new slowest unit and the range of the new shortest ranged unit.
Example:
Your task force contains the BB Texas with 4 movement points and 3 range,
the BB South Dakota with 5 mps and 5 range and the CL San Diego with 6
Playing option 17, Heinz and Maria both take a combined action. mps and 4 range. You move them out of Pearl Harbor (P0131) and drop
Their combined fleet in St Nazaire (W1930) is out of supply. If Maria off the BB Texas in the Hawaiian Islands sea area. You move the battleship
moves first, she couldn’t even move the 5 CPs as it only has 3 range
from the task force display to the map. 8. You may only enter the Sea of Japan with surface naval units if:
• you, or a co-operating major power (see 18), control a port
in the Sea of Japan; or
• you are not at war with any major power that does control a
port in the Sea of Japan.
The “even via” clauses apply only when attempting to move between
sea areas through the port in a single naval move. A unit can move
into the port from a sea area in one step and then move out to sea in
the other sea area in a later step.
11.4.5. Naval transport
The task force now has 5 movement points with 4 unused, and 4 areas left
in its range. It proceeds to the Central Pacific where you drop off the South Transport capacity
Dakota. The task force now has 6 mps with 4 unused. Its range is now 4 A face-up TRS may transport aircraft or land units when it moves
with two areas left. It moves on to the Japanese Coast where, with 3 unused (including returning to base, see 13.4). The transport capacity of a
movement points, it can go into the 0, 1, 2 or 3 section. All of this would TRS is 1 corps sized, (DiF option 14: supply, PiF option 24: V-
count as 3 naval moves. Weapon or A-bomb, SiF option 51: Frogman) or aircraft unit.
You may create a task force before any naval movement. Simply move
Alternatively, a TRS may carry (in total) any 2 divisions (DiF option
the units to the task force display and replace them with a task force
2), artillery (DiF option 3) and/or carrier planes (CVPiF option 45).
marker. You may transfer units out of an existing task force into a new
task force in the same place. Example: A TRS could transport an artillery and a carrier plane together.
Before any naval move, you may reorganise 2 or more task forces in the It could not carry 3 divisions, or a division and a supply unit, in one lift.
same port or sea-box section into one or more task forces. AMPHs have the same transport capacity as TRSs except that they may
Creating or reorganising task forces does not count against your activity only transport GAR, TERR, MIL and units that may invade (see 28). They
limits, the units’ movement allowance or range. may do so even when not invading.
The ‘Queens’ unit represents 2 converted passenger liners (Queen Mary
Hidden task forces and Queen Elizabeth) that were justly famous for their speed. It may only
As a further option, you may keep your task force marker face-down so transport units an AMPH may transport but in all other respects is treated
that your opponent doesn’t know which force is which. You may like a TRS (e.g. a MOT corps can’t invade from The Queens).
examine your opponent’s task force display at any time.
Embarking and transporting land or aircraft units does not count against
Each task force must contain at least 1 naval unit. limits on the activities of land or aircraft units (debarking at sea does, see
During step 5 of combat (determining type of combat), or when you are 11.12).
trying to force your way through an interception, you must reveal the task DiF option 20: (SCS transport) You may transport 1 non-motorised
force’s identity. infantry class division (DiF option 2: except GAR, see 22.1) on each
If your opponent moves a task force further than some units would be SCS as if it were an AMPH. An SCS cannot shore bombard while
allowed to move, those units (and any cargo they are carrying) are transporting a unit.
destroyed.
Embarking
11.4.4. Naval movement restrictions You may only embark a unit if it is face-up. Embarkation does not
1. You can’t move naval units between Kiel (W0640) and the North count as a land move (see 11.10) or rebase mission (see 11.16).
Sea if an enemy major power controls any of the hexes adjacent
to the Kiel Canal. MAR, infantry class divisions, and units embarking on AMPHs may
2. You can’t move naval units between the Eastern Mediterranean embark from any coastal hex in that sea area. Other units may only
and the Red Sea, or between Suez (E1203) and the Eastern embark from a:
Mediterranean if: (a) friendly port that isn’t closed (see 8.2.1); or
• the units are Axis controlled, the Allies have played US entry (b) a coastal hex containing a co-operating HQ
action 38 (see 13.3.3) and the Allies control Suez; or in that sea area.
• a major power you are at war with controls any of the hexes A TRS or AMPH may embark units it starts the step stacked with, or
adjacent to the Suez Canal.
it may embark them when it moves through the port they’re in.
3. You can’t move naval units between the Eastern Mediterranean
Alternatively, a TRS or AMPH with unused transport capacity may
and the Black Sea (even via Panderma) unless Istanbul (E1820)
end its move in a sea area and immediately embark (after any
is friendly controlled.
interception attempts ~ see 11.4.6) units in a port or coastal hex in
4. While Germany is an active major power you can’t move naval
that sea area (subject to the above restrictions). Note that some hexes
units between the Baltic Sea and the North Sea (even via
Frederikshavn or Kristiansand) if: like Brest (hex W2032) are in 2 areas; a unit could be picked up from
• no major power on your side controls any of Oslo (W0549), Brest by a TRS or AMPH in either the North Sea or Bay of Biscay.
Copenhagen (W0442) or Kiel, or If a unit you embark is out of supply, immediately turn it face-down.
• one or more major powers you are at war with control the This means it can’t debark at sea or invade (see 11.12 and 11.13).
other 2.
Debarking in port
5. You can’t move surface naval units (SUBs aren’t restricted)
between the Western Mediterranean and Cape St. Vincent (even If a TRS or AMPH ends its move in a port, any cargo debarks
via Tangier) if a major power you are at war with controls automatically at the end of its naval movement. This does not count
Gibraltar (W2513). as a land move (see 11.10) or rebase mission (see 11.16).
6. You can’t move naval units between the North Sea and the Bay The cargo debarks face-down if:
of Biscay (even via Brest or Plymouth) if a major power you are • it is already face-down; or
at war with controls London (W1536). • its transport is returning to base (see 13.4).
7. You may only move naval units between the Gulf of Panama and All other cargo debarks face-up.
the Caribbean Sea if
The TRS or AMPH is then turned face-down.
• Panama’s (M0612) controlling major power has conquered
(see 13.7.1) or is at war with the USA and lets you; or, if Debarking at sea
none, Face-up land units may debark from a face-up TRS/AMPH at sea
• the USA has not closed the Panama Canal (see 13.3.2, US during the debark land units (see 11.12) or invasion step (see 11.13).
entry option 33), or it lets you. Face-up aircraft may debark from a face-up TRS at sea during the
aircraft rebase step (see 11.16). The TRS or AMPH is turned face- The interception combat ends as soon as either side has no units at
down at the end of the step if any unit disembarks. war with any units of the other side in any section of the sea-box, or
11.4.6. Interception the search rolls fail to produce a combat.
You may then either leave the task force where it is, or move it, or
Interception is a way of bringing enemy naval units to combat before
they end their move. You may try to intercept enemy naval units as part of it (splitting it would be an extra naval move ~ see 11.4.1) with
its remaining range and movement allowance.
soon as they enter a sea area containing at least one of your face-up
naval or aircraft units. However, aircraft may not attempt to intercept Reduce the task force’s remaining movement allowance (not its
in a sea area in storm or blizzard. range) by the (unmodified) search number of the section you put them
You can’t try to intercept: into (to fight through).
• a SUB task force (CoiF opt. 7: except sub-hunters, see 22.16); Example:
• aircraft units flying into or through the sea area;
• units moving from one section into a lower-numbered section of
the same sea-box; or
• a task force only containing naval units you are not at war with.
How to intercept
If you want to try to intercept, announce whether you are committing
your SUBs to the attempt. This is an all or nothing choice - you
commit all your SUBs or none at all. Your aircraft and surface naval
units are always committed to every interception you attempt.
You must now turn a unit (except an aircraft in storm or blizzard, or
a convoy or carrier plane) face-down. If you can’t turn a unit face-
down, you can’t intercept. You may turn a SUB face-down even if
you don’t intend to commit your SUBs.
As long as that face-down unit remains in the sea-box, you may make
further interception attempts in that sea area against other task forces A Commonwealth SUB and several surface naval units are in the
during the same impulse without having to turn over another unit. If North Sea at the start of an Axis impulse. Heinz wants to slip his
that unit is in the sea-box during naval combat, it also allows you to German fleet into the Atlantic past this Allied blockade, so selects a
attempt to start a naval combat there without having to turn another naval action for Germany and moves the fleet out of Kiel (W0640)
unit face-down (see 11.6). If the face-down unit aborts or is into the North Sea.
destroyed, you would have to turn over another unit to make another The weather is storm, so the search roll will be increased by 1 and
interception attempt or to start a combat in that sea area. carrier planes and NAVs have no search benefit.
To find out if the interception succeeds, roll a die. You succeed if you Jeremy declares an interception attempt, turns a unit face-down and
roll the modified search number (see 11.5.5), or less, of the highest commits his SUB to combat. He rolls a 2. Therefore, his units in the
section that contains one of your committed units at war with at least 3 and 4 sections are included. Those in the 0, 1 and 2 sections
one moving unit. If your roll is higher than that modified search (including the SUB) fail to intercept and are ignored for now.
number, your interception attempt fails. Some weather will modify Heinz decides to fight through, hoping to be able to continue moving
the search numbers, as will the presence of carrier planes and NAVs after the interception combat, and places his task force into the 2
(see 11.5.5). section. There are already other German naval units in the 2 and 3
sections that Heinz moved in a previous impulse.
Interception attempt fails
Both sides could normally fly naval air interception missions now.
If the interception attempt fails, the moving force continues as if However, it’s a storm, so that’s out.
nothing had happened.
Heinz rolls a 5. The other units in the sea-box are not included in the
Successful interception first combat round, so only the moving units will fight.
If the interception attempt succeeds, the moving player has 2 choices: The players now fight a combat round. After the round, both sides
(a) stop the move in that sea area; or again make search rolls to see which units will be included in the next
(b) try to fight through. round.
Any units which stop, go into the sea-box like any other naval move (see In the 2nd round, Heinz rolls a 2 so that only the German naval unit
11.4.2). There is no interception combat, but there may be naval combat in in the 3 section is included (i.e. the intercepted units are excluded).
that sea area in the naval combat (see 11.5) or opponent’s naval combat (see In the 3rd round, both sides fail to find each other. The interception
11.6) step. If you are returning to base (see 11.4.1 (c) and 13.4) you cannot combat is over and the intercepted units can continue moving. Their
stop in the sea area. Instead you must try to fight your way through. movement allowance is reduced by 3 (1 to move into the sea area and
2 to be placed into the 2 section). Their range is only reduced by the
Fighting your way through 1 spent to reach the sea area.
If you want to fight your way through, put your task force into one Instead of moving them on, Heinz could now choose to leave his fleet
section of the sea-box (as if it was ending a move there). in the North Sea, in which case they would stay in the 2 section of the
Now start the normal combat sequence (see 11.5.1). The only sea-box. If they do, they could fight again in the naval combat step.
differences are in the first round:
• your opponent’s interception roll counts as his/her search roll; 11.5 Naval combat
• your opponent has already announced whether his/her SUBs 11.5.1. Combat sequence
were committed; and After you have made all your naval moves, you can, if you wish,
• although you determine which of your units take part by making initiate naval combat. A side may only try to initiate combat once in
a search roll as usual, the units in the moving task force are each sea area each naval combat step (there may be any number of
always included (even if there are other units in their sea-box
interception combat attempts during naval movement).
section which aren’t).
You can’t try to initiate naval combat at all if you chose a land or pass
After the first round, the combat continues exactly like any other
action. However, your units may take part in any combat that another
combat. It is quite possible for your moving task force to be excluded
major power initiates.
from later combat rounds.
Choose a sea area and initiate a combat there. You may only choose
End of interception an area if it contains at least one unit from each side that are at war
with each other. box section by:
Combat sequence Naval Search Modifiers
The combat sequence has these steps:
Search Number (fine, rain or snow)
1. Initiate a combat in the sea area.
2. Both sides (active side first) fly aircraft to the area (naval air +1 If at least one friendly NAV; or
interception). +1 If at least one friendly carrier plane (see 14.4) with a range of 4
3. Both sides (active side first) commit SUBs. or more on an undamaged CV; or
4. Search for the enemy. If neither side finds the other, the combat +2 if at least one friendly carrier plane with a range of 7 or more
is over. on an undamaged CV;
5. Determine type of combat (air, surface or submarine).
6. Resolve combat. is committed, whichever is the greatest.
7. Both sides may voluntarily abort the combat (active side first). Example:
8. If both sides remain, start again from step 2. If not, the combat is
over.
When the combat is over, go on to the next sea area.
11.5.2. Initiating a combat
To initiate a combat in a sea area you must turn face-down one of
your face-up units at war with another major power’s units in that sea
area (or, in the case of the US, played US entry option 50, see 13.3.2),
and announce that you will initiate combat there. If you chose an air
action this impulse, the unit chosen must be an aircraft.
You can’t choose a convoy point to initiate combat. You also can’t
choose the cargo on a naval unit but if you choose a naval unit
carrying cargo, turn its cargo face-down as well. A US NAV and the (undamaged) CV Midway is in the Marshalls 3
You may not choose an aircraft in storm or blizzard. sea-box section in rain. The US search number for that section is 5.
CVPiF option 45: You may not choose a carrier plane. If you choose a You modify your search roll by
CV, turn both it and its carrier plane(s) face-down.
Search Roll
You may turn a SUB face-down even if you don’t intend to commit
them to the combat. +1 Rain, snow, storm or blizzard; and
You don’t need to have moved a unit into the sea area in the impulse -1 Every 10 enemy CPs (or part thereof) *
to initiate combat and you can still pick an area even if you fought an * does not apply during storm, blizzard, port attack or the first
interception combat there. round of interception combat.
You only need to turn a unit face-down to initiate the combat, not to Option 28 (Spotting fleets): Each face-down TRS or AMPH in the 0
fight each round in the combat. box counts as 3 convoy points during searching.
If you have no eligible face-up units in the sea area that you can turn If both sides’ modified search roll is higher than the highest modified
face down, you can’t initiate a combat there. search number in the sections occupied by one of its committed units,
11.5.3. Naval air interception there is no naval combat. Go on to the next sea area.
Once combat is initiated in a sea area, each side (active side first) may If either side’s modified roll is less than or equal to the modified
fly aircraft into it. You may only fly units that could fly a naval air search number of a section occupied by one of its committed units,
mission into that sea area (see 11.3). then a naval combat will occur.
You can’t fly naval air interception missions if you chose a pass If a combat occurs, each of your committed units is included if your
action this impulse. modified search die roll was less than or equal to the modified search
number of the section it is in.
An aircraft flying a naval air interception mission flies it like a naval
air mission except that: Example:
(a) both sides may fly it;
(b) the aircraft flies with only half its range; and
(c) a naval air interception mission doesn’t count against your air
mission limits.
You can fly an aircraft into any sea-box section it has the range to
reach, even a section that doesn’t already contain friendly units.
11.5.4. Committing units
Units not at war with any units from the other side in this sea area
may not be committed to combat (exception: US entry options 11, 29,
38 & 50, see 9.8 & 13.3.2). Aircraft in storm or blizzard also may not
be committed to combat.
You must commit every other non-SUB unit in the sea area to combat.
You have a choice whether or not to commit your side’s SUBs. If you
do, you must commit all your side’s eligible SUBs in the area. The
active side decides whether to commit SUBs first. If more than one
player on the same side has subs included in the combat, the player
from that side with the most sub factors included decides whether
their side's eligible subs will be committed to combat this round.
11.5.5. Searching
Playing option 28, it is raining in the China Sea. A US task force led by the
Each side rolls a search die and compares the result to the search US CV Midway is in the 3 box and 3 US CLs are in the 4 sea-box section.
numbers in the sea-box sections its committed units occupy. There are 9 Japanese convoy points and a face-down TRS in the 0 box.
During fine, rain and snow increase your search number in each sea-
Jay rolls a search die of 6. This is decreased by 2 for the Japanese CPs and
TRS and increased by 1 due to the rain for a modified search roll of 5. Due
to the Midway, the US search number in the 3 section is increased by 2 to
5 and thus the US fleet there is included in the combat. The US CLs in the
4 sea-box section are not.
Only one side succeeds
If only your side has units included, then you must pick at least one
(or more if you prefer) section containing committed enemy units.
Only those enemy units are also included in the combat.
Just because you choose to include the enemy units in a particular
section in the combat doesn’t mean that your own units there are also
included. They must have been included by your own search roll.
Example:
included Axis unit and +7 for Jeremy’s search roll. Maria can spend
the 7 (11-4) point difference.
Spending surprise points
You may spend your excess surprise points in these ways:
with the proviso that if your opponent also has carrier planes included,
the minimum cost is 4.
Example:
Playing CliF option 6 in 1943 a German Type IXB SUB and the
Bismarck are included in surface combat against the CW Coventry and
Curacoa. The Germans have 10 attack factors and the CW 4 (3+1).
Find your own total in the surface row of the naval combat chart. That
will determine the column where you find the results you inflict on
your opponent.
Heinz and Jeremy are fighting a naval combat in the North Sea. Heinz’s You may increase your column by spending 2 surprise points per
subs have found Jeremy’s convoy points, protected by a 6-range column. You may decrease your opponent’s column by spending 2
Hampden. It would cost Heinz 3 surprise points to avoid naval air surprise points per column. You can’t move off the right-hand end of
combat. If the Hampden had flown at extended range (see 14.1.1) Heinz the naval combat chart. If you are moved off the left-hand end, you
would need to spend 4 surprise points. If the Hampden had flown a Naval inflict no result on your opponent.
air interception mission (see 11.5.3) into the sea area Heinz would only To obtain your combat results, cross reference the final column with
need to spend 2. If the Hampden did both, Heinz would be back to the row containing the number of ‘Enemy Ships’ your opponent has
spending 3 surprise points to avoid naval air combat.
taking part this round. A ship is a naval unit, or 5 (SiF option 5: 3 or
If Jeremy also had an undamaged CV with a carrier plane included it part thereof) convoy points included in the combat.
would cost 4 surprise points to avoid naval air combat. If Jeremy had
flown his 19 range Sunderland on a naval air mission and it was Combat is simultaneous - both sides should work out the results they
included, Heinz would need 5 surprise points. inflict before anyone implements them. However, the active player
rolls for the damage of the defending player's naval units first.
If you spend surprise points to avoid naval air combat, you will still fight
a submarine or surface naval combat (see priority 3 and 4 above). Combat results
Example: The combat results are:
The German XLVI MECH, XIX MOT and X INF are attacking the
French XVII INF corps across both the Maginot line and the Rhine
river. Therefore, you divide their total factors by 6. Their 23 factor
total reduces to 3.87. The II PARA dropping into the hex adds 4
factors for a total of 7.87.
11.15.2. Shore bombardment
Shore bombardment lets you support a land attack or defence with
your SCS. You may shore bombard a coastal hex with any face-up
SCS in the sea area (DiF option 20: except for those carrying cargo
~ see 11.4.5).
Shore bombarding SCS add their bombardment factors to an attack
or defence, attacker committing units first. Reduce the bombardment
factor of each SCS by the bombardment modifier in its section of the
sea-box (see Terrain effects chart). Add 1 to a sea-box section’s
asterisked shore bombardment modifier for units in that section
bombarding a hex in rain or snow.
Example: Continuing Kasigi’s attack on Lae (see 11.15.1), Kasigi shore Support
bombards Lae with the BB Fuso in the 2 section. As its rain, the ‘1*’ shore
An aircraft’s tactical factors may be reduced by the weather (see
bombardment modifier increases to 2 which is subtracted from the Fuso’s
14.2.3) and terrain (see 14.5) in the target hex. They may be increased
shore bombardment factor to give it a modified bombardment of 3.
by (option 49: HQ benefits, see 16.3.2, and) surprise (see 15.1).
You can’t bombard with SCS in the 0 section (note the ‘none’ there).
You ignore any tactical factors (after modification) flown by the
You can’t bombard a hex in storm or blizzard. attacking side that exceed the total (modified) combat factors of the
Halve the (reduced) bombardment factors if the hex is a forest, jungle or attacking land units. Similarly, you ignore any (modified) tactical
swamp hex. factors on the defending side that exceed the total (modified) combat
Only 1 SCS may be added to the combat for each co-operating factors of the defending land units.
friendly unit (including notional) involved in the combat. Return all aircraft to their bases before you resolve the land attack.
Furthermore, you ignore any shore bombardment factors that exceed Option 8: (Tank busters) Double the tactical factors (DiF option 3: after
the total (modified) combat factors of the land units they are anti-aircraft fire) of an aircraft flying a ground support mission if it is a
supporting. tank buster and any of the enemy units in the combat is a MECH, ARM
After taking part in shore bombardment, turn the bombarding units or HQ-A unit. Tank busters have their tactical factor printed in a red
face-down. circle.
Example: Continuing the previous example, since 3 land units are 11.15.5. Resolving attacks
attacking, up to 3 Japanese SCS can also shore bombard the hex. The BBs Add up the attacking units’ (modified) combat factors, including
Yamato and Kongo in the 3 sea-box section are also added to the attack. shore bombardment and ground support. Total the defending units’
Including the Fuso, 10 (5+2+3) points of shore bombardment are available factors in the same way.
from the 3 ships.
However, since the invading MOT’s factors are halved, Japan’s total
Choosing combat table
land combat factors attacking are 3.5+4+1=8.5. Thus only 8.5 You must now select one of the 2 land combat results tables ~
factors of shore bombardment can be added to the attack, the blitzkrieg or assault (see the combat charts). The blitzkrieg table
remaining 1.5 are ignored. allows retreats and leaves the attacker face-up more often. The assault
table will generally increase the casualties for both sides.
11.15.3. HQ support (option 13)
HQ support allows you to modify the combat die roll, both attacking and Provided the defender is in a non-city hex that is clear, forest or desert, then
defending, at the cost of turning an HQ face-down. HQ support cannot the attacker has the choice of combat table if they either have:
be used in overruns nor during an impulse that the HQ is surprised. (a) more HQ-A and/or ARM than the defender; or
(b) more MECH than the defender and the defender has no HQ-A or
Support ARM;
After all land attacks are declared, the active side may allocate 1 face-up otherwise the defender chooses. HQ-A, ARM and MECH attacking across
HQ to support each hex. The HQ must be one of the units attacking that a fort hexside don’t count for combat table choice.
hex. DiF option 2: Divisions count as 1/2 a unit (not rounded).
Then the inactive side may allocate 1 face-up HQ to support each target DiF option 3: Every defending AA and AT counts as an ARM corps for
hex. It must be in or adjacent to the target hex and must be in supply. It combat table choice.
can’t provide support to a unit it does not co-operate with, to an adjacent
hex if it is separated from it by a hexside impassable to both units, or if Example:
its own hex is also being attacked.
If either or both sides have committed an HQ to provide support to the
same combat, subtract the smaller (0 if none) reorganisation value from
the larger and divide the result by 4 (option 27: for 2d10 land combats,
divide by 2 instead). Add the result to the attacker's roll if the attacker’s
reorganisation value is larger, otherwise subtract it.
Turn all HQs that provided HQ support face-down at the end of
Advancing after combat (see 11.15.5), regardless of the result.
Example: V. Leeb is attacking Soviet units in Tula (E1241). Zhukov is
adjacent in E1242. Heinz declares that V. Leeb is providing HQ support.
This would increase the combat roll by +1 (2/4ths rounded to +1). As
Tula is vital to the defence of Moscow, Anna decides to commit Zhukov
in defence, turning +1 into -1 ((5-2)/4 rounded to -1).
11.15.4. Ground support
Ground support permits you to support a land attack with bombers.
Both sides may fly ground support into the same combat.
To fly ground support:
1. your opponent flies combat air patrol to potential target hexes;
2. you fly your selected attacking bombers, escorting fighters and In May/Jun 1940 Heinz has grabbed a bridgehead across the Rhine at
combat air patrol to potential target hexes (DiF option 3: and W1029 and wants to attack the French XIV MECH corps at W0930. Even
also announce any of your ART providing ground support, see though Heinz has 2 ARM corps attacking, both are attacking across fort
22.2); hexsides and aren’t counted for table choice.
3. your opponent flies intercepting fighters or both bombers and
Heinz only has the German VIII MECH corps across the Rhine but they are
escorting fighters to the target hexes (DiF option 3: and also
playing DiF options 2 & 3 so during his movement step Heinz moves the
announce any of their ART providing ground support);
3rd MECH division across the Rhine to gain the choice of combat table in
4. you fly intercepting fighters to the target hexes;
the subsequent combat step. Pierre kicks himself that he didn’t move the
5. fight any air-to-air combats;
French 47mm AT into W0930 in his impulse, rather than his MECH.
6. DiF option 3: surviving bombers suffer anti-aircraft fire from
AA and flak (see 22.2); Odds ratios
7. add the modified tactical factors of surviving bombers to their Divide the attacker’s total by the defender’s total to work out the basic
side’s combat value in the land attack;
ratio between them. Locate the nearest column on the Land Combat
8. return all remaining aircraft to base and turn them face-down.
Results table, rounding in favour of the defender (e.g. 19.5:5 = 3.9:1
which rounds to 3:1, not 4:1). the first loss (if any) must be a unit gaining the benefit. If more than one
Reduce the odds against a hex in rain by 1 (e.g. 12:1 becomes 11:1, and 3:2 applies, an ENG must take the first loss.
becomes 1:1). Reduce the odds against a hex in storm or snow by 2 (e.g. § If required to lose an HQ-A or ARM, you may instead lose any
11:1 becomes 9:1 and 3:1 becomes 3:2). Reduce the odds against a hex in MECH or MOT attacking the same hex (DiF opt. 2: even a division).
blizzard by 3. If at least half of your attacking land units are winterised (see
11.10.2, Weather) you lessen the odds reduction in snow or blizzard by 2 Example: The US are attacking Bangkok (A0927) with 1 INF. The
(i.e. snow has no effect and blizzard becomes a -1 shift). odds are 1:5 but both defending Japanese INF (one white print) are
face-down. Jay adds +2 for the face-down units but subtracts -3 for
Example: Continuing Kasigi’s attack on Lae, Kasigi adds 4 factors of the odds ratio difference and -1 for the jungle. The net modifier is -2
ground support (doubled for surprise and halved for rain). Thus 21 factors on the 1:2 column. If the Japanese were attacking at 1:5 the modifier
in total are attacking the hex (8.5+8.5+4). would only be -1 (as half the attackers are Japanese white print and
The notional unit is worth 8 factors so the odds are 2:1 (21:8) reduced ignore the Jungle).
to 3:2 because of rain. A modified roll of less than 1 is a 1.
Option 26: (Fractional odds) Round the ratio in favour of the defender
Results
as usual. Then work out how far to the next odds ratio you are. Round
this in favour of the defender to the next 10%. Roll a die just before rolling Cross-reference the (modified) roll with the final odds column. For
the combat die (you could roll it with the combat die if you want), to see odds less than 1-2, use the 1-2 column. For final odds of more than
if you find the result on the lower odds or the higher odds. If you roll the 7-1 (blitzkrieg) or 10-1 (assault), use the right-most column.
percentage or less, you resolve it on the next higher odds, otherwise on The result is expressed as ‘X/Y’. If X is a number, the owner destroys
the lower odds. that number of attacking land units. Then, if Y is a number, the owner
Example 1: 53:9 is 5.89:1 which rounds down to 5:1 but with an 80% destroys that number of defending land units. Destroyed units may
chance (i.e. a roll of 1-8) of resolving the combat at 6:1. generate build points (see 13.6.3).
Example 2: 11:6 rounds to 3:2. But you have a spare 2 factors. This is Any combat result other than ‘-’ destroys any notional defending unit.
67% of the way to 2:1 (i.e. 2/3). So you have a 60% chance of resolving A notional doesn’t count as a loss towards satisfying the combat
the combat at 2:1. If its storm, the odds ratio would go down to 1:2 with result.
a 60% chance of 1:1.
Example: Continuing Kasigi’s attack on Lae, Kasigi is rolling on the
If after all modifications there are 0 attack factors, all attacking land 3:2 table +2 (+1 due to the notional unit being automatically face-
units are destroyed. If not, and after all modifications you are down +1 for paradropping on the hex). Jeremy chooses the Assault
attacking 0 defending combat factors, the combat result is an table. If Kasigi rolls a 4 (modified to a 6), or higher, the notional unit
automatic "*/2B" result in a blitzkrieg attack or an "*/2S" if it is an will be destroyed.
assault.
Retreats
Rolling the die
If the result includes an ‘R’, the attacker then retreats all surviving
The attacker now rolls a die and applies the following modifiers defending land units one hex (even if face-down). Land units with 0
(option 27: (2die10) use the modifiers on the back of the rule book movement factors are destroyed instead.
instead):
You retreat units individually and you can retreat them into different
Land Combat Modifiers (cumulative) hexes. You can’t retreat a unit into a hex it couldn’t move into.
If a unit could retreat into several hexes, you must retreat it according
Mod Reason to these priorities:
+1 Each face-down land unit (including notional) 1. a hex not in an opponent’s ZoC and not causing over-stacking.
+1* In blitz combat, more attacking HQ-A and/or ARM than 2. a hex not in an opponent’s ZoC and causing over-stacking.
defending HQ-A, ARM, (DiF option 3: AT, AA) and/or 3. a hex in an opponent’s ZoC containing a friendly land unit and
MECH during fine weather in a non-city, clear or desert hex not causing over stacking.
4. a hex in an opponent’s ZoC containing a friendly land unit and
+1 One or more PARA (AiF, PatiF & PoliF option 57: or ACV) causing over-stacking.
paradropping into the hex (see 11.14)
AiF, PatiF & PoliF option 57: Air Cav (see 22.12) instead retreat as if
+1* DiF option 2: One or more engineers attacking a printed returning to base (see 14.2.4).
factory hex, even if it is destroyed or railed away
Destroy a unit if it can’t retreat under any of these priorities.
+1 TiF option 54: All defending land units (apart from notionals, DiF
option 3: Flak, DiF option 14: supply and PiF option 24: A- If the unit ends in a hex which is still to be attacked, over-stacked,
bombs & V-weapons) are territorials outside their home country where it started, or in a hex with a unit it can't co-operate with, continue
retreating the unit according to the same priorities (or destroy it if this
+/-? Option 13: HQ support (see 11.15.3)
is not possible).
-1 More defending HQ-A and/or ARM than attacking HQ-A
and/or ARM in fine weather in a non-city clear or desert hex When defending in an off-map hex you do not have to retreat face-up
land units that suffer an ‘R’ result. They will still be turned face-down
-1 Defenders in a printed factory hex (see Facing below).
-1 2 or more major powers are adding combat factors to the attack
Shatter
-1 Defenders in jungle and less than half the attacking land units
are both white print and Australian, Japanese or Marine If the result includes an ‘S’ (shatter) or a ‘B’ (breakthrough), put each
In snow or blizzard, half or more defending land units are surviving defending land unit on the production circle if it could have
-1
winterised (see 11.10.2 Weather) retreated. These units will arrive as reinforcements next turn. Destroy
any units that could not have retreated.
-1 DiF option 2: One or more engineers defending a printed
factory hex even if it is destroyed or railed away The attacker can choose to treat an ‘S’ or a ‘B’ result as a retreat result
(‘R’) instead. You decide this after losses are applied (but before the
-1 TiF option 54: All attacking land units are territorials attacking
next combat).
a hex outside their home country
-1 Each odds ratio below 1:2 Advancing after combat
* if any attacking: If the combat leaves the target hex empty of enemy land (including
notional) units, you may advance any of your surviving attacking
- HQ-A or ARM gets a die roll modifier, §
units into the hex.
- winterised unit gains an odds ratio benefit, or
The first hex of the advance must be the defending hex. Turn
- ENG gains any engineering benefit (see 22.1.1);
advancing units face-down if the modified terrain cost of the
defender’s hex exceeds their movement allowance. only the first two. Of their 9 shore bombardment factors, only 8.5 can
Paradropping and invading units must now stop their advance. For all be included. The Yamato and Fuso are turned face-down so they can’t
other units, if the result includes a ‘B’ result (which you haven’t be used for shore bombardment for the rest of the turn. The remaining
SCS is still available for shore bombardment.
downgraded to an ‘R’) and the defender’s hex only cost 1 movement
point (modified for weather) to enter, you may advance attacking The Ki-51, Ki-32 and Ki-21-I bombers with tactical factors of 3, 2
HQ-A, ARM and MECH unit a second hex. You may also advance and 2 are also available to the Japanese. Their total halves to 3.5
MOT and CAV units a second hex if they start and end the advance because of the snow. The attack factors are thus 8.5+8.5+3.5=20.5.
stacked with the same HQ-A, ARM or MECH unit (DiF option 2: even The odds ratio is 20.5:6 rounding down to 3:1. This reduces to 3:2
a division, see 22.1). Turn an advancing unit face-down if the modified for the snow.
cost of the second hex is 2 or more movement points. The attacker and defender only have 1 MECH in the combat each, so
Anna has choice of table. Trying to save her MECH, Anna picks the
Ignore all ZoCs (but not enemy land units) when advancing after
blitzkrieg table. The die roll is a 9, +1 because of the face-down
combat. defending unit, giving a modified 10. This is a result of ‘†/B’. Anna
All units, facilities and saved oil and build points in hexes you moves the MECH (which could have retreated) onto the production
advance into may be overrun, even land units if you satisfy the circle to arrive as a reinforcement next turn.
prerequisites (see 11.10.6). Kasigi takes no losses and, as the result was †, he only has to turn 1
Example: unit face down. The remainder can continue moving and fighting in
future impulses. Kasigi’s MECH can’t advance 2 hexes (even though
it was a breakthrough result) because the first hex costs 2 movement
points (all hexes on the Pacific maps cost at least 2 points). He
advances the Osaka MIL into Nikolayevsk and turns it face down to
satisfy the combat result.
Anna smiles - she made the right decision. If she’d picked the assault
table, she’d have lost her MECH. Kasigi smiles too. If Anna had
picked the assault table all the Japanese units would’ve been turned
face-down. Now they will be able to isolate and destroy the face down
Soviet ARM next impulse (after the Imperial navy has dispatched the
Soviet convoy points of course).
Heinz attacks the Soviets in E1833, rolls a ‘B’ and shatters the 11.15.6. 2 die 10 land CRT (option 27)
defenders. Heinz advances the LIV INF corps into E1833. He On the back page of this rule book is the 2 die 10 Land Combat Results
advances the VIII MECH corps into E1833 and then on to E1834 Table. This table replaces the standard land combat tables included in the
ignoring all enemy ZOCs. combat charts.
He also advances the XLVII ARM 2 hexes, this time to E1733 If you play with the 2 die 10 table, instead of rolling 1 die for land combat,
accompanied by the LIII MOT corps, and together they overrun the you now roll 2 and add up their values. You then apply the modifiers next
4th CAV corps there (ignoring the Soviet’s 1st MECH army’s ZOC). to the table, and cross-index the modified total with the column being
The advance into E1833 costs 1 movement point but E1733 costs 2 (1 used (Assault or Blitzkrieg) to find the result.
for clear terrain doubled for the overrun). Therefore, Heinz has to The 2 die 10 table includes one new result, the extra loss to the attacker
turn the ARM and MOT face-down. The VIII MECH stays face-up in bad weather, terrain or attacking HQ-A, ARM or MECH.
because E1834 only costs 1 movement point.
Defending units can never advance. 2die10 with Fractional Odds (option 26)
If you play fractional odds with the 2die10 table you retain all modifiers
Facing until you consult the 2die10 table to ascertain the final dice roll modifiers.
If the result includes an ‘†’, half the attacking land units that are still Example:
face-up remain face-up. If the result includes an ‘*’, all remaining
Heinz is attacking Jay’s solitary XXI
attacking land units remain face-up. All other attacking land units are
MOT corps across the Loire with the XLI
turned face-down.
ARM corps, XXX INF corps and Model
Turn all the defending land units face-down if they suffered an ‘R’ HQ for a total of 9.5 factors
result or if they lost more land units in the combat than the attacker. ((8+5+6)/2). These units are supported
by a Ju-87B’s 5 tactical factors for a
Paradrops and invasions total of 14.5 factors. Heinz decides to use
If any defending land units (even notional ones) now remain in the HQ support and launches a blitz combat.
hex, all surviving paradropping and/or invading units are destroyed. Thus the total dice roll modifiers for the
Combat example attack are (14.5/6) x 2 (all modifiers for
odds 1:1 and better being twice the odds) +0.5 (for the ARM halved
across a river) +1.5 (for Model’s HQ support) = 6.83 ((2.416 x 2) + 0.5
+ 1.5) final modification which is rounded down to 6.8. Heinz rolls 12 on
2 dice and a 5 on the fractional die to give a final modified dice roll of 19
(6+12+1) which is a result of “†1/B”.
Note that for odds lower than 1:1, you can’t take the shortcut of just
multiplying the odds x 2 to work out the dice roll modifiers but must
instead work out the fraction based on the odds level in the same manner
as example 2 of option 26 (see 11.15.5).
11.15.7. Spotting fleets (option 28)
In snow, the Japanese 5th MECH corps, 6th INF corps and Osaka MIL After each land combat, all naval units that shore bombarded or
totalling 17 combat factors attack the Soviet 3rd MECH army (6 transported invading land units in the combat must be moved into the 0
factors) in Nikolayevsk. A successful ground strike earlier in the sea-box section if demanded by their opponent (the active major power
impulse turned the Soviet 2nd ARM and 3rd MECH face-down. They deciding first if both sides have naval units involved). If invading and/or
are being kept in supply by the 5 Soviet CPs in the Okhotsk Sea. shore bombarding a hex from 2 sea areas (e.g. Brest from the North Sea
The Japanese have 8.5 factors after halving for the river and straits. and the Bay of Biscay), the active major power with the most modified
The BBs Yamato, Fuso and Kongo with modified shore bombardment attacking factors decides which sea area to resolve first.
factors of 5, 4 and 2 are also available to Kasigi. He chooses to use The opponent is the major power (or its controlled minor country)
controlling the hex being shore bombarded or invaded. For defensive they started their move out of supply.
shore bombardment the opponent is the major power with the most An aircraft (with a range greater than 0) on a TRS at sea may ‘fly’ a
modified land combat factors attacking. If tied those major powers must rebase mission into any friendly controlled coastal hex in the sea area
all agree for the defending shore bombarding naval units to be moved to
containing an open port (see 8.2.1), or a co-operating HQ, and end its
the 0 sea-box section.
rebase there.
If you demand any enemy shore bombarding and/or invading naval units
involved in this combat move into the 0 sea-box section, all must move, 11.17 Reorganisation
you can’t split them. In the reorganisation step, you can turn some face-down units face-
If so demanded, the owning major power (only) may also move any other up. This will permit them to move and attack again in later impulses
of their face-up (prior to this land combat) surface naval units and/or of the turn.
aircraft in the same sea-box section (CVPiF option 45: even if their
carrier plane is face-down) as the transporting and/or shore bombarding 11.17.1. Air supply
naval units, to the 0 sea-box section as well. They too are then turned An air supply mission allows you to turn a unit face-up in any land
face-down. hex by flying an ATR to that hex.
Example: Option 8: (Bomber ATRs) Any aircraft with a white range circle can fly
an air supply mission, even if it is not an ATR.
To fly air supply:
1. your opponent flies combat air patrol to potential target hexes;
2. you fly all your selected ATRs and escorting fighters to the target
hexes;
3. your opponent flies intercepting fighters to the target hexes;
4. you fly intercepting fighters to the target hexes;
5. fight any air-to-air combats;
6. DiF option 3: surviving bombers suffer anti-aircraft fire from
AA and flak (see 22.2);
7. surviving ATRs provide air supply;
8. return all remaining aircraft to base and turn them face-down.
Air supply benefits
Each surviving ATR gives you 1 reorganisation point (see 11.17.4).
The Allies are invading Cherbourg (W1833) with the V US MOT corps Option 8: (Large ATRs) Large ATRs give you 2 reorganisation points if
transported by a US AMPH in the 4 sea-box section of the North Sea the ATR has not flown over half its range to the target hex.
escorted by the CAs London and St Louis, and the I Canadian MOT corps 11.17.2. HQ reorganisation
from a US AMPH supported by shore bombardment from the BBs Nelson
A face-up HQ can reorganise units within range of the HQ. The HQ's
and King George V and escorted by the CA Norfolk and the US CL San
Diego in the 3 sea-box section. reorganisation range is equal to its reorganisation value in motorised
movement points. The path from the unit to the HQ is limited in the
The Germans have the Bismarck and the Prinz Eugen in the 2 sea-box same way as supply paths (see 2.4.2, Limits on supply paths), and it
section and Heinz decides to add the Bismarck’s shore bombardment may not be traced overseas. You may always trace one hex provided
factors to the LXXXI GAR corps defending Cherbourg. the intervening hexside is not alpine, all-sea or unfrozen lake. Lack
After the land combat is resolved, all naval units shore bombarding and of supply does not stop an HQ from reorganising units, or a unit from
transporting invading land units are turned face down. being reorganised.
Since the Allies are the active major powers they decide first whether to Example: Manstein is in Kerch (E1127) during rain. He can
move the Bismarck to the 0 sea-box section of the North Sea. Since the reorganise units in E0927 but not Krasnodar (E0828). If it were fine
US contributed the majority of the modified land combat factors (4 weather Manstein could reorganise units in both hexes.
compared to the Commonwealth’s 3.5 after halving) its Jay’s choice and
An HQ has as many reorganisation points as its reorganisation value.
he demands the Bismarck move down to the 0 sea-box section (remaining
face-down). Heinz decides to accompany it with the Prinz Eugen which Turn the HQ face-down after it reorganises.
is also turned face-down. 11.17.3. TRS supply
Now it’s Heinz’s turn. As he has little opportunity to counterstrike the A face-up TRS or AMPH at sea has 1 reorganisation point it can use
Allied fleet and doesn’t want to give them the flexibility to return to base
for units on a coastal hex in the sea area. The TRS or AMPH can’t be
far away, he decides to leave the Allied naval units where they are.
carrying any cargo.
If Heinz had demanded the Allied invading and bombarding units be
moved to the 0 sea-box section, the Allies could have decided to Turn the TRS or AMPH face-down after it reorganises.
accompany them with some or all of the face-up US naval units in the 3 11.17.4. Reorganising
and 4 sea-box section, but only the CA Norfolk could accompany them, You may only reorganise a unit that started the step face-down. This
not the CA London as no Commonwealth naval units transported
means you can’t reorganise an ATR that flew an air supply mission
invading units or shore bombarded from the 4 box this impulse.
in this step.
11.16 Aircraft rebases It costs 1 reorganisation point to reorganise a land unit in a land
You use rebase missions to move aircraft from place to place. Each action, an aircraft unit in an air action, or a naval unit in a naval action.
aircraft rebase costs 1 air mission. In all other cases it costs 2 points to reorganise each unit. You may
use a variety of sources to provide the reorganisation points needed
To fly a rebase mission, simply move the rebasing aircraft up to
(e.g. you could use an ATR and a TRS to reorganise a land unit in a
double its printed range to any controlled hex. You may rebase
naval action).
bombers with extended range (see 14.1.1) up to quadruple their
printed range. Option 8: (Large ATRs) Large ATRs cost 2 reorganisation points to
reorganise in an air action, 4 in any other action type.
An aircraft can rebase up to triple its printed range (or 6 times its printed
range if it has extended range), if it only flies over friendly hexes and sea- CVPiF option 45: If you reorganise a CV, you can always reorganise its
dots in sea areas that don’t contain an enemy aircraft, undamaged CV with carrier plane free.
carrier plane, or SCS unit. You may reorganise units using reorganisation points from units of
Aircraft flying a rebase mission can’t be intercepted. co-operating major powers and your minor countries. If you do, the
number of points required to reorganise a unit is based on the action
Rebasing units stay face-up after completing their mission even if
taken by the major power controlling that unit, not the action taken one country (or vice versa), every country in that region is eligible (and vice
by the major power controlling the units providing the points and the versa). The only exception is Africa where whichever of Germany or the
reorganisation cost paid by the co-operating major power or minor CW has the initiative this turn selects one African minor country to be
country is doubled. eligible for partisan activity this turn.
Example: Jeremy wants to reorganise an Australian and Canadian corps For partisan purposes all references to countries also applies to regions. If a
during a Commonwealth naval action. This costs 4 reorganisation points. country has more one region, roll separately for each of them.
Monty provides 3 and Nimitz provides the 4th which requires 2 of Nimitz’s Each country named on the chart on a green background is eligible if it is
4 points. conquered or any of its hexes are enemy controlled (note: If France is
You may only reorganise an HQ during final reorganisation, see 13.5 eligible for partisans, the (Free) French player only rolls for the region of
(option 49: or by the expenditure of offensive points, see 16.4). Occupied France (not Vichy France) while a Vichy government (see 17.1)
You may never reorganise aircraft or naval units at sea (exception: exists).
option 49 (offensive points), see 16.3.1). Each country named on a red background is eligible if it is controlled by
any active major power.
Variable reorganisation cost (option 29)
From Jan/Feb 1943 on you roll 2 dice each turn to determine which
Double the cost to reorganise a LND, NAV or ATR (option 8: except countries are eligible for partisan activity. If a country is selected twice,
large ATRs) that has a production time of 3 or more turns. halve the garrison value in that country.
Double the reorganisation cost for ARM and MECH units unless at least Example: In May/Jun 1943 a 3 and a 5 are rolled. The garrison values in
1 of the reorganisation points comes from an HQ-A. Byelorussia, Russia, Ukraine and Yugoslavia are all halved this step.
Doublings are cumulative (e.g. playing with option 29 it would Roll another die for each eligible country and compare it to its partisan
cost 8 points to reorganise a Rumanian ARM in an air action with
number (in the fist symbol on the map, 1 if none). If an eligible ‘green’
German reorganisation points if none came from an HQ-A).
country was neutral at any time in the calendar year, halve its partisan
number. If there is more than 1 eligible country this turn, the side with the
12. Last Impulse Test initiative decides the order that each eligible country rolls for partisans.
After you have finished your impulse, roll a die. A partisan is placed in an eligible country if the result is less than or equal
Option 34: (Minimum impulses) Do not start rolling for end of turn until to that country’s (modified) partisan number. For each 10 less, place an
the second side’s second impulse. extra partisan in the country. If the roll exceeds the partisan number, there
If every major power on your side (neutral and active) chose a pass is no effect.
action, subtract 2 from your die roll. You only subtract 1 if you are There are 2 modifiers to the die roll:
playing a 1 or 2 map game. • -1 for each partisan unit already in the country; and
If every major power on your side chose a pass action, except one, • + the total (modified) garrison value in the country.
subtract 1 from your die roll to end impulses. This does not apply to Each unit’s garrison value is the same as its neutrality pact garrison value
1 or 2 map games. (see 9.2) provided it is on the other side to the major power that will control
Option 34: (Maximum impulses) If your side has conducted 6 or more the partisan (otherwise it is 0). Unlike neutrality pacts, anti-partisan garrison
impulses and any active major power on your side chose a pass action, values are never doubled, halved, or modified by entry markers.
subtract 1 from your die roll (cumulative with the above). Example:
If the modified die roll is less than or equal to the current impulse end
number on the impulse track, impulses are over and you go on to the
end-of-turn stage.
If not, advance the impulse marker the number of spaces determined
by current weather ~ see 8.2.2 (unless the impulse marker is already
in the last box).
Your opponents now have their impulse. If they are the second side,
they repeat stage D2 of the sequence of play (see 3.1), If they are the
first side, they repeat stages D1 & D2 of the sequence of play.
If impulses end and your side had both the first and last impulse in
the turn, move the initiative marker 1 space towards your opponent’s
end of the initiative track.
Example: The initiative marker is in the Axis ‘+1’ space. The Axis
went first in the turn. After their 3rd impulse, they have to roll a 3 or
less to end the action stage. They roll a 2. You move the impulse
marker to the 0 space because the Axis has taken the first and last
impulses in the turn.
Dnepropetrovsk, Krivoy Rog and E1430 have been isolated from the
rest of the Soviet Union. Anna could only use 2 of Krivoy Rog’s 3
resources in Dnepropetrovsk’s 2 factories this turn (or only 1 if its
At the start of the return to base step, the SCS move down to the 2 sea-box blue factory is railed out); the other resource is lost.
section. At the end of the step units remaining at sea are checked for base You can’t use an oil resource that was lost to strategic bombardment
availability. Alas the French SCS can no longer return to base via the North during the turn (see 11.7).
Sea (due to German control of Kiel (W0640) and Copenhagen) and cannot
currently base in Frederikshavn (as they do not co-operate with the Transporting resources by rail and road
Commonwealth). However, 2 of the SCS (Jeremy’s choice) could still stay You transport a resource to a factory in the production step by railing
at sea. The other 3 are destroyed (unless playing SiF option 5 in which case it from its hex to a useable factory. It must move along railway lines
only 1 SCS would be destroyed). If the SCS started the step in the 0 sea-box (roads count as railways for this purpose). It may also cross a straits
section they would all be destroyed. hexside from one railway hex to another. Each resource cannot cross
more than 1 straits hexsides.
This move does not count as a rail move and the resource does not China Sea.
have to start its move at a station.
The move can only pass through:
• hexes you control;
• hexes in neutral minor countries; and
• hexes or countries controlled by another major power, but only
if it allows you.
Allied major powers (except the USSR) may only trace resources
through Soviet controlled hexes while the USSR is at war with
Germany.
The resource’s move can only enter or leave a hex in an enemy’s ZoC
if there is a friendly land unit in the hex. Its move must stop when it
enters an enemy’s ZoC. If the resource is in the same hex as the
destination factory, it can be used there regardless of enemy ZoCs.
Option 12: (limited access across straits) A resource may rail move
across a straits hexside if any adjacent sea area contains no enemy units
capable of blocking supply, or you can trace supply through any adjacent
sea area.
TiF option 32: (roads) No more than 5 resources (oil and/or other) and/or
build points in total may travel along any 1 road hex per turn.
Example: A chain of convoy points across one or more sea areas doesn’t all
have to be from the same major power.
Naval movement restrictions apply to resource transportation. You
may only ship resources from one sea area to an adjacent sea area if
one of your SCS could have made the same move in the last impulse
of the turn.
You may always transport your own resources and build points.
Active major powers may also transport resources and build points
for, and/or contribute to the convoy chain of, any other active major
power on the same side. Neutral major powers may only transport
resources and build points for, and/or contribute to the convoy chain
of, another major power if the rules specifically allow it (see 5.1, and
13.3.2, US entry options 9, 17, 27 and 30).
Any number of major powers from both sides could have convoy
points passing through the same sea area.
Search and seizure
Anna builds a road in A1841 while Ju-Ming builds roads in A1543 & You can stop major powers on the other side that you are not at war
A1643. This allows the USSR to lend lease resources and build points to with from transporting resources (and build points ~ see 13.6.4)
China via Kashgar (A1841) or Urumchi (A1343) but only 5 in total can overseas to major powers you are at war with. To do this:
go to Lanchow (A0838) and factories further away. • you must have an SCS, CV or SUB in the sea area during the
production step;
Transporting resources by sea
• the major power you are not at war with must have convoy points
If you can’t rail a resource to a useable factory, you may be able to there that are transporting resources (or build points) to a major
rail it to a port and then ship it overseas through a chain of sea areas, power you are at war with; and
each containing convoy points. If that chain of sea areas extends to a • there must not be an SCS, CV or aircraft unit with an air-to-sea
port, you may then be able to rail the resource from that port to a factor, controlled by a major power you are at war with, in the
useable factory. sea area (or a US unit that can escort there because of US entry
You can rail a resource point both before and after shipping it options 11, 20, 29, 38 or 50 ~ see 13.3.2).
overseas but you may not ship it overseas, then rail it, then ship it You may then execute a search and seizure in that sea area. If you do,
overseas again. those resources (or build points) are lost. Each search and seizure you
Example: You could rail a resource from the east coast of the USA execute is a US entry action (see 13.3.3) if it is conducted against a
to the west coast and ship it to the USSR via Vladivostok (P2942). major power not at war with the USA. You only roll once per sea area
You could then rail it to Moscow (E1344) to become a production regardless of how many major powers’ resources and build points are
point. Since it has already moved overseas, you couldn't then rail it seized in that sea area.
to Murmansk (E1653) and on by sea to the United Kingdom.
Convoy points
Some resources are in coastal hexes that are not ports. You may pick
these resources up directly from the coast as if they were at a minor Convoy point units are worth 5 (back of counter) or 10 (front) convoy
port. points (SiF option 5: one-to-10) each. You may make change with
them whenever you like.
A side may only ship 5 resources a turn into, and/or out of, each minor
CoiF option 7: Only tankers may transport oil overseas and only
port. There is no limit for major ports.
convoys may transport other resources or build points overseas (see
Resources must be transported in whole numbers and you can’t ship 22.16).
more resources through a sea area than the number of convoy points
you have in that area. 13.6.2. Factories
Example: Each hex can contain up to 3 factories. Some of those factories will
be red factories but most will be blue (TiF option 32: including built)
Japan is convoying 6 resources from Malaya, the Netherlands East factories. The total red and blue factories in each country are recorded
Indies and Hainan (A0630) to Japan through the South China Sea
on the factory and resources table.
and the China Sea. Because of US submarine attacks in the China
Sea, there are only 5 convoy points there. Therefore, only 5 resources An undestroyed red factory is useable if you control it in the
get through, even though there are still 10 convoy points in the South production step. An undestroyed blue factory is useable if you control
it in the production step and it is either in your (current and/or 1939) A Commonwealth unit was also destroyed in the USSR but Jeremy
major power’s home country or in an aligned (not conquered) minor gains nothing as only Soviet land units destroyed in the USSR count.
country. Destroyed factories are unuseable until repaired (see 13.6.7). An in-supply Rumanian corps destroyed in a Soviet counterattack in
Rumania doesn’t give Germany a build point either as only major
Each resource you transport to a useable factory produces 1
power units count.
production point. Only 1 resource may be sent to each factory.
Example 2: An in-supply Indian corps is destroyed in Australia. In
Example: Dortmund (W0836) has 2 factories (1 blue and 1 red). If 3
that turn’s production Jeremy gets 1 bonus build point. If the Indian
resources are transported to it, it produces 2 production points. corps had been destroyed in Burma, he would not as only major
13.6.3. Production multiples & build points power home countries count.
Total your production points and then subtract the number you lost to Option 36: (Cadre) If not eligible for a bonus build point (because the
strategic bombardment (see 11.7). Multiply the net total by your unit was destroyed outside its home country) you may still add 1 bonus
production multiple. The result is your major power’s build points. build point to your total for each of your in supply major power (not
minor country) corps sized units (excluding partisans and partisan HQs,
You may also have build points lend leased from other major powers
see 13.1, TiF option 59: and Warlords, see 22.6) destroyed during the
(see 13.6.4). land combat step provided it is:
TiF option 31: You may also have saved build points from previous (a) a (prior to this land combat) face-up HQ;
turns (see 13.6.9). (b) stacked with such an HQ; or
Each major power has an initial production multiple that rises progressively (c) adjacent to such an HQ and the motorised movement point
during the game. Essentially, this reflects an increasing national industrial cost to the HQ from the unit is less than or equal to the HQ’s
reorganisation value.
output and an increasing share of that output being devoted to military use.
Production multiples are listed on the Production Multiples chart. Examples:
Increase the USSR’s production multiple by +0.25 from Jan/Feb 1942 or 1) An in-supply Rumanian corps destroyed in the USSR adjacent to
the turn Germany declares war on the USSR, whichever comes first. Antonescu would not give Germany a bonus build point as neither is a
major power unit.
Increase the USA’s production multiple by:
(a) +0.25 when the US chooses US entry option 22 (see 13.3.2); 2) An in-supply German corps destroyed in the USSR is stacked with
(b) +0.25 when the US chooses US entry option 34; Antonescu (and not adjacent to a German HQ). Germany won’t get a
(c) +0.25 when the US is at war with any Axis major power; and bonus build point because Antonescu is not German.
(d) +0.25 when the US is at war with every active Axis major power. 3) An in-supply German corps is destroyed invading E0624 adjacent to
Example: Japan declares war on the US in Nov/Dec 1941.US entry a face-up Manstein in Sukumi. This will give Germany a build point in
option 22 and 34 have already been chosen. The US’s production fine weather but not rain as the motorised cost to enter a European
multiple will increase to 1 this turn. mountain hex in rain is 6 movement points which is greater than
Manstein’s reorganisation value.
The US declares war on Germany in Jan/Feb 1942. In Mar/Apr 1942
the Commonwealth completely conquers Italy. Vichy is not active. Place destroyed units eligible to give you a bonus build point in the
The US is now at war with every active Axis major power so her Cadre Pool on the West Europe or Pacific map. After adding up all
production multiple increases to 1.25 from this turn, to 1.5 from your bonus build points place them in your force pool and/or scrap
Jan/Feb 1943, to 1.75 from Jan/Feb 1944 and so on (even if Vichy them (see 13.6.5) prior to building new units.
became active in the meantime and the US did not declare war on 13.6.4. Lend lease
her).
Lend lease was a device President F.D. Roosevelt invented to
Bonus build points circumvent US neutrality laws concerning non-involvement in the
Add 1 build point to your total for each of your in supply major power (not war. US military goods were “leased” to the other Allies on a deferred
minor country) corps-sized units (excluding partisans and partisan HQs, see payment or return basis (preferably without too many holes in them).
13.1, TiF option 59: and Warlords, see 22.6) destroyed during the land To lend lease, you must announce how many build points (in whole
combat step (see 11.15) in its home country this turn. numbers) you are giving during the lending stage (see 5.). You may
If claimed, East Poland and the Baltic States also count as USSR home lend lease build points and receive them in the same turn (but not to
country for this purpose but only if, at the start of this combat, the USSR the same major power).
controls at least one city in the region where the unit is destroyed. There are restrictions on the number of build points major powers
Example 1: may give to others (see 5, and for China and the USA, see 13.3.2).
Transport
During the production step, you transport the promised build points
from the factories that produced them (TiF option 31: or ports and
cities where saved) to any city or major port in the recipient’s home
country (UK’s current home country only in the case of the
Commonwealth unless playing FiF option 40: Separate country
production, see 13.6.10).
You do this in exactly the same way as you transport resources to
factories (see 13.6.1) except that you may also transport up to an
additional 2 build points to the capital and 1 to each other city and
major port cumulative, each turn (e.g. you could transport a
maximum of 6 build points to London each turn; 2 for being the
capital, 3 for the factories and 1 for the major port). Promised build
points that can’t be transported are lost.
Convoy points that you use to transport resources can’t be used again
It is May/Jun 1941 and Germany has invaded the USSR. 2 Soviet GAR to transport build points. So, for example, if you have 5 convoy points
are destroyed out of supply in Vilna (E2341), then another 2 GAR in in a sea area and you transport 3 resources through it, you could only
E2342 and finally a MIL, HQ-I, INF division and face down FTR in transport up to 2 build points through that sea area. Similarly,
Minsk (E2140). During production Anna gets 2 build points for the 2 resources you ship into or out of a minor port will limit how many
corps sized units destroyed in Minsk but nothing for the out of supply build points you can ship into and out of that port (see 13.6.1).
units in Vilna nor for those lost in E2342 as, at the time, Anna didn’t Foreign aircraft and naval units
control any cities in East Poland (even though she did control cities
in the Baltic States). Some aircraft and naval units have coloured horizontal stripes
matching another major power’s colour (the source major power). from their force pool if the date on the back is at least 3 years ago.
Don’t add these units to your force pools when they enter the game. When you want to build a new unit, you can nominate the force pool
Put them into the lend lease pool instead. it comes from but not the unit itself. Instead, you draw the unit
During set up or this step, you may move a striped unit from the lend randomly from the pool.
lease pool to your force pool if: There are annual additions to your force pools (see 4.1.1). Certain
• the source major power agrees; special events can also add units to your pools. But the main reason
• you are active (and in the case of the USSR, at war with why you put a unit into your force pool is that it has been destroyed.
Germany); and
• a unit with the same designation (and whose silhouette on its Scrapping units
back is in your colour) is currently in the source major power’s Every time one of your units is destroyed you don’t have to put it back into
force pool (PiF option 46: or reserve pool). your force pools; you may permanently remove it from the game instead
Move that other unit to the lend lease pool. (you ‘scrap’ the unit). Once scrapped, a unit never returns to the game, so
be careful. The main reason for scrapping units is to improve the average
The source major power may reverse this process during this step if quality of your force pools. It’s particularly useful if the pool has (or will
the striped unit is removed from the game or in the force pool (PiF have) a lot of units (e.g. aircraft in Planes in Flames) or if you know you
option 46: or reserve pool). Move it back to the lend lease pool (unless won’t ever build all the units in the pool (e.g. some battleships in Ships in
scrapped, 13.6.5) and move the source unit to its force pool (even if Flames).
the striped unit was scrapped).
You can’t scrap partisans (see 13.1); they must always go back into their
Example: force pool when destroyed.
At the start of 1943, the
Commonwealth is eligible Buying Units
to receive a P-51C You may spend your build points on buying new units, facilities, (option
Mustang. Because it is striped, Jeremy must put it into the lend lease 49: offensive chits) and/or repairing damaged naval units and printed
pool. He asks Jay if he can add it to the Commonwealth force pool. factories and oil.
Jay, worried about German pressure, declines arguing that he needs Minor countries do not spend build points. Their controlling major power
it himself. In Jul/Aug Jay realises that Jeremy probably needs the uses their resources and factories instead.
Mustang more than he does. Noting that the P-51C is still in his force
Your major power can build new units and markers (and repair damaged
pool he tells Jeremy he can have it if he still wants it. Eagerly Jeremy
naval units) whose total cost is less than or equal to its total build points.
moves the British P-51C from the lend lease pool to his FTR force
The costs and turns for all units and markers are listed on the Unit costs &
pool. The US P-51C goes into the lend lease pool.
characteristics chart (see 28) and on the back of most counters. If you don’t
Building foreign aircraft and naval units (option 37) have enough build points, you can’t build anything.
In addition to the above, you may lend lease foreign-sourced units Air units
directly to another major power. Only active major powers may lend or
receive units (exception: the US may also lend lease units provided the The first time the Lufthansa ATR is built only costs Germany 3 (PiF
US has played the appropriate Lend Lease option (see 13.3.2, US entry option 46: 1) build points. [Designer’s note: half the fleet is already built
options 17, 27 & 30) for that recipient and the recipient is at war with any and only needs to be expanded and modified for military use].
Axis major power). CVPiF option 45: Each carrier plane (see 14.4.1) takes 4 turns to build.
To transfer an aircraft to another major power, the lending major power PiF option 46 (Pilots): Each aircraft (CVPiF option 45: and carrier
must debark from sea (see 11.4.5), or rebase (see 11.16) the unit to any plane) costs 2 less to build. The time remains unchanged.
home country hex controlled by the recipient. Immediately when Example: Playing pilots, the US P-35 would only cost 2 build points to
entering such a hex, the producing major power announces that they are build and the 1933 TBD carrier plane would cost 0.
transferring control of the unit (ignore co-operation, see 18, for this).
Naval units
The recipient then replaces the unit with their foreign-sourced version of
the aircraft while the giving major power’s unit is placed into the Lend The production cost of convoys is not shown on the counter. They take only
Lease Pool. 1 cycle to build, cost 1 build point per convoy point and take 4 turns to build,
PiF option 46: The pilot may not be transferred to the recipient. Instead, but must be built in multiples of 5 (e.g. 5 CPs cost 5 bps).
increase the giving player’s pilots on the markers track by 1 and reduce SiF option 5: you may build convoy points in any denomination.
the recipient’s by 1. If the recipient doesn’t have a pilot available on the All other naval units have 2 costs shown on their back. The first number is
track, the unit received is placed in the Reserve Pool. the build points it costs to put the unit on its first production cycle. It is also
To transfer a naval unit to another major power, the lending major power the cost to repair the unit or, in the case of CVs, the cost to remove a “No
returns it to base (see 13.4) to any home country port controlled by the planes” marker (see 14.3.3). The second number is the cost to put the unit
recipient (ignore co-operation for this). It is immediately placed in the on its second production cycle.
lend lease pool and the recipient’s unit is placed in the port in its place. SiF option 5: if not playing CVPiF option 45 (see 14.4.1), each CV’s
CVPiF option 45: Any CVP (PiF option 46: and its pilot) on the CV is (CoiF option 7: and I-400 and CVE’s) first and 2nd cycle cost, as well
placed on the production circle to arrive as a reinforcement next turn. as its cost of repair is +1 (e.g. the SiF CV Essex would cost 3/4 and the
Example: Playing CVPiF option 45 and PiF option 46, the US decides CV Independence 2/4).
to lend lease the CV Belleau Wood to France. It returns to base to a SiF option 5: SUBs from World in Flames, America in Flames and
liberated Brest and is immediately placed in the lend lease pool, and its Patton in Flames (a first cycle cost of 2) cost half for each cycle (e.g. a
CVP and pilot placed onto the production spiral to arrive next turn. German type XXI sub would have a first cycle cost of 1 and a second
Pierre places the CV Bois Belleau in Brest. cycle cost of 2).
13.6.5. Building units When you build a naval unit on its first cycle, put it on the production circle
face-down. When it arrives as a reinforcement, put it into the construction
Force Pools pool. The naval unit has been launched but not yet fitted out.
To play World in Flames, you have to sort your units into force You may only build a unit on its 2nd cycle if it is in the construction pool.
pools. Which units go into which force pools is explained in the set- You put these units face-up on the production circle. You also put naval
up rule (see 24.1.5 in the Campaign & Players’ Guide). units face-up on the production circle if you are repairing them from the
Before you build new units, you may scrap your units from the force repair pool, or removing a “No planes” marker from a CV in the repair pool,
pools if they have a date on their back and it is at least 4 years ago or any in-supply major, or home country minor, port you (not a co-operating
(e.g. in Jan/Feb 1940, you could scrap any units from your force pools major power) control. These units go onto the map when they arrive as
with a date of 1936 or earlier). Active major powers may scrap units reinforcements (see 4.2).
All naval units take 2 turns to repair and/or remove a “No planes” marker. The number of turns ahead is shown on the back of the counter in most
A damaged CV with a “No planes” marker costs double to repair but still cases (the number inside the little clock) and on the Unit cost &
only takes 2 turns (e.g. it costs the Graf Zeppelin 6 bps and takes 2 turns to characteristics chart (see 28.) for the rest. Count that many turns ahead and
fix both). put the unit in that space.
Repairing 5 (SiF option 5: 3 to 5) convoy points costs 2 build points. Example:
SiF option 5: Repairing 1 or 2 convoy points costs 1 build point.
Whenever you don’t control any ports in your or an aligned home country,
all its naval units on the production circle, construction pool and repair pool
are destroyed.
Limitations
You may only build some Chinese and US units after you have chosen US
entry options that let you build those units (see 13.3.2, entry options 1, 12,
22 and 28).
Which units
CoiF option 7: Each minor country you control may build or repair up
to 1 of its own convoy points per turn. All other convoy points being built
this turn must belong to the major power itself.
For all other units you build from the force pools you nominate the type and
cost of the unit you want to build (e.g. you may choose a 2-point SCS rather
than a 3 because they are in separate force pools, see 24.1.5), but within
those parameters, the choice is random.
When you build a unit from the repair or construction pools, you may select
the exact unit you want.
Building ahead (option 38)
If a particular type of unit (e.g., INF, NAV, CV etc.) is not available in You produce an ARM in Sep/Oct of 1941. The number in the clock on
any of your force pools, you may build one or more randomly of that type the back of the unit is a 4, so you put the unit 4 spaces ahead, on the
from the following year's additions (see 4.1.1). Each unit built in this May/Jun 1942 slice of the production circle.
fashion costs double its usual amount (minimum 2), and takes 1 extra turn
to build. If none of that type is available in the next year’s additions, you Place naval units you build from the force pool (apart from convoy
may build one from the additions for the year after that for triple its points, Coif option 7: and tankers) face-down. Place all other units
normal cost (minimum 3), the next year after that for 4 times the cost face-up (including naval units you build from the construction and
(minimum 4) and so on. repair pools).
Each additional year that you build the unit ahead increases by 1 turn Each turn of the production circle is also divided into 6 sectors. If you
the time to build the unit. want to, you can place the units you build on the sector equal to the
When building ahead naval units that take 2 cycles to build, only the first time it takes to build the unit.
cycle costs more and takes longer than usual. However, the additional Example: Continuing the previous example, you would place the
first cycle cost is based on the total cost of the unit (i.e., first and 2nd ARM on the 4 sector of the May/Jun 1942 slice.
cycles combined). Builds charts
Example:
You may record what you produce on the builds charts provided.
The USA builds ahead an AMPH from next
year's force pool. The unit costs 3 for the first 13.6.6. Building Facilities (option 32)
cycle and 4 for the second, and takes 4 turns. The build ahead increases At the risk of stating the bleeding obvious, printed rail, road, factory and
the first cycle cost to 10 (3 + 7), and it takes 5 turns instead of 4. When oil hexes, and fort hexsides are terrain features, not facilities, and may not
the AMPH reaches the construction pool, it may be completed for the be built.
usual 4 build points and 4 turns, even if the year of arrival of the unit has You build facilities in the same manner as units except as stated below.
not yet occurred.
Every major power may build factories. Each factory costs 8 build points
You can’t build ahead just because the cost of unit you want is not and takes 4 turns to arrive.
available. All pools of the type must be empty. For example, if you want
to build a 4 cost FTR and none are available, you can’t build ahead if TiF option 32: (Roads and Rails) Every major power may also build
there is a 5 cost FTR available. roads and rails. The number of turns to build a road, or upgrade a road to
a rail, is 1 + the (fine weather) motorised movement point cost to enter
When you build ahead, pick a unit randomly of the type and cost that you the hex. The cost is half that (e.g. to build a road in Bushehr (A2834) costs
want (e.g. when you have run out of all FTRs in your force pools, you 4 bps and takes 7 turns to build).
may choose whether to randomly pick a 4 or a 5 cost FTR from next
year’s units). TiF option 32 (oil and resource facilities): Hex specific oil and resource
facilities may be built by any country that controls that hex.
If you find you have insufficient points to pay for the unit, you may not
build ahead this turn. Example: Maria may build the E2703 oil
facility only in hex 2703 on the East
You may not build ahead markers. Europe map and only if it is Italian (or
You may not build ahead a foreign sourced aircraft (see 13.6.4, Foreign Italian aligned Libyan) controlled at the
aircraft); re-pick until the unit chosen isn’t. moment of building. If Jeremy occupies the
SiF option 5: You may not build ahead a replacement naval unit (see hex later, he would be the proud owner of
4.1.3); re-pick until the unit chosen isn’t. a brand new oil facility when it arrives as
a reinforcement (see 4.2.2).
PiF option 24: You may not build ahead V-weapons or A-bombs.
All other facilities are placed in the major
Neutral major powers may not build ahead anything (exception: US entry
power force pools. Their cost and turns
option 46 ~ see 13.3.2). taken to arrive are stated on the back of
Production Circle each facility (they may vary even within
type). Unlike units (chosen randomly), you
When you build a unit, you must place it on a future turn’s slice of the
choose which available facility to build.
Production Circle (see Turn record chart).
When destroyed, facilities may be rebuilt but not repaired.
13.6.7. Printed factory, rail and oil repair (option 33)
If a printed factory, rail or oil resource is destroyed, you may repair it.
Each rail hex costs 2 build points and takes 1 turn to repair. Each factory
or oil resource costs 4 build points and takes 2 turns to repair. You may
only repair factories destroyed by Strategic Bombardment (see 11.7) or
enemy occupation (see 13.8), not those railed out (see 11.9).
13.6.8. Gearing limits (option 39)
In a turn, your major power can build (and upgrade and repair) as many
units or markers of a particular class (e.g. infantry, armour, aircraft, ship,
sub etc., see 28, Unit costs & characteristics chart) as it built (and
repaired) in the previous turn plus 1. This is a gearing limit.
Each 5 (SiF option 5: 3 or part thereof) convoy points counts as 1 ‘ship’.
Naval units count as being built whether they come from a force pool, the
repair pool or the construction pool.
Example: If the USA put 2 CVs on their first production cycle last turn,
completed a BB and repaired 3 CLs, its ‘ship’ gearing limit for this turn
is (2+1+3)+1=7.
Option 32: Facilities form a new gearing class (see 28). Facility gearing
is based on total markers built per turn (not fort hexsides or individual
facilities).
Option 49: Each 5 offensive points counts as 1 chit.
Exceptions
On the first turn of any campaign there are no gearing limits.
Major powers are not subject to gearing limits on the turn that a major
power declares war on it.
FiF option 40: When first constructing units (see 13.6.10, Starting new
units) gearing limits apply. There are still no gearing limits on continuing
a unit’s production once it’s on the production track.
13.6.9. Saving oil and build points (TiF options 30 & 31)
You may save oil and build points you didn't use in production. Active
major powers may save any amount of each, every turn. Neutral major
powers may save any amount of build points but only 1 oil (in addition
to their previously saved oil), the remainder being destroyed (your choice
which). You can’t save general resources.
You may transport oil and build points you are saving, and saved oil and
build points, as you do resources (see 13.6.1) except that they may be
transported to cities and ports that do not have a factory.
You may save up to 4 oil and 4 build points in each city or port Minor country factories have their own tracks and there is one common
(cumulative) you control (even outside your home country), and double track for all minor capitals.
this limit in your major power’s capital (e.g. the Commonwealth can save
up to 16 oil and 16 build points in Wellington, P1302). Put a saved oil or There are also tracks for MIL (TiF option 54: TERR, PiF option 46:
build point marker on that city or port to indicate how many oil and/or pilots), and GAR, but these aren’t constructed at a particular location. AiF
build points you are saving there. & TiF option 55: Use these tracks for city based volunteers.
Saved oil and build points may be used like any other oil or build point If you need to make new production locations because you railed
(i.e. lending ~ see 5.1, (TiF option 30: oil ~ see 10.3) and production ~ factories (see 11.9), (option 32: built new ones, see 13.6.6), or a specific
see 13.6.1) and may be destroyed (see 10.4 and 11.7). You may make one does not exist (such as for ports that don’t have a marked location),
change if you don’t use all of a saved build point marker. use tracks that are currently not in use. Mark the number of factories (if
any) in the name box, put any units into their appropriate boxes, and then
If you gain control of a hex containing saved oil and/or build points, they mark the location on the map and in the name box with the same
become yours. numbered production markers.
13.6.10. Factories in Flames (FiF option 40) Example 1: Anna is railing the Kiev (E1735) factory in May/June to
Factories in Flames (FiF) introduces variety and greater detail in the Omsk (A2050) which doesn’t have a production track. She railed the
construction and repair of units at little cost in time or effort. It includes Odessa factory (E1728) in a previous impulse, and its track is currently
countersheet 39 that has all the units and markers required to play FiF. empty. She places a 9 marker in Omsk and in the Odessa name box, and
will place the factory in the name box when it arrives in Sep/Oct. Note
Production charts there is no port in Omsk even though there is one on the Odessa track.
The centre of the 2008 World in Flames Annual contains production Example 2: Playing CVPiF option 45 (carrier planes, see 14.4.1) and
charts. Each chart contains a number of tracks listing cities and ports PiF option 46 (pilots, see 14.6) after a disastrous battle, Kasigi returns a
marked with the number of (starting) factories in that city and type of port damaged CV Akagi with its CVP to Truk (P2025). The Akagi is placed in
(major or minor). Each city and port on the track corresponds to the same Truk’s (virtual) production track’s repair pool, and its CVP and pilot
location on the World in Flames maps. Tracks with ports also have placed in the 2 box. Next reinforcement stage the CVP is available to be
construction and repair pools. There are numbered production boxes (2 deployed in Truk if a pilot is available (the Akagi still needs to be
through 6) and ‘Deploy’ boxes. The numbers represent the number of repaired).
turns required to complete a unit (including this one). [Designer’s Note: Factories in Flames is much more than just factories,
Several production boxes are shared by multiple locations. These are it also limits the teleporting of units around the map that in the interests
treated independently in all respects (e.g. Chinese units in Nanking have of simplicity sometimes occurs in World in Flames. If you have units in
no effect on French units in Lille and ships in Kiel have no effect on land Truk, you must get them out, you can’t rely on the game to do it for you.]
or air units in Stuttgart). All references to the production circle in the rules also refer to production
tracks except as specified in Factories in Flames. Where the rules say a port has no factories.
unit is to be placed on the production circle not specific to any track (e.g. MIL and GAR (PiF option 46: pilots, option 49: offensive chits and TiF
when its illegally stacked, see 2.5.4), the owner may place it on any (non- option 54: TERR) are built on their own track, not at a particular location.
virtual) track that major power controls that it can legally stack.
Build cost and placement
Building and repairing units
When you begin construction on a new unit (first or 2nd cycle for naval
Units are no longer built in their entirety in a single turn (unless they only units) or repairs, you must spend at least 1 build point on the unit, unless
take 1 turn to build, e.g. MIL). Instead, you begin to build a unit on one it has a total cost of 0 (e.g. some pitiful carrier planes).
turn and then continue its construction on future turns until it is complete.
Repairing a naval unit is treated the same as building it, and the cost and You may spend more, up to the unit’s cost minus the time to build plus 1
time are the same as in 13.6.5. (if that is a positive number).
Units start in a production box with a number equal to their time to build. If you spent the maximum number of build points possible for that unit,
As you continue their construction, they will move down 1 box per turn then place it in a production box whose number is the same as the clock
until they reach the ‘Deploy’ box when they may be placed on the maps on the back of the unit. If this is a 1 (e.g. for MIL), place it in the ‘Deploy’
as reinforcements. box.
Just because a unit is on the production track doesn’t mean you have to If you spent fewer than the maximum number of build points allowed,
keep building it. You may elect to leave units there for future then for each build point short of the maximum, place it in 1 higher box.
construction, ignoring them this turn. You may also choose to destroy Example: Heinz decides to produce an ARM corps. He chooses it
them at the start of the production step. randomly from the German force pool. He could spend up to 3 (6 – 4 +
Each Production step, calculate your total build points as normal (see 1) build points on the ARM, or just 1 or 2. If he spends 3 build points,
13.6). You then spend your build points on the continuing construction he’ll place the ARM into Essen’s 4 production box; if he spends just 1
of units, and then starting new units, in that order. Minor countries do not build point, then the ARM would be placed into Essen’s 6 box. Heinz also
spend build points; their controlling major power uses their resources and begins building an ENG. Its maximum is -1 (3 – 5 + 1), so no additional
factories instead. build points above the required 1 may be spent. Heinz places the ARM in
the Essen 4 box and the ENG into Berlin’s 5 box for a total cost of 4 build
You can’t spend build points constructing a unit in a particular location if points (3+1).
you can’t trace a basic supply path of any length from those build points
to the unit being built. This does not inhibit the placement of GAR or If you need to place a unit into a box higher than a 6, add a production
MIL (TiF option 54: or TERR) reinforcements in isolated cities (as they (number) marker to represent additional build points that must be spent
are not built in a particular location). before you can move it down a box.
Example: Anna is starting a new HQ-A and decides to only spend 1 build
Continuing construction point on it, leaving 7 build points required to finish it. She places it in a 6
Units whose build time exceeds their total cost will be fully paid for box with a 2 marker on it.
before their construction is complete (when they reach a box with a After spending the required build points you may look at the unit being
number 1 higher than their build time minus their cost). Mark these with built before deciding in which location to build it. This means that in
a Free marker (or rotate them 180°) once their cost has been paid. Factories in Flames you build units one after another in the production
It costs 1 build point to continue construction on any unit that doesn’t step giving you more flexibility in what and where you build units.
have a Free marker, or 0 if it does (exception bomb markers, see
Removing bomb markers below). After paying the cost, move the unit Building facilities (option 32)
down 1 box on the production track. When it reaches the ‘Deploy’ box, Facilities are built on the map (not on the production charts) and cannot
it is complete, and will arrive as a reinforcement next turn (see 4.2). You be relocated (except Factories by railing, see 11.9). Facilities are built
cannot continue construction on a unit if it would cause overstacking in a exactly like units except that they are marked with a numbered
box (see Stacking limits below). production marker representing how close to completion the facility is.
Example: Jay has just moved an ENG (5 turns, 3 build point cost) into Example: Heinz wants to start a 3-sided fort in Kiel (W0640). He spends
the 3 box in the May/Jun production step for 1 build point. Since its total 1 build point and places it in Kiel with a 5 marker on it.
cost has already been paid, Jay marks it with a ‘Free’ maker. Jay will
move it to the 2 box in Jul/Aug, and the ‘Deploy’ box in Sep/Oct for free. Stacking limits
Any active major power may rush the construction or repair of any units Stacking limits of units on the production charts do not count against the
(not markers), on the production tracks moving them down 1 extra box. on-map hex stacking limits (see 2.3).
You may not rush construction of a unit the turn it begins production (see There is no limit to the number of units you can start at any location.
Starting new units below) nor naval units on their first cycle (see 13.6.5). However, at any one time, only 1 unit being produced (not on-map units
The cost to rush construction for each unit is 1 build point more than it placed on the production circle to arrive as reinforcements in following
would normally cost to advance the unit on the track. Exception: it costs turns, e.g. units on lakes that unfreeze, see 8.2.1) may occupy each
2 extra build points to rush construction of an HQ. numbered production box (not track) for each of the following in the hex:
Example: Anna’s Koniev HQ-I is destroyed in battle. Willing to pay any Stacking per production box
price to return him to active duty quickly, Anna begins construction on Hex No.
the HQ during the production step, paying 3 build points (the usual
maximum) and placing it in the 3 box. In the following production step Capital +1 unit
she pays another 4 build points (2 normal to move 2 spaces plus 2 extra) Each factory +1 unit
to rush construction and moves Koniev down to the ‘Deploy’ box. He will
Major Port +1 (SiF option 5: +2) naval unit
be able to arrive as a reinforcement in the next reinforcement stage.
Starting new units Example: London has 3 factories and a major port. Jeremy decides on a
major naval and air push and places 3 CVs and 2 BBs in London’s 6
After continuing construction of all units you desire, you may now start production box but can place no more than 1 FTR in its 2 box because 2
building new units and/or repairing naval units with any remaining build LND and an ARM already occupy it. He could have placed 6 naval units
points. in the 6 box if he were playing SiF option 5.
Where units are built There is no limit to the number of units in the ‘Construction Pool’,
Land and air units (other than MIL, GAR and TiF option 54: TERR) ‘Deploy’ or ‘Repair’ boxes or anywhere on the Open production track
must be built at a capital or factory location in the unit’s home country. (where GAR (PiF option 46: pilots, opt. 49: Off. chits, TiF opt. 54:
Germany may also build units in German controlled Prague in any TERR, AiF & TiF opt. 55: CBV) and MIL are built).
campaign starting after 1938 provided the Czech Republic is aligned to For a port location without a production track, 1 naval unit (maximum)
Germany. may occupy any numbered box. Naval units in construction and repair
Naval units must be built at home country ports. It doesn’t matter if the pools do count against minor port construction stacking limits.
Example: Heinz builds a Rumanian CA in Constanta. While it is in a option 7: ASW) or shipping (TRS,
(virtual) numbered box or Construction pool, no other naval unit may AMPH, and convoys). Each turn if you
start being built there. spend at least 1 build point on units of
If when randomly selecting new units to build, you pick one that you the type the shipyard produces at its
cannot place (e.g. a Canadian unit when all factories in Canada are full), location, you may spend 1 additional
randomly pick another (in this case, non-Canadian) unit instead. build point on the shipyard's units for free.
If you exceed a box’s stacking limit (e.g. by strategic bombing, see 11.7, Example: Japan has an SCS shipyard in Tokyo (P2638). Kasigi wants
railing factories away, see 11.9 or destroying them, see 13.8), no units are to begin building a BB while continuing the construction of a second (that
destroyed – you just can’t move any more units into that box by starting is not yet paid off). Normally this would cost 2 build points but due to the
new units or continuing construction on units in higher boxes until the shipyard only costs 1.
units again conform to stacking. Factory specialisation (FiF option 40)
Damaged and incomplete naval units Certain major powers may specialise
Naval units are no longer required to return to the repair pool when production sites in their home country to
damaged. Instead, they stay on the map with a ‘damage’ marker. You build a particular kind of unit (by class,
may transfer them at any time to and from the repair pool on the see 28).
production chart at their current location (to reduce map clutter) at no When you build the type of unit at a
movement cost or activity limit. You may also repair them on the map, location that has that specialisation, you may choose which of that type
but they must satisfy stacking restrictions while on the map. of unit you wish to build from those available in your force pool (rather
Each turn you may start or continue repairs of one (only) of your naval than drawing randomly). You may only specialise 1 unit in each
units in each major port outside your home country. specialisation hex per turn.
Example: After a disastrous naval battle Jay returns 4 damaged CVs to Strategic bombing
Pearl Harbor (P0131). Jay can only repair one of them there at a time. Strategic bombing (see 11.7) no longer affects how many production
The others can wait their turn or sail back to the USA for repairs. points you produce this turn. Instead, it now targets units in production
You may also repair naval units of co-operating major powers in your boxes (including in the ‘Deploy’ box, but not in the Construction or
ports, but you must pay the cost. Repair Pools) in the target hex.
Damaged naval units, naval units in the construction or repair pools, and After any air-to-air-combat and anti-aircraft fire, you must specify which
face-up naval units on the production track may perform a naval move of your surviving bombers are attacking the land and aircraft unit in the
with up to double their range and movement points, provided the move target hex and which are attacking the naval units.
ends in another port where they are eligible to retain their status (i.e., in The attacker and defender alternate assigning points of strategic damage,
the construction pool, repair pool, or face-up in a production box of the with the defender selecting the target first. For each point of damage,
same number). Such units must attempt to fight through from the 0 box move a unit up to 1 higher numbered box. If it has a Free marker, add a
if intercepted. bomb marker to the unit for each point of damage.
Naval units in the construction and repair pools (but not those in A unit may not be moved up to a box higher than its printed clock
production boxes or under repair) are included in any port attack (see number. If it reaches this box (or began in a higher box), mark the unit
11.2). Damaged units in the construction pool require an extra build point with a bomb marker for each remaining point of damage. When any unit
to advance on the production track until repaired. accumulates enough damage that it would cost more to complete than
Example: Playing SiF the CV Audacious is damaged by port attack start over (both cycles for naval units), it is immediately destroyed.
while in London’s construction pool. During production Jeremy places Example: Jeremy is strategically bombing Kiel (W0640), where the CL
it in London’s 6 box face-up for 2 build points. Next turn’s production he Bremen (cost 2/3) is under construction face-up in the 4 box (meaning 4
moves the Audacious down to the 5 box for another 2 build points and of the 5 build points required to build it have already been spent; 2 on the
removes the damage marker. first cycle and 2 on the second). The result of the bombing is 4 points
Units face-up on the production track, and those from the construction damage and the Bremen is destroyed. If there had been 3 points of
pool have zero attack, AA and ASW factors and their defence factors are damage, the Bremen would have been moved up to the 5 box with a 2
2 higher. Damaged naval units have the factors specified in 11.5.8. bomb marker stacked on it.
A TRS that is damaged or under construction may not embark units (see Any damage you can’t assign is lost.
11.4.5). Option 32: (Facility destruction) You may still bomb facilities as usual
Building ahead (option 38) (see 11.7). If you are strategically bombing a port without any facilities
(option 33: or printed factories), each ‘*’ result destroys a naval unit in a
During any production you may pay the entire remaining cost to build a numbered box (defender’s choice).
unit (or cycle in the case of naval units). If you do, place a Free marker
on the unit (or if you prefer, rotate it 180°) to show its cost has been paid Option 33: (Factory, rail and oil destruction) You may still bomb printed
in full. This does not lessen the time taken to build the unit. factories (even those not producing units), rail and oil hexes as usual (see
11.7).
Example: The CV Essex is face-down in the 5 box at the start of the
production step, Jay would normally spend 1 build point and move the Removing bomb markers
Essex down to the 4 box. However, Jay decides to complete the first cycle Bomb markers must be removed from units before construction can
cost and spends 2 build points on the Essex (which has a first cycle cost continue on that unit. To remove bomb markers, you pay 1 build point
of 3 build points when playing WiF Classic), placing a Free marker on for each. You may then continue construction on the unit as usual (even
her. It would still only move down to the 4 box. advancing a box on the same turn).
If a particular type of unit (e.g., INF, NAV, CV etc.) is not available in Example: Heinz is building an ENG and ARM in Hannover (1 factory)
any of your force pools, and all units of that type being produced have where 3 points of damage have been assigned by Jeremy’s bombing raid.
Free markers on them (first cycle only required in the case of naval units) The ENG was started 3 turns ago and is in the 3 box now with a ‘Free’
then you may build ahead as normal (see 13.6.5). marker on it, as its total cost of 3 build points has been paid. The ARM is
Example: Continuing the above example, its 1941 and there are no US in the 4 box, having been started last turn. Heinz assigns the first point of
CVs left in the force pool. All the US CVs being built on their first cycle damage to the ENG, moving it to the 4 box, keeping the ‘Free’ marker
have Free markers on them except for the Bunker Hill. Before Jay can and adding a bomb marker to it. Jeremy assigns the second point to the
build ahead 1942 CVs he would have to finish the first cycle cost of the ARM adding a bomb marker. Heinz then assigns the 3rd point of damage
Bunker Hill. to the ARM, adding a second bomb marker. One more point of damage
would destroy the ARM. During production, as the ARM and ENG both
Shipyards (FiF option 40) occupy the 4 box and Hannover only has 1 factory, Heinz must decide
Some major powers have shipyard facilities available. Each shipyard has which to continue construction on next turn (because he can only move
the silhouette of a certain kind of naval unit on it: SUB, SCS, CV, (Coif one to the 3 box as Hanover is a 1 stack factory).
Railing units to build a pilot and a convoy point.
During any rail movement step (see 11.9), a land or aircraft unit on a Example 2: During production Kasigi could lend Manchukuo’s build
production track may rail move to the same production box on another points to Japan provided he has the CPs to transport them there.
track within the same home country for the same rail move cost as an on- KiF option 41: Intelligence points (AiF, PatiF & PoliF: and political
map unit making the move (e.g. it costs 2 rail moves for a Soviet ARM points) may only be built by major powers (the UK’s current home
to rail move from the Kiev 4 production box to the Vladivostok 4 box), country in the case of the Commonwealth).
provided this would not result in overstacking on that production box.
Units railing between production tracks are turned face-down after 13.6.11. Intelligence (KiF option 41)
movement as usual (and reorganised as usual at the end of the turn, see Intelligence represents the benefits some major powers gained over their
13.5). enemies at crucial points during the war.
Overrunning production locations Intelligence effort
When you capture an enemy production location where land or air units First all remaining intelligence points are lost.
are under construction, they are destroyed. Next the active major power from each side with the most build points
When you overrun an enemy port (even due to conquest, see 13.7.1), all this turn available for production (after lending and cadres, roll die to
face-down naval units in numbered production boxes are destroyed. resolve ties) receives 1 free intelligence roll. Each active major power
Treat each naval unit that is face-up in a numbered production box, or in may pay 3 build points for each additional roll they would like to buy
the construction or repair pool (including damaged on the map) as if were (this is decided in secret and revealed simultaneously).
overrun while surprised (see 11.10.6), but subtract 1 from the die roll. KiF option 41 (Bletchley Park): Anytime in 1940 the Commonwealth
Surviving ships that escape must immediately rebase (see Damaged and gains 1 free intelligence roll. In 1941 she gains 2 free rolls, in 1942 three
Incomplete Naval units above). If they cannot, they are destroyed. free rolls and so on, up to a maximum of 6 per year. These may be used
Captured ships are placed in the construction pool if they started there, or at any time during the year, and more than one in the same turn. Place the
if they are in a 3 box or higher. Otherwise, they are placed in the repair ‘Bletchley Park’ marker on the markers track to show how many
pool. intelligence rolls the Commonwealth has. Any left over at the end of the
year are lost.
Reinforcements
During each reinforcement stage, face-down naval units are placed face- Gaining Intelligence
down in their production track’s construction pool. All other units in each Each major power rolls their intelligence roll(s). If you highest roll higher
‘Deploy’ box arrive as reinforcements on-map in their build location, than every major power on the other side you win valuable intelligence
except: equal to the difference between your highest roll and the highest roll of
• MIL (AiF & TiF option 55: and city based volunteers) arrive in any major power on the other side.
their city;
If major powers from opposite sides tie with the highest roll, the major
• GAR arrive in any city in their home country; and power with the most build points gets 1 intelligence point (none if equal).
• PiF option 46: aircraft reinforcing from the reserve pool may
arrive at any controlled factory in their home country. Aircraft Example: It is July/August 1940. Japan is at war with China, and
arriving without a pilot remain in the ‘Deploy box’. Germany and Italy are at war with the Commonwealth and France. The
USSR and USA are neutral.
If a unit cannot arrive as a reinforcement without causing overstacking,
or you choose not to place a unit on the map at this time, keep the unit in The Commonwealth is the active major power with the most build points
the ‘Deploy’ box. on the Allies side while Germany is the active major power with the most
build points on the Axis side so they both get 1 free intelligence roll. Italy,
Reinforcing facilities arrive in their build location even if it is in an enemy Japan and the Commonwealth each pay 3 build points to get another roll.
ZOC (you still can’t commence its construction in an enemy ZOC).
Germany rolls a 9, Italy a 7 and Japan a 1. The Commonwealth rolls a 4
Minor country activation and a 3. Germany gets 5 intelligence points, Italy gets 3, and everyone
When declared war on (see 19.2), place units with this year’s date on the else 0.
back face-up on the minor country’s ‘deploy’ box. If you gain intelligence points, place your Intel marker on the markers
track to record them.
Shattered units
When shattered (see 11.15.5), a unit must be placed face-up in any Spending intelligence
controlled home country city ‘Deploy’ box of the owner’s choice. The cost for each intelligence action is as follows:
Factories in Flames WiF set-ups Intelligence
For any units listed in any World in Flames campaign to be set-up on Action Intel cost
the production track, you may place that unit into any build location that Re-roll any search or combat roll 3*
it could be completed in, placing the unit into the numbered box Re-roll any other die 5
corresponding to the number of turns from the campaign’s first turn. For
example, if you are setting up a May/June 1941 campaign, a unit due to +/- 1 to any search or combat roll 1*
arrive in September/October 1941 would be placed into a 3 box. For all +/- 1 to any other roll 2
such units, place a ‘Free’ marker on them, to indicate that their cost has * ~ +1 to the cost if the sea area being searched, or the
already been paid in full. combat, does not include any of your units
Separate country production (FiF option 40) Any time a die is rolled that you don’t like (even your opponents’), and
Every aligned minor country and Commonwealth home country you have sufficient intelligence points remaining, you may immediately
produces units separately (option 36: including cadres, see 13.6.3) using demand a re-roll. If 2 dice were rolled (e.g. air-to-air combat), both must
the base production multiple of its controlling major power. be re-rolled but this only counts as 1 re-roll.
Each country will produce its own units using its own production; it may When you demand a re-roll you also state whether you expect the re-roll
save, lend, and receive build points; its units form its own force pools; to be higher or lower. If you are wrong the enemy major power affected
and so forth. Any resources controlled by your major power can be by the re-roll gains 1 intelligence point (your intelligence ring has been
transported to any country you control without having to announce this compromised). Where the re-roll is directed at 2 or more enemy major
during the lending stage. Any country may build convoys (PiF option powers (e.g. the Commonwealth demanding Germany and Italy (or
46: pilots, TiF option 32: fortifications, roads, rails) and offensive chits. themselves) re-roll an air-to-air combat they are all participating in), they
Example 1: Jeremy is producing units in India. With 2 factories and all gain 1 intelligence point. Where the re-roll is not directed at any
access to 2 Commonwealth resources, India has 2 production points. The particular enemy major power (e.g. a weather or initiative re-roll) every
CW production multiple is 1.25, so India produces 3 (2 x 1.25) build active major power on the other side gains an intelligence point.
points this turn. With no units left in his Indian force pool, Jeremy decides Example: Continuing the above, both sides roll for initiative. The marker
is +1 to the Axis but the Allies win ties. The Allies roll a 3 and the Axis in the conquered home country. Remove from the game all of its land
roll a 2, modified to 3 but with the Allies still winning the initiative. Heinz and aircraft units (TiF option 32: and facilities) not on the map.
decides this is intolerable and demands a re-roll expending all 5 of his PiF option 46: You also lose the pilots in those aircraft, on the markers
intelligence points. He confidently states that his re-roll will be higher, track and on the production circle.
but rolls another 2, meaning the three active Allied major powers,
Commonwealth, China and Free France each gain 1 intelligence point Remove any naval units in its force pools (except convoy points)
and win the initiative. They chortle with glee as they plan their blows. from the game. All other units remain where they are.
As well as demanding a re-roll you may spend intelligence points on All units from the conquered side in that country that aren’t at war
modifying a die (or dice if more than one is being rolled, e.g. in air-to-air with the conqueror, are now placed on the production circle to arrive
combat) roll by + or -1. as reinforcements in 2 turns.
You must announce whether you are adding or subtracting 1 before the If this is the first time the country or territory has been conquered:
die (or dice) are rolled. Any dice may be modified, even those of your (a) it loses control of every hex in its home country or territory;
opponents. The side rolling the die decides first if they want to modify (b) every one of its hexes occupied by a land or aircraft unit, or in
the roll. Only if they don’t may the other side then modify it. their uncontested (by any other major power) ZoCs becomes
Example: 2 German land units are attacking French controlled controlled by that unit’s controlling major power; unless already
Marseille (W1222) supported by Italian shore bombardment. Italy pays controlled by another major power on the same side. If more than
1 intel point to increase the land combat roll by 1. If the Italian ships were one major power’s land and/or aircraft units occupy the same
not included it would cost Italy 2 intel points. hex, then the major power with the most land combat factors in
the hex will control it; and
13.7 Peace (c) all of its other hexes become controlled by the conquering major
During this step you check to see if the political status of any country power unless already controlled by another major power on the
or territory has changed and determine the impact of these changes. same side.
13.7.1. Conquest Example:
Conquest allows you to change control of home countries or
territories you are at war with. After you conquer a country or
territory, you control it.
A minor country cannot conquer another country or territory. The
country or territory is instead conquered by the minor’s controlling
major power (even if it was not at war with the conquered territory or
country).
All conquest in a turn occurs simultaneously.
Territories
You conquer a territory if:
(a) you control every city and port in that territory;
(b) you control every port and coastal city in every sea area the
territory has a coastal hex in; or
(c) control every hex,
whichever comes first.
If more than one major power from the conquering side controls
hexes in a territory, the major power with the greatest influence is the
conqueror. Using the following priority, whoever
1. controls the most ports and cities,
2. has the highest garrison value (see 9.2),
3. has the most total land combat factors,
4. last occupied a city or port, or
5. last occupied a hex
The US conquers Italy in Sep/Oct 1943. Germany, France and the
in the territory gains its control. Commonwealth control every hex in Italy containing one of their land
Italy or aircraft units. They also gain control of all hexes in Italy
Italy is conquered when any 3 of these are true during this step: exclusively in their ZoCs not already controlled by another major
1. The Allies control Rome (W0520). power on their side.
2. The Allies control Tripoli (W0505). The USA gets all the other hexes in Italy including La Spezia (W0823)
3. The Allies control any printed factory hex in Italy (apart from which contains the Italian fleet only and is not in the ZoC of any land
Rome). unit. She also gets control of several empty hexes in the ZoC of any 2
4. The Allied garrison value (see 9.2) in Italy (including Sicily) is (or more) of the US, Commonwealth, France or Germany. Germany
greater than the Italian garrison value there. only has a tenuous supply line in Northern Italy and desperately
needs to move first next turn to restore control.
Use the priority above to ascertain which Allied major power is the
conqueror (e.g. the USA controls Rome and the Commonwealth All naval units (TiF option 30: and saved oil, TiF option 31: saved
controls Tripoli, the USA is Italy’s conqueror). build points, option 32: and facilities) now in hexes controlled by the
other side are treated as if they had been overrun (but not surprised,
Other home countries see 11.10.6).
You conquer any other home country if you control its capital plus
Incomplete conquest
every printed factory hex in that home country (even if the factory
itself has been railed away). The conqueror is the major power If a conquered major power or minor country still controls at least
controlling the capital. one aligned minor country that was aligned to it (or to France in the
case of Vichy and Free France) prior to 1939 (i.e. has its initials
Effect of conquest printed after the minor country’s name on the map) then that major
First, destroy all printed fort hexsides in the country. power or minor country is only incompletely conquered, and fights
Next, remove from the game all the conquered home country’s land on with its remaining units. It now chooses one of these aligned minor
(AiF & TiF option 55: except its CBVs, see 22.8) and aircraft units countries as a new home country for the units of its conquered home
country. Example: A Commonwealth aligned Netherlands is completely conquered
Example: During the game Italy aligns Yugoslavia. Later Italy is when their last aligned home country, the Netherlands East Indies, is
incompletely conquered while still controlling Albania and conquered by the Japanese. All Netherlands naval units on the map are now
Yugoslavia. She could choose Albania as her new home country but British and all those on the turn record chart are Japanese.
not Yugoslavia. Until the country is liberated, all on-map naval units of a completely
Conquered Commonwealth major power home countries may instead conquered major power become units (for all purposes) of one active
pick another CW major power home country (e.g. if Australia is major power on its side (conquered major power’s choice). If none,
conquered, you could pick Canada as the new home country for they are removed from the game.
Australian units). Each hex it controls in a territory or home country controlled by
Conquered minor countries may pick either their controlling major another country reverts to the control of that other country.
power’s (current) home country or any home country that the minor Change the control of the last home country conquered as per the
country itself controls. effects of conquest rules (exception, Poland ~ see 19.5.1).
Example: Germany controls Brussels (W1134) and Liege (W1034) Each remaining home country it controls becomes controlled by the
during the conquest step. Belgium (a Commonwealth aligned minor major power controlling that home country’s capital. If none, and for
country) is conquered. She is not completely conquered because the
each remaining territory it controls, control is determined by the
Belgian Congo is still aligned with Belgium. Belgium must pick a new
major power with the greatest influence in that country or territory
home country. This can be the Belgian Congo or any one of the 6
Commonwealth major power home countries. (using the same order to decide control as 13.7.1 Territories above). If
the home country or territory is now controlled by another major
If the conquered country is not a Commonwealth major power home power from the same side as the completely conquered major power,
country that has just chosen another as its new home country, you the territory or home country’s status remains unchanged (aligned
now roll a die. All of the conquered country’s land and aircraft units remains aligned, conquered remains conquered). Otherwise the
(apart from partisans, see 13.1) that are more hexes (and/or hexdots) territory or home country’s status is reversed (conquered becomes
away from any hex they (or their controlling major power) control in aligned and aligned becomes conquered).
their new home country than the die roll, are removed from the game.
When counting hexes only distance matters (not terrain, units, ZoCs Example: Italy is completely conquered while Yugoslavia is aligned to
etc.). Off-map hexes and hexdots cost 2 each. Units at sea survive if Italy. No major power controls any city in Yugoslavia and Germany is the
any hex in the sea area is within range. only major power with face-up corps there so Yugoslavia becomes a
German aligned minor country. If the USA had a division in a Yugoslav
Example: Japan is incompletely conquered. She chooses Manchukuo city, Yugoslavia would instead become a conquered US minor country.
as her new home country and rolls a 5 on 1 die. She controls every
hex in Manchukuo. The Japanese land unit in Changsha (A0434, 6 If no-one has any influence in the home country or territory it
hexes from Port Arthur, A0240) is removed from the game but becomes neutral. Each neutral territory may subsequently be declared
aircraft in the Sea of Japan (2 hexes from Manchukuo) remain in the war on as if it were a minor country.
sea area. Her partisans in Japan and on-map navy are unaffected. All naval units now in neutral or enemy controlled hexes are treated
[Design Note: CW major power units were wholly integrated and not as if they had been overrun (but not surprised, see 11.10.6).
subject to the same disruption as other major powers which did not Example: Germany is conquered while she still controls a conquered
have a world-wide empire to call on in time of need.] Norway and an aligned Lithuania. Because Germany controls no
Now roll a die for each of its naval units on the production circle, in aligned home countries it controlled prior to 1939, Germany has
the construction pool or repair pool. On a 1 or 2 it becomes controlled been completely conquered. All German land and aircraft units are
by any major power the conquered major power chooses (including removed from the game. Norway reverts to neutrality because no
major power has any influence there. There is 1 Soviet unit in
itself). On a 3 through 5 it is destroyed. On a 6 or higher it becomes
Lithuania so it becomes a Soviet conquered minor country.
controlled by any major power the conqueror chooses. If the
Commonwealth is chosen to control the unit, it becomes British. All German naval units become controlled by Japan. You roll for any
face-down German naval units that are now in Allied controlled
From now on, if a unit’s original home country is conquered and not hexes. All remaining German naval units must rebase. Unless there
yet liberated, remove it from the game if it is destroyed while out of are Japanese controlled ports within double the range of these units,
supply. Immediately roll a die if it is destroyed in supply ~ remove it they will be destroyed.
from the game on a 5 or less; otherwise return it to the force pools.
Re-conquest
Units from incompletely conquered home countries may still be built
with whatever production the major power retains. A conquered home country or territory is re-conquered in the same
manner that it was conquered provided the major power satisfying the
Incompletely conquered major powers (only the UK in the case of the
conditions of conquest is from the other side to that which conquered
Commonwealth) have only half their normal activity limits (see 10.2)
it. Countries and territories may be conquered and re-conquered any
until liberated.
number of times during the game.
Incompletely conquered countries still receive annual additions to
Example: Germany declares war on Belgium and occupies Brussels
their force pools (see 4.1.1) as normal.
(W1134) and Liege (W1034). Belgium is incompletely conquered (as it
Complete conquest still controls the Belgian Congo). France retakes Brussels and Liege in a
When any major power or minor country no longer controls its own later turn. During that turn’s peace step the Belgian home country is re-
or any home country aligned prior to 1939, it has been completely conquered by France. Germany later recaptures Brussels and Liege and
conquered. the Belgian home country is again conquered.
A completely conquered country is at peace with everyone it was at Instead of conquering a home country or territory you may liberate it
war with. Remove its naval units in the force pools, and all its land (see 13.7.5).
(AiF & TiF option 55: except its CBVs, see 22.8) and aircraft units, 13.7.2. Allied support
from the game. It no longer receives any annual additions to their The Allies support an unconquered minor country an Axis major
force pools (see 4.1.1). power has declared war on by having 4 or more Allied major power
A completely conquered country’s naval units on the production (not minor country) corps sized units in it during this step. A minor
circle and construction, transfer, reserve and repair pools become country can only ever be supported once.
controlled by whoever conquered its last home country. The only consequence of supporting a minor country is the US entry
All on-map naval units of a completely conquered minor country effect (see 13.3.3).
become units of their aligned major power (the UK in the case of the
Commonwealth).
13.7.3. Mutual peace and neutrality 13.7.5. Liberation
Two major powers at war can agree to come to peace on any terms Instead of being re-conquered (see 13.7.1), conquered home countries
mutually acceptable (except for transferring units). If the terms and territories may be liberated provided the major power re-
include the transferring of hex control, these hexes must be conquering it is from the other side to that which first conquered it
contiguous to hexes already under the control of the major power (exceptions: Czechoslovakia and Ethiopia, see 19.8).
gaining control of the hex. Furthermore, to liberate Italy you must currently control Rome and
Example: Kasigi could only transfer P2045 to the USSR as part of a mutual all Italy’s home country factories. For all other countries (and unlike
peace if Kasigi also hands over control of P2046 and P1947 at the same reconquest) you only need currently control the conquered capital to
time (the latter contiguous with Soviet controlled P1948). liberate it. You may choose not to liberate a country or territory that
If transferring control of aligned minors, they may only be transferred could be liberated. If you do that, it suffers the effects of partisans
as conquered minor countries. If transferring control of a conquered (see 13.1) as if it were marked in red on the Partisan table until it is
minor country, it is transferred as conquered or aligned, new owner’s liberated.
choice. A completely conquered country is back in the game when its home
Example: Germany and the Soviet Union agree to come to peace if country is liberated (any of its 6 home countries in the case of the
Germany transfers control of conquered Latvia, Lithuania and Estonia to Commonwealth). It is at war with every major power its liberator is
Anna. Anna decides to align Estonia and conquer Latvia and Lithuania. at war with.
Players can also agree to reach a peace between a major power and a Liberation of a Commonwealth major power home country
minor country. In that case, they return to their pre-war borders When any of the 6 Commonwealth major power home countries is
(exception: see Soviet border rectification 19.6). liberated it must immediately revert to Commonwealth control.
Option 42: (USSR-Japan compulsory peace) If Japan controls
Vladivostok (P2942) during the first war between Japan and the USSR, Liberation of France
the Japanese player must agree to a peace if the Soviet player wants one. If the Allies conquer or liberate a minor country or territory that was
Similarly, if the USSR controls 3 or more resources that were Japanese aligned to France in 1939, they may instead liberate it to France or
controlled at the start of Sep/Oct 1939, the Soviet player must agree to a Free France. If neither exist then Free France is liberated if Vichy
peace if the Japanese player wants one. still exists, otherwise France is liberated.
In either case the new Russo-Japanese border is established by the hexes Example: Vichy France has been created and Free France completely
each controls. Any hex that (now they are at peace) cannot trace a supply conquered. The US occupy Vichy aligned Dakar (W2301). During the
line of any length to any home nation supply source becomes controlled peace step they liberate Senegal to Free France with Dakar as its capital.
by the major power whose hex control blocks supply (owner’s choice if The Commonwealth then liberates conquered Martinique to Free France.
more than one).
If the Allies liberate Occupied France (regardless of whether it was
Example: created by Axis conquest or Vichy creation), Vichy, if it exists,
Hexes P2845, collapses (see 17.4.5) and France is liberated.
P2945 and P2944
France, when liberated, succeeds Free France and all major powers
are Japanese
that co-operate with Free France also co-operate with liberated
controlled even
though they are France unless they fail to revert control of liberated French hexes (see
wholly surrounded below). All countries at war with Free France are now at war with
by Soviet France.
controlled hexes. If Liberation of China
the USSR and
Japan reach a When China is liberated, each liberated Chinese city reverts to
peace, these hexes Nationalist or Communist Chinese control, liberator’s choice (all
will become Soviet other reverted hexes belonging to both, see 20), on a city by city basis.
controlled. Liberation effects
Alternatively, the Return half of the liberated country’s (unscrapped) units not in the
USSR may compel a peace any turn during its first war with Japan. In game (chosen randomly within each type, rounding fractions up) to
addition to hexes given up as stated above, all Soviet controlled hexes
its force pools (except France’s if Vichy and Free France were both
(and half-hexes) in Manchukuo, the Pacific map, and in Japanese
installed ~ see 17, and territorials ~ see 22.7). Liberated minors’ units
controlled home countries (anywhere) become controlled by Japan.
Japan too may compel a peace any turn during its first war with the join the force pools of their liberating major power.
USSR. In addition to Japanese hexes given up as stated above, all A liberated country or territory gets back control of all hexes it
Japanese controlled hexes (and half-hexes) in Manchukuo and in Soviet controlled at the start of the 1939 campaign game that are now
controlled home countries (anywhere) become controlled by the USSR. controlled by the liberating major power. Other major powers on its
Japan and the USSR cannot compel a peace in their second or any side can also give back all such hexes that they control. All major
subsequent war (except by conquest). powers that give back all such hexes to a liberated major power may
co-operate with it for the rest of the game. All those that don’t may
If a peace is reached, remove all forces now in each other’s hexes.
never co-operate with the liberated major power even if they return
Put them on the production circle to arrive as reinforcements in 2
the hexes in a later turn. Unlike conquest, no other hexes change
turns. A neutrality pact is now in place between the parties.
control.
If a minor country makes peace and is now not at war with anyone,
If you liberate the original home country of a conquered country, it
remove all its units from the game until it is next at war, when all its
again becomes the home country for its units, replacing any
units are again set up as normal (see 19.4.1) except for its destroyed
alternative home country.
naval units (if any) which remain destroyed
You may only liberate a territory or minor country that was aligned
If a major power makes peace and is now not at war with anyone, any
with a neutral minor country or an allied major power in 1939 to that
units illegally stacked (e.g. in an allied major power’s country) are
country. All other liberated minor countries and territories are aligned
removed from the map and placed on the production circle to arrive
with the liberating major power.
as reinforcements (see 4) in 2 turns.
Example: Germany declares war on Belgium who aligns with the
13.7.4. Vichy declaration Commonwealth. Germany incompletely conquers Belgium. Later the USA
You may be able to declare a Vichy government during this step (see liberates her. Belgium is immediately aligned with the USA (rather than the
17.1). Commonwealth). Belgian Congo, on the other hand, may only be liberated
to, and aligned with, Belgium (and only if she is currently still in the game). If your side wins an automatic victory, each major power on the other
If your units are now illegally stacked you must place enough of them side gains 0 objectives. Add up the objectives controlled by the major
on the Production circle to arrive as reinforcements in 2 turns, until powers on your side. You do this normally (see Final victory below)
the remainder are legally stacked. treating all objectives controlled by the other side as neutral (i.e. the
closest victorious major power counts those objectives).
Example: Continuing the previous example, a Belgian and CW unit are
stacked together when Belgium is liberated. They no longer co-operate so Believe it or not, the current turn is over. If no one has won an
either the CW or now US controlled Belgian unit must be placed on the automatic victory and this isn’t the last turn of the game, you are
production circle to arrive in 2 turns. If Jay and Jeremy can’t agree, they ready to go on to the next turn. Return the impulse marker to the first
both get placed there. box on the impulse track and advance the game turn marker 1 turn
(altering the year marker if necessary).
Reversion
At the end of the game, you work out who has won by counting the
You may return a hex, territory or minor country you control to the objectives each major power controls.
country that controlled it in 1939 (or any hex in China to China)
during any liberation step with the same status it had in 1939 (either Final victory
aligned or conquered), provided the country you revert it to is on your There are 70 objective cities and ports on the map. They represent the
side and not currently completely conquered. Chinese cities revert to major strategic, cultural, economic and political centres of the world.
Nationalist or Communist control, your choice. Hexes or minor Objectives have their names printed in red on the map:
countries controlled by France in 1939 may be reverted to Free France
Aden, Amsterdam, Antwerp, Athens, Baghdad, Batavia, Belgrade,
if she currently exists.
Berlin, Bucharest, Budapest, Buenos Aires, Calcutta, Canberra, Cape
13.7.6. Surrender Town, Chungking, Colombo, Dakar, Delhi, Diego Suarez, Dutch
During any peace step, you may surrender the current home country Harbor, Edinburgh, Gibraltar, Helsinki, Hong Kong, Istanbul,
of your major power if your capital is enemy controlled or you have no Jerusalem, Kiel, Kiev, Kuybyshev, Kwajalein, Lanchow, Leningrad,
in-supply land units inside the home country but your enemy does. London, Los Angeles, Madrid, Manila, Marseille, Mecca, Mexico
City, Milan, Moscow, Munich, Oslo, Ottawa, Pago Pago, Panama,
Surrendering a home country is treated the same as conquest (see Paris, Pearl Harbor, Port Arthur, Prague, Rabaul, Rome, Saigon, Sao
13.7.1) in all respects (except for rolling for Occupation of Chinese Paulo, Seoul, Shanghai, Singapore, Stalingrad, Stockholm, Suez,
cities, see 13.3.3, US entry action 10, and the USA gaining a US entry Taihoku, Tehran, Tokyo, Truk, Vancouver, Vienna, Vladivostok,
chit a turn, see note 3 in the Combat Chart’s US Entry Action table). Warsaw, Washington and Wellington.
Example: Germany controls Paris (W1431) during the peace step but At the end of the game, add up the objectives controlled by each
doesn’t declare Vichy. Pierre surrenders. France is incompletely major power (Vichy controlled objectives being added to the major
conquered. power that installed Vichy). Add objectives in neutral minor countries
13.7.7. Reserve & militia removal to the total of the major power with the closest major power’s current
home country capital (even if occupied by an enemy unit). Count each
When the USSR comes to peace with Germany, move any reserve
off-map hex or large hexdot as 6 hexes, and each other non-European
units with “Ge” on their back that are either on the map or the
hex or hexdot as 2. If an objective is equidistant from 2 capitals, count
production circle to the reserve pool. Remove from the game all such
it as half an objective for each of them.
reserve units in the force pools.
Subtract your modified bid (see ~ 24.1.2) from your total.
When you come to peace with every major power (i.e. you are neutral
again), move all your reserve and militia units that are either on the Subtract 1 from an Allied major power’s total for each minor country
map or the production circle to the reserve pool. Remove all reserve on the American map that it declared war on. Subtract 1 from the
and militia units in your force pools from the game. USA’s total if the USA has declared that both Mexico and Brazil are
aligned with it (see 19.8).
If you go to war again, eligible reserve and militia units may be called
out again (see 9.7). The major power with the largest final total wins.
Example: It is the end of the Jul/Aug 1945 game turn and a game of
13.8 Facility, factory & oil voluntary destruction the Global War campaign has just finished. The Allied noose had
(opt. 32 & 33) tightened around Germany, but the heart of the Reich (Berlin, Kiel,
You may destroy facilities, printed oil or printed blue (not red) factories Munich and Oslo) is still German controlled. Stockholm (E2949),
voluntarily. You may only destroy a printed factory or oil if an enemy though neutral, is also counted as a German objective, as it is closer
non-partisan land unit occupies a hex in the country. You may not to Berlin (W0437) than to any other major power capital. All other
voluntarily destroy printed rail, road or fort hexes. objectives on the map are Allied controlled.
The only facilities on the production circle you may destroy are hex- Heinz’s modified bid to play Germany was 16. Thus his net victory
specific oil and resource facilities. To destroy these or any on-map point total is -11. Kasigi got Japan and Italy for a modified -8, so his
facility, or printed oil or factory, one of your (non-partisan) land units net victory point total is 8.
must be in supply in the hex now. Each (non-partisan) land unit may only The best of the Allies is Jay who, with perfect play, ends with 32 US
destroy 1 target a turn. and Nationalist Chinese objectives. This gives Jay a net victory point
Example: Germany has invaded America. In a desperate scorched earth of 9 (32 minus his modified bid of 23).
strategy Jay decides to destroy Houston’s (M0916) infrastructure. Jay If you are running more than one major power, add up the objectives
has 2 corps in Houston so destroys 1 of Houston’s printed oil and the controlled by all your major powers before subtracting your bid.
M0916 oil facility on the production circle. It will take another 3 turns to
destroy Houston’s 5 remaining printed oil. 14. Aircraft
You may not destroy oil that you are providing to another major power Face-up aircraft can perform a variety of missions. The missions
as part of a trade agreement (see 5.1). themselves are explained in the relevant parts of the rules. Here we
13.9 Victory check explain the general rules that relate to all air missions.
17. Vichy
Nimitz is in Pearl Harbor (P0131) stacked with 3 CLs and a P-38L FTR.
Jay plays a naval offensive on Nimitz at the start of his naval action. Jay Historically France was never completely conquered (in WIF terms);
flies the P38-L into the 4 sea-box section of the Hawaiian Islands, and but split in two, Free France and Vichy France. These rules cover this
moves the 3 SCSs into the 4 sea-box section of the Marshalls sea area. unique situation.
At the end of naval movement, Jay places a 1 marker in the Hawaiian Is.
and a 3 marker in the Marshalls (He’d prefer to place 2 in each sea area
17.1 Creation Axis major power nominated by the major power installing Vichy. The
minor country is conquered if it was aligned to France, and aligned if it was
An Axis major power may choose to install a Vichy government
conquered by France. If more than one minor country is available to be
during any peace step if
allocated they may be allocated to different major powers.
• it occupies Paris with more land combat factors than any other
Axis major power; Example: Heinz declares war on the Netherlands in May/Jun 1940
• it is not at war with the USA; and which aligns to France. In the conquest step the Netherlands is
• France is not conquered. incompletely conquered. Pierre nominates the Netherlands East
Indies as the Netherlands new home country. During the same turn
If you install a Vichy government, the French home country is divided into France declares war on, and completely conquers, Greece.
2 home countries; Vichy France (south of the border marked on the map)
and Occupied France (north). The capital of Vichy France is the city of In Jul/Aug German units occupy Paris (W1431) and Heinz installs
Vichy. Paris remains the capital of Occupied France. Vichy. All French BBs and CVs are in French home country ports.
Pierre rolls for each administrative group on the Free French chart.
Occupied France is a conquered major power home country controlled by
The Netherlands is rolled for on the “All other minors** & territories”
the Axis major power that installed the Vichy government. Control of
row (as the original home country capital of the Netherlands,
occupied France is as per 13.7.1 except that all hexes controlled by French
Amsterdam, W1137, is located on the West Europe map). Pierre rolls
units become controlled by the Axis major power installing the Vichy
an 8, just not enough to sway the Netherlands to join the Free French.
government.
As the Netherlands was aligned to France after the start of the game
Vichy France is the home country of a new neutral major power, Vichy run then after all rolls on the Free French chart Heinz gives the (what
by the Axis major power that installed it. All hexes in Vichy France are now would otherwise be Vichy) Netherlands East Indies (and its aligned
controlled by Vichy. minor, Dutch Guyana) to Japan as a conquered minor country. All
Free France is an alternative government also established at this time. Free Dutch naval units in the NEI and Dutch Guyana are treated as if
France is considered an incompletely conquered major power from now on overrun (see 13.7.1) and, if still Allied controlled, become Free
unless otherwise specified. It is run by the French player and unless French and must rebase to a friendly port where they can stack.
otherwise stated all references to France include Free France. Free France Greece is affected by the same roll as the Netherlands and Heinz
starts at war with all countries France was at war with, and at peace with all allocates Greece to Germany as an aligned minor country.
others (including Vichy).
Free France must now choose one of its remaining aligned minor
Territories and minor countries controlled by France in 1939 and countries that it controlled in 1939 as its new home nation. If Free
subsequently conquered by the Axis remain conquered by them. All other France controls no such minor country, all Free French territories
territories and minor countries controlled by France in 1939 become become Vichy controlled (aligned if Free French aligned, otherwise
controlled by either Vichy or Free France (aligned if a minor country). conquered).
17.2 Determine control 17.3 Units
Roll a die on the Free French chart for each of the administration 17.3.1. Non-French units
groups to determine who controls it. A group becomes controlled by
the Free French player if the roll is within the range shown on this Every non-French controlled land (except partisans) and aircraft unit
chart. Otherwise, it remains controlled by Vichy: (PiF option 46: including its pilot) in a Vichy controlled hex, country or
territory is now placed on the production circle to arrive as a
Free French Chart* reinforcement in 2 turns.
Administration groups Die The owner then rebases every non-French controlled naval unit in
Corsica, Morocco, Algeria & Tunisia 10 these territories or minor countries to the nearest friendly port within
double the range of the rebasing naval units. If there is no friendly
French West Africa 9-10 base it can stack in within double the naval unit’s range, it is
Syria 9-10 destroyed instead.
Indo-China 9-10 17.3.2. French units & markers
Madagascar 8-10 Each Allied major power may destroy every French controlled unit in
All other Asian map minors** & territories 7-10 every hex that major power controls. If it does so Vichy is hostile to
French Equatorial Africa 3-10 that major power (see 17.4 & 17.5).
All Pacific map minors** & territories 2-10 All remaining French controlled land and aircraft units in a hex Free
Marquesas Is (M1509) & French Polynesia 7-10 or Vichy France doesn’t control are placed anywhere on the
production circle. On-map French minor country units are also placed
All other minors** & territories 9-10
there if they are not in their minor country.
* ~ Subtract 2 from each die roll if any on-map French CV or BB is not All remaining French controlled naval units in a port Free or Vichy
in a French (occupied or Vichy) home country port unless all such France doesn’t control are moved by Vichy's controlling major power
ports are already fully stacked with naval units or no such port exists to the nearest (in sea areas) Vichy- or Free–French- controlled port(s)
** ~ based on the location of the original minor country’s home nation where they may stack within double their range (their choice if more
capital than one eligible port). If no such port exists the unit is destroyed
Each hex France controls in a territory or home country controlled by instead.
another country reverts to the control of: The same major power now returns to base (see 13.4) every French
(a) the major power occupying the hex (if any); or if none controlled unit at sea (even those face-down) to the nearest Vichy or
(b) that other country. Free French hexes (port(s) for naval units and their cargoes) within
All Axis controlled hexes in Vichy controlled minor countries and range in which they may stack (controller’s choice if more than one).
territories immediately revert (see 13.7.5) to Vichy control. Axis If no such hex exists the unit is destroyed instead.
controlled hexes in Free French controlled minor countries and TiF options 30 & 31: (Saved oil and build points) The major power
territories remain under Axis control. controlling Vichy receives half the saved oil (including any 1/10ths) and
All Allied controlled hexes in Free French controlled minor countries and build points (by type, rounding up) in France. That player moves them
territories immediately revert to Free French control. All Allied immediately to any home country city that can store them (see 13.6.9).
controlled hexes in Vichy controlled minor countries and territories The remainder belongs to Vichy. These points are immediately moved to
immediately revert to Vichy control. an eligible city in Vichy France if not already there. In all cases ignore
terrain, ZoCs and neutral countries when moving the markers.
Finally all Vichy controlled minor countries France has gained control of
FiF option 40: (Factories in Flames) All French controlled non-naval
since the start of the game immediately become controlled by any active
units on the production tracks not fully paid for are destroyed. Example: Heinz chooses a combined action for Germany. This gives
The major power controlling Vichy now places all remaining French Germany 1 naval move which he uses to move 1 Vichy naval unit. If
controlled non-naval units on the production circle to any hex in their Vichy were hostile to the Commonwealth, he could have moved a task
home country in which they can stack. force of Vichy naval units instead. If he had chosen a naval action he
could have moved all the Vichy and German naval units (even if not
PiF option 46: (pilots) You may only place 1 aircraft on map for each hostile). Germany also has 6 air missions. Heinz moves 5 German
French controlled pilot anywhere on the production circle or the markers and 1 Vichy aircraft.
track (Vichy player’s choice). Any unpiloted aircraft on the production
circle and reserve pool, or unused pilots on the production circle or 17.4.3. Access to Vichy
markers track, are destroyed. While Vichy is neutral no Axis major power may enter any Vichy
All remaining French controlled markers on the production circle and controlled hex, country or territory except for those hexes in Vichy
markers track are destroyed. France itself that are adjacent to units controlled by a major power at
war with the Axis major power installing Vichy. Even then only units
All units controlled by France that are still in Vichy controlled hexes
controlled by the major power installing Vichy may enter, they may
are now controlled by Vichy. All other French controlled units are
only trace supply into and out of hexes they can move into, and these
Free French.
hexes are still subject to Allied ZoCs.
Now remove from the game all French controlled MIL whose city is
Example:
not controlled by Vichy. Half the remaining French controlled MIL
and 'Res' units on the map (rounded up) are destroyed and the rest A Commonwealth unit is
placed in the reserve pool. Similarly, half Vichy's other land and in Bordeaux (W1825)
aircraft (PiF option 46: and their pilots) units are destroyed (taken after Germany has
together rounded up). installed a Vichy
government. Even
In all cases, the player running Vichy chooses which units are
though Vichy is neutral,
destroyed. However, the player controlling Free France decides
German (and her
whether destroyed units are scrapped (see 13.6.5) or not.
controlled minor) units
French controlled naval units on the production circle, in the repair may enter (and trace
pool or in the construction pool remain there as Vichy units. They supply into) hexes
may be built using whatever production Vichy retains and when they W1725, W1724 and/or
arrive as reinforcements are placed in Vichy France. French W1824. After the CW
controlled units in the reserve pool are also Vichy controlled and may leaves Bordeaux all
be called out when at war with a major power (see 9.7). German controlled units
Randomly remove half the units now in each French force pool (TiF inside Vichy France,
Option 54: except territorials) from the game. when next they move,
TiF option 54: All territorials belonging to a minor country or territory may only enter a hex
controlled by Vichy are removed from the French force pools and placed outside Vichy control.
in a separate Vichy force pool. While Vichy is active, and in addition to the above, only units
All units left in the force pools or that enter them from now on (except controlled by the major power which installed Vichy may enter Vichy
CPs which may be built by both sides and TiF option 54: territorial controlled administration groups (not Vichy France), and even then
units), are Free French units (including those Vichy units destroyed, must satisfy the foreign troop commitment rules (see 18.2) to enter
which may only be scrapped (see 13.6.5) by Free France, not Vichy). each administration group.
If the French HQ-A ‘De Gaulle’ is neither in a hex controlled by Free If Vichy is active and hostile to any major power, units controlled by
France nor in the Free French force pool, move it to the Free French the major power that installed Vichy may enter any Vichy controlled
force pool. hex, country or territory without having to satisfy the foreign troop
commitment limits.
17.4 Running Vichy
17.4.4. Vichy production
17.4.1. Vichy’s role and declaring war Vichy may use its resources and factories to produce Vichy units.
Vichy may only declare war on major powers it is hostile to. There is Vichy’s basic production multiple is the same as France’s.
no US entry effect for this act. Vichy may not declare war on minor Vichy can only give resources and build points to an Axis major
countries. power if she is hostile to any Allied major power.
Axis major powers can’t declare war on Vichy.
17.4.5. Vichy collapse
Allied major powers at war with the installing major power may
If:
declare war on Vichy. The declaration of war does not make Vichy
(a) Occupied France is liberated (see 13.7.5), or
hostile to that Allied major power. However, if an Allied unit enters
(b) the major power that installed Vichy announces it at the end of
Vichy France, Vichy becomes hostile to that unit's controlling major
the declaration of war step;
power.
then Vichy collapses.
Vichy may be conquered just like any other major power (see 13.7.1).
If Vichy collapses, it ceases to exist. All Vichy controlled hexes in
17.4.2. Using Vichy units Vichy France become controlled by Occupied France (see 17.1) if it
Vichy does not choose an action type. Instead, she may only pass or still exists, or French home country hexes if it doesn’t. Each other
take the same action type as the major power that installed the Vichy home country or territory controlled by Vichy is immediately
government (even if Vichy is neutral). Further, activities of Vichy conquered by any Axis major power that has a land unit in it. All other
units (TiF option 30: and their oil cost) count against the installing Vichy controlled home countries and territories become aligned to the
major power’s activity limits. major power that controlled it in 1939. If none, they are aligned to
Vichy units may only enter a hex if it is enemy controlled or Free France (or become Free France with a new home country if it is
controlled by Vichy or one of her controlled minors. Vichy units may currently completely conquered,).
move into hexdots and sea-boxes without penalty. If Free France is completely conquered (see 13.7.5) when Vichy
If Vichy is not hostile to any Allied major power then each Vichy collapses she is back in the game and must choose one of her aligned
naval unit you move (not each task force) counts as 1 naval move and minor countries in 1939 as her new home country. She is at war with
all its naval units (except for convoy points) must return to base the major power that collapsed Vichy and every major power that co-
during the return to base step (see 13.4). operates with it (but neither side is surprised, see 15)
Example: Corsica, Algeria, Tunisia and Yugoslavia are aligned to 2. Units from the same minor country co-operate with each other.
Vichy which has also conquered Egypt. There are German units in 3. Units from a minor country co-operate with units from its
Tunisia. Heinz (who installed the Vichy Government) announces he controlling major power or minor country.
is collapsing Vichy. All hexes in Vichy France become conquered 4. Units from one minor country only co-operate with units from
German hexes. Tunisia becomes a German conquered minor country. another if both were aligned with the same major power in 1939
Egypt becomes an aligned Commonwealth minor country. Corsica, (have that major power’s initials in bracket after their name) and
Algeria and Yugoslavia become aligned to Free France. Free France are still aligned to that major power (or Free or Vichy France in
chooses Algeria as her new home country and is at war with Germany the case of France’s minors, see 17).
and Italy. 5. Units from a liberated major power co-operate with units from
All Vichy land and aircraft units now in Axis controlled hexes are the major power that liberated it.
moved to the Free French force pools. All Vichy land and aircraft 6. US and Commonwealth units co-operate provided neither is
units on the turn record chart are also moved to the Free French force neutral.
pool if Vichy France was Axis controlled at the moment of collapse. 7. Commonwealth and Free French units co-operate provided
All other Vichy land and aircraft units are Free French. neither is neutral.
8. US and French (or Free French) units co-operate provided both
If no Axis major power controls Vichy France at the moment of
are at war with Germany.
Vichy collapse, all Vichy markers and naval units on the turn record
9. German and Italian units co-operate provided neither is neutral.
chart become Free French. Otherwise Vichy pilots on the markers 10. Green partisans co-operate with units from their own country
track are destroyed and all other naval units and markers on the turn only (Communist China in the case of Chinese partisans). Red
record chart are controlled by that Axis major power. partisans only co-operate with other partisans.
All on-map Vichy naval units are now Free French. Those in a hex No other units co-operate (e.g. units from a major power don’t co-operate
controlled by an Axis major power (or one of its controlled countries with units from a minor country aligned with another major power).
or territories) are treated as if surprised during overrun (see 11.10.6).
Each on-map Vichy marker becomes controlled by the major power 18.2 Not co-operating
that controls its hex (or controls that hex’s country or territory). Units that don’t co-operate cannot:
1. stack in the same hex at any time that stacking limits apply; or
If an Allied unit enters Vichy France before Vichy has collapsed: 2. transport each other’s units; or
• Vichy France becomes hostile to that Allied major power; and 3. draw supply from a source controlled by the other; or
• Vichy units no longer test their loyalty prior to land combat 4. reorganise each other; or
resolution (see 17.5). 5. be committed to any combat or mission that the other unit is or
17.5 Combat with Vichy will be involved in this step. This doesn’t apply to naval air or
naval air interception missions.
If Vichy controlled land units are involved in a land combat or are Example: Commonwealth land units are in French controlled
overrun solely by units controlled by an Allied major power they are Liege (W1034). Jeremy cannot fly combat air patrol or
not hostile to, they may defect before combat. interception with his FTRs over Liege during the strategic
Roll a die immediately before resolving the attack (see 11.15.5) or bombardment step because the factory is French. French
overrun (see 11.10.6) for each Vichy unit (including notional units) aircraft could fly those missions to that hex during that step.
involved. Subtract 1 from the roll for each Free French or US land However, Commonwealth aircraft could fly ground support,
unit in the combat or overrun and add 1 for each Commonwealth land combat air patrol, escort or interception missions to Liege
unit. On a modified 4 or less, the Vichy unit is destroyed (e.g. 2 US during the Axis land combat step. French aircraft could not fly
and a British corps attack a Vichy corps, it would be destroyed before those missions because CW land units are involved.
combat on a roll of 5 or less).
Foreign troop commitments
If no Axis land units remain, attacking Allied major powers treat the
A unit that ends any step in the unconquered home country of a
combat as if it were a ‘*/2B’ result while defending Allied units are
friendly major power that it doesn’t co-operate with is destroyed
simply not attacked. In both cases, shore bombarding units (option
unless:
13: HQs providing HQ support) and ground supporting bombers still
• it started the step there; or
turn face down. If it’s an overrun, you just pay the normal terrain cost, • it started the step elsewhere and the unit satisfies the foreign
not double. troop commitment limit; or
If any Vichy unit stays loyal, the combat or overrun proceeds as usual. • it is an Axis unit in Vichy France adjacent to an enemy major
power land unit (see 17.4.3).
17.6 Running Free France
Example: Jeremy successfully invades a German controlled Brest (W2032)
All Free French home countries, units and partisans are controlled by with a Commonwealth INF while France is unconquered and no
the Free French player. Until France is liberated (see 13.7.5), Free Commonwealth HQs are in France. At the end of the combat step the INF
French action limits are half those of France. Its production multiple is destroyed.
(see 13.6.3) and ability to give and receive resources and build points
(see 13.3.2 US entry options 9, 15, 17, 19, 25, 27 & 30) are the same An Axis unit that ends any step in an active but not hostile Vichy
as France’s. administration group (see 17.2), is destroyed unless:
• it started the step there; or
Like any major power, Free France may be conquered (see 13.7.1). • it started the step elsewhere and the unit satisfies the foreign
troop commitment limit.
18. Co-operation A minor country unit that ends any step in the unconquered home country
Units must be able to co-operate to do certain things together. These of a non co-operating aligned minor country on the same side is destroyed
rules will tell you who can co-operate, what they can’t do together unless:
even though they can co-operate, and what they can’t do together if • it started the step there; or
they don’t co-operate. • it started the step elsewhere and the unit satisfies the foreign
troop commitment limit.
18.1 Who can co-operate
You satisfy the foreign troop commitment limit if there is at least 1
Units of a liberated major power never co-operate with units of a HQ from the unit’s original home country there (any Commonwealth
major power that refused to return hexes on liberation (see 13.7.5). HQ for Commonwealth units) and the total number of that country’s
With that proviso, the following may co-operate with each other: non-HQ units there is less than or equal to the total printed
1. Units from the same major power (apart from China, see 20 reorganisation values of the HQs.
below) co-operate with each other (even if they are from
different countries - e.g. Australian and Indian units).
Example: If an Axis major power declares war on a minor country on the
Heinz retreats 2 American map, it may only align with the USA.
Commonwealth China may not align any minor country (exceptions: DoD and PatiF).
land units into
In every other case, when one or more major powers declare war on
France (even
a minor country, choose an active major power on the other side to
though there was a
hex in Belgium align with it.
(W1335) that If there is more than one eligible major power, offer the minor to the
Heinz could have major power whose capital (even enemy controlled) is closest to the
retreated them to). minor’s capital as if flying between the two (see 14.1.1). If it declines,
Unfortunately for offer it to the next closest, and so on.
the CW, HQ-I Gort Example: Germany is at war with the Commonwealth and USSR
and a CW fighter when she declares war on Iraq. Baghdad (A3136) is 28 air range
are already in from Delhi (1834) and 34 from Moscow E1344). Iraq offers to align
France. As Gort only has a reorganisation value of 2, at the end of with the Commonwealth.
the Retreat step Jeremy must destroy one of the retreating land units.
He decides to destroy the more expensive MOT corps as II INF is If every eligible major power declines, the minor (and all its
more powerful and will be needed in the evacuation. controlled minors and territories) is immediately conquered by the
attacking major power (see 13.7.1).
But you can do this
Units that don’t co-operate are not otherwise limited. In particular, 19.3 Who can enter the minor
they can: Your units can enter hexes controlled by a minor country if:
1. occupy the same section of a sea-box; • you are at war with it or with the major power that controls it; or
2. take part in the same naval combat; • it is aligned with any active major power on your side and the
3. take part in the same convoy chains (unless neutral); unit entering is controlled by an active major power (subject to
4. lend resources to each other; the foreign troop commitment rules ~ see 18.2); or
5. trace supply through hexes controlled by each other; and • it is aligned with a neutral major power on your side and the unit
6. enter hexes controlled by each other outside their major power entering is one of that major power’s units.
home countries (if the owner agrees of course, see 11.10.5).
Note that US entry options 41 & 43 restrict access to Pacific minor countries
18.3 Co-operating (see 13.3.2).
HQ, ATR, TRS and AMPH units may reorganise units they co- 19.4 Minor country units
operate with. However, you double the reorganisation cost of a unit
if any reorganisation point came from a unit of a co-operating 19.4.1. Setting up
country. When a minor country not currently aligned to any major power
Apart from control of hexes (see 2.5), reinforcement (see 4), activities aligns with you, set up its initial units immediately. You must set up
limits (see 10.2) and reorganisation (see 11.17), units which co- in hexes controlled by that minor. At least half a minor country’s
operate act as if they were from the same country (they may move initial units must set up in its home country.
and fight together, etc.). Note however that there is a combat penalty Apart from Partisan HQs (option 60, see 22.15), set up each of the minor’s
when co-operating major powers add combat factors to the same land and aircraft units (PiF option 4: including any Planes in Flames units)
attack (see 11.15.5 & 11.15.6) that has an earlier year on its back. If it has the current year on its back put
it (PiF option 46: and its pilot) on the production circle to arrive as a
19. Minor countries reinforcement next turn. For setting up reserves see 9.7.
The world is divided into several types of political entity. At the top Only set up units from America in Flames or Patton in Flames if playing
of the heap is the major power - independent and powerful. Then there that game.
are minor countries - still independent but not in the same military AiF option 1: The Central American INF is Guatemalan and the MIL
league as a major power. In World in Flames, every major power and convoy points are Panamanian.
home country and every minor country has a capital. Set up on the map each of the minor’s naval units (SiF option 5:
In previous years, most major powers valued their importance by how including any Ships in Flames units) that has an availability year at least
many other territories, sometimes called “colonies”, they controlled. 2 years prior, except those sunk before the start of the campaign.
We don’t have a special status for colonies - they are either a minor Example: If your opponent declares war on Spain in 1940 you would
country aligned with, or conquered by, a major power. The campaign set up all the Spanish naval units that have 1938 or earlier on the
information (see 24) will list which minor countries start the game back of their counter except for the BB España.
conquered or aligned. If the date is one year earlier, put the unit into the construction pool.
All other minor countries are independent and neutral until they enter If it is the current year, the units may be added to your force pool (see
the war which occurs when someone declares war on them or they 19.4.2).
align themselves with a major power. In either case you will select a Set up this many convoy points (use the controlling major power’s
major power to run their affairs. convoy points, which are treated as units of the minor power for the
19.1 Neutral minor countries rest of this impulse):
You may transport resources and build points through hexes Minor Country convoy point set-up
controlled by neutral minor countries.
Country WiF SiF CoiF
Your units may not enter hexes controlled by a neutral minor country Tankers
nor may you trace supply through them (exceptions: Sweden, see 19.7
Argentina 0 1 0
and PiF option 46, see 19.4.3).
Belgium 0 2 0
19.2 Entering the war Brazil 0 2 0
A neutral minor country aligns with an active major power when: Central America 5 5 1
• a major power declares war on it (see 9.5); or
• it voluntarily aligns with a major power (see 9.6). Chile 0 1 0
Denmark 5 6 2
If a minor country aligns with a major power, it is controlled by that
major power. Estonia 0 1 0
Finland 5 3 1 units there to the production circle to arrive as reinforcements in 2
Greece 10 10 4 turns.
Latvia 0 1 0 Any Allied (except Soviet) units there are removed from the game
Netherlands 10 10 6 (PiF option 46: including any pilots) until Germany and the USSR
are at war, at which point the Commonwealth may choose to add
Norway 15 15 8 some or all of them to their force pools if desired (even if Poland is
Poland 0 1 0 currently conquered).
Portugal 0 1 0 At any time, the Commonwealth may also add one or more Polish
Rumania 0 1 0 MOT, MECH and/or ARM to its force pools if:
Sweden 5 6 4 • the USSR has occupied East Poland;
Turkey 0 1 0 • Poland has been conquered by the Axis;
• the availability year on the Polish unit is this year or earlier; and
Yugoslavia 0 1 0 • the USSR and Germany are at war.
SiF option 5: CPs must be set up as ships, i.e. in groups of 3 with any left All the Polish units covered by this rule are treated as British for all
over as one more ship. purposes.
CoiF option 7: Set up the minor country’s own tankers and convoy 19.5.2. Baltic States
points (rather than its controlling major power’s). The CoiF column in
the above table is the number of tankers these minor countries start with. After it has occupied East Poland, the USSR may occupy the Baltic
Reduce that number of SiF convoy points set up (e.g. Finland sets up with states (Latvia, Lithuania and Estonia) during any Allied land
1 tanker and 2 convoy points). movement step provided the Nazi-Soviet pact is still in effect.
TiF option 54: Set up all the minor country’s territorials (if any, see 22.7) Instead of declaring war, you do this by simply moving a land unit
you control in the territorial’s home country (e.g. the NEI territorial goes into any hex of one of the Baltic States that is still neutral. Once you
into the Netherlands East Indies, not the Netherlands and if the USA were do, all neutral Baltic States are immediately conquered by the Soviet
aligning the Netherlands, both the Netherlands and US NEI territorials Union (without those states being aligned or its units set up).
would set up in the NEI). Example: Lithuania is German controlled but Latvia and Estonia are
In all cases you may add to your force pools units not set up ~ see both neutral. The Nazi-Soviet pact is still in effect. A Soviet INF enters
Production below). Latvia. Latvia and Estonia are immediately conquered by the Soviets.
19.4.2. Production After the Nazi-Soviet pact is broken, the USSR may only enter a
neutral Baltic state by declaring war on it.
Immediately after you have set up a minor country’s units you must
declare whether those units not set up are to be added to your force 19.5.3. Breaking the Nazi-Soviet pact
pool. If you do, its units must always go into your force pools as they As well as the usual method of breaking a neutrality pact (superior
are destroyed (unless scrapped, see 13.6.5) and/or become available garrison ratio, see 9.2), if a German controlled unit from outside
(see 4.1). Estonia, Latvia, Lithuania or Turkey enters any hex in or declares war
If not, they are removed from the game, as are units available in future on any of these countries, then the Soviet player may break the Nazi-
years and the set-up units when they are destroyed. All these units are Soviet pact during any Allied declaration of war step.
still eligible to be added to the force pool of the major power that Similarly, if a Soviet controlled unit from outside Denmark, Greece,
liberates it (see 13.7.5). Hungary, Norway, Sweden or Yugoslavia enters any hex in these
19.4.3. Restrictions on use countries, then the German player may break the Nazi-Soviet pact
during any Axis declaration of war step.
Minor country units can move and fight outside their home country.
However, you may only move a minor country land or aircraft unit Once broken there is no longer a trade agreement (see 5.1) nor a
(naval units are not restricted) outside the minor unit’s (current) home neutrality pact (see 9.2) between Germany and the USSR.
country or to the reserve pool if half or more of its on-map land and 19.6 Soviet border rectification
aircraft units are currently inside its home country (exception:
Rumania becomes a full Axis ally ~ see 19.6.2). As well as signing the Nazi-Soviet pact, the Soviet Union laid claim
to territory held by several of its neighbours. This rule covers Soviet
Example: The Netherlands is incompletely conquered (see 13.7.1) claims over Rumania and Finland and their impact on Bulgaria and
and the Netherlands East Indies is the Netherlands current home
Hungary.
country. The Netherlands has 2 land units and 2 aircraft on the map.
3 of them may be outside the NEI. If playing with Territories in 19.6.1. Finland
Flames the NEI territorial may also leave the NEI (as the NEI limit
is separate from the Netherlands limit).
The USSR doesn’t claim the Finnish borderlands
PiF option 46: (pilots) any minor country aircraft may rebase (see 11.16) If the USSR doesn’t claim the Finnish borderlands, it may not declare
into a neutral minor country. If it does it is destroyed, but its pilot survives war on Finland. A neutral Finland may align with Germany after
and is placed on the production spiral to arrive as a reinforcement for its Germany has declared war on the USSR (not if the USSR declares
controlling major power in 2 turns. war on Germany).
19.5 The Nazi-Soviet pact The USSR claims the Finnish borderlands
In all World in Flames campaigns that start after Jul/Aug 1939 and Once per game during any Allied declaration of war step after the
before Jul/Aug 1941, the USSR and Germany have a Nazi-Soviet first, while Finland is neutral, the USSR may claim the Finnish
pact in place that regulates their spheres of influence. They signed borderlands. The German player (acting as Finland) must either allow
their pact on the 23rd of August 1939 and Germany broke some of its the claim or deny it.
clauses on the 22nd of June 1941. If Finland allows the claim it stays neutral and the Finnish
borderlands become part of the USSR home country for all purposes
19.5.1. East Poland
until the USSR doesn’t control any hexes in the Finnish borderlands,
While the Nazi-Soviet pact is in effect, the USSR may occupy East at which time they again become part of Finland. The USSR may not
Poland during any Allied land movement step (without declaring declare war on Finland for the rest of the game. Germany may align
war) provided Poland has not been conquered. a neutral Finland during any later Axis declaration of war step.
You do this by moving a land unit into any hex (regardless of who Allowing the claim immediately reduces the resources the USSR
controls it) of East Poland (even if it is occupied by another unit). supplies to Germany by 1 (see 5.1).
When you do, that part of Poland east of the partition line is
If Finland denies the claim the USSR must declare war on Finland
immediately conquered by the USSR. The owner moves any Axis
this step. USSR (not if the USSR declares war on Germany). No more than
Germany can enforce a peace between Finland and the USSR during 1 Bulgarian unit may ever be outside Bulgaria from now on
any peace step if: (immediately place any excess (owner’s choice) on the
• no hex of Finland outside the Finnish borderlands contains any production spiral to arrive as reinforcements in 2 turns);
in-supply Soviet corps-sized land units; and • The USSR may align a neutral Bulgaria during any Allied
• Germany and the USSR are not at war. declaration of war step after the USSR has declared war on
Germany (not if Germany declares war on the USSR); and
If Germany enforces a peace between Finland and the USSR: • Germany may align a neutral Rumania during any Axis
• Finland reverts to neutrality (see 13.7.3); declaration of war step. It need no longer keep half of its units
• the USSR gains control of all hexes the USSR controlled at the inside Rumania - they may all leave.
start of the war that are currently Finnish controlled (place all
Axis units in those hexes on the production circle to arrive as Rumania denies the claim
reinforcements in 2 turns); If Rumania denies the USSR’s claim, the USSR must declare war on
• the USSR gains control of the borderlands exactly as if Finland Rumania this step.
had allowed the claim provided there is at least one Soviet land
Germany can enforce a peace between Rumania and the USSR during
unit in the borderlands;
any peace step if:
• Germany may align Finland during any later Axis declaration of
• no hex of Rumania outside Bessarabia contains any in-supply
war step; and
Soviet corps-sized land units; and
• the USSR may not declare war on Finland again.
• Germany and the USSR are not at war.
19.6.2. Rumania If Germany enforces a peace between Rumania and the USSR:
• Rumania reverts to neutrality (see 13.7.3);
The USSR doesn’t claim Bessarabia
• the USSR gains control of all hexes the USSR controlled at the
If the USSR hasn’t claimed Bessarabia: start of the war that are currently Rumanian controlled (place all
• no Allied major power may declare war on Rumania; Axis units in those hexes on the production circle to arrive as
• a neutral Hungary and/or Rumania may align with Germany if reinforcements in 2 turns);
Germany controls at least one hex in Yugoslavia, or has declared • the USSR gains control of Bessarabia provided there is a Soviet
war on the USSR (not if the USSR has declared war on land unit anywhere in Bessarabia;
Germany); and • Provided they are neutral, Germany may align Rumania,
• a neutral Bulgaria may align with Germany if Germany controls Hungary and/or Bulgaria during any later Axis declaration of
at least one hex in Greece or Yugoslavia. war steps; and
The USSR claims Bessarabia • the USSR may not declare war on Rumania again.
Once per game during any Allied declaration of war step after the If the USSR conquers Rumania:
first, while Rumania is neutral, the USSR may claim Bessarabia. The • Germany may align a neutral Hungary during any later Axis
German player (acting as Rumania) must either allow the claim or declaration of war step; and
• Bulgaria can never align with Germany but the USSR may align
deny it.
a neutral Bulgaria during any later Allied declaration of war step.
Rumania allows the claim While Rumania and the USSR are at war:
If Rumania allows the claim, it stays neutral and Bessarabia becomes • Germany may align a neutral Hungary during any Axis
part of the USSR home country for all purposes until the USSR declaration of war step; and
doesn’t control any hexes in Bessarabia. At that point, Bessarabia • Bulgaria cannot align with either Germany or the USSR.
again becomes part of Rumania. No Allied major power may declare
war on Rumania until the USSR is at war with Germany. 19.7 Axis minor countries
Allowing the claim immediately reduces the resources the USSR Some minor countries are potential Axis minor countries. They start
supplies to Germany by 1 (see 5.1). as neutral (unless the campaign information says otherwise, see 24).
They enter the war either when someone declares war on them (see
In the next Axis declaration of war step, Hungary and Bulgaria make 9.5) or when they align with an Axis major power (see 9.6). A country
demands on Rumania for Transylvania and South Dobruja must be neutral to be aligned and only one minor can align with each
respectively. Germany, as mediator, must either allow or deny both major power per Axis declaration of war step.
claims.
If Germany allows their claims:
Afghanistan, Iran and Iraq
• Transylvania becomes part of the Hungarian home country. Germany or Italy may align Afghanistan, Iran or Iraq if there are in
Germany may align a neutral Hungary during any later Axis total at least 4 in-supply corps of that major power (not its controlled
declaration of war step; minors) in any countries adjacent (excluding the USSR and Turkey)
• South Dobruja becomes part of the Bulgaria home country. to the minor being aligned.
Germany may align a neutral Bulgaria during any later Axis All 3 countries may end up being controlled by the same major power.
declaration of war step;
• Germany may align a neutral Rumania during any Axis Argentina, Chile and Paraguay
declaration of war step in which France is currently conquered Germany may align Argentina, Chile and/or Paraguay if an Allied
or Vichy France exists (even this step); and major power has declared war on any minor whose home country is on the
• The USSR may align a neutral Rumania during any Allied America map(s).
declaration of war step provided the USSR has declared war on
Alternatively, any Axis major power may align them if at least 4 corps of
Germany (even if this step).
that Axis major power (not its controlled minors) are in any countries
If Germany denies their claims: adjacent to the minor being aligned.
• Hungary stops supplying its resource to Germany until Hungary
aligns with Germany. Germany may align a neutral Hungary Baltic States
during any Axis declaration of war step after Germany has Once per game, and only while Germany and the USSR are at war,
declared war on the USSR (not if the USSR declares war on Germany may align any or all three of Latvia, Lithuania and Estonia
Germany). No more than 1 Hungarian unit can ever be outside in one declaration of war step (using up her one alignment per
Hungary from now on (immediately place any excess (owner’s impulse, see 9.6) provided all the countries aligned are neutral. This
choice) on the production spiral to arrive as reinforcements in 2 only requires 1 US entry roll (see 13.3.3, US entry action 19)
turns); regardless of how many Baltic states are aligned.
• Germany may align a neutral Bulgaria during any Axis
declaration of war step after Germany has declared war on the Bulgaria, Finland, Hungary and Rumania
The Soviet border rectification rule (see 19.6) explains when Mexico
Germany can declare Bulgaria, Finland, Hungary and Rumania
The USA may align Mexico if the USA is at war with Germany, Italy
aligned with it. and Japan.
Indo-China and Madagascar Spain
If she satisfies the prerequisites, Japan may align French Indo-China
The Allied major power that completely conquers (see 13.7.1) Spain
and Madagascar (see 13.3.3, US entry actions 1 & 5). may liberate it as the Spanish Republic. If it does so, all Spanish
Norway Republican naval units with an availability year earlier than the year
Mining the Norwegian coast may result in Germany aligning Norway of liberation, are scrapped (see 13.6.5).
(see 13.3.3 US entry action 39). Yugoslavia
Siam The Commonwealth may align Yugoslavia if there are in total 4 or
Japan may align Siam any turn. more Commonwealth corps in any adjacent countries.
France may align Yugoslavia if there are in total 4 or more French
Spain corps in any adjacent countries.
While an Axis major power controls Gibraltar it may declare that
Spain is aligning with it. Once aligned Gibraltar becomes part of the 19.9 Netherlands East Indies
Spanish home country. The Netherlands East Indies (NEI) is a minor country consisting of all the
1939 NEI controlled hexes in the Bay of Bengal, Bismarck Sea, East Indian
Sweden
Ocean, South China Sea and Timor Sea. Its capital is Batavia. In 1939 the
German units may move (see 11.9 and 11.10), and trace supply (see NEI is aligned to the Netherlands.
2.4), into and through Sweden if Sweden is neutral and there is at
You can’t set up, reinforce or move Allied (except Netherlands and/or
least one other German unit in both Finland and Norway. If Sweden
NEI) units to the NEI until:
is neutral, no German unit may end a step in Sweden.
• the US has chosen US entry option 43 (see 13.3.2); or
Turkey • Japan is at war with the Commonwealth and the NEI is not
Germany may declare that Turkey is aligning with it if at least 4 in- neutral; or
• an Axis land unit (other than a partisan or Netherlands/NEI unit)
supply German corps in the USSR are in hexes adjacent to the
has entered the NEI.
Turkish border.
Thereafter, there is no restriction.
Yugoslavia
The Axis major power that controls Athens may align Yugoslavia if Italy, 19.10 Austria & East Prussia
Hungary, Rumania, Bulgaria, Greece and Albania are all Axis controlled. Austria (in campaigns starting after 1938) and East Prussia are part
of the German home country. You can’t conquer them separately
19.8 Allied minor countries from the rest of Germany.
Some minor countries are potential Allied minor countries. They start
as neutral (unless the campaign information says otherwise, see 24). 19.11 French African minors (AfA option 1)
They enter the war either when someone declares war on them (see Mauretania, French Sudan, Senegal, French Guinea, Ivory Coast, Upper
9.5) or when they align with an Allied major power (see 9.6). A Volta, Togo & Dahomey and Niger Colony are French West African
country must be neutral (apart from a conquered Czechoslovakia) to minor countries controlled by France. Cameroons, French Somaliland,
be aligned and only one minor can align with each major power per Gabon, Middle Congo, Ubangi-Shari and Chad are French Equatorial
Allied declaration of war step. African minor countries controlled by France.
Brazil 19.12 Ukraine (TiF option 50)
The USA may align Brazil if the USA is at war with Germany, Italy The Ukrainian army represents the forces that could have been raised by
and Japan. both sides if a more tolerant attitude had been displayed towards the
Ukrainians. At the start of the game, all Ukrainian units are removed from
Bulgaria, Rumania the game.
The Soviet border rectification rule (see 19.6) explains when the During any production step, the major power controlling Kiev may
USSR may align Bulgaria or Rumania. expend 15 build points. After this expenditure, in any future minor
Central America, Cuba and Haiti country alignment step (see 9.6) that major power may announce that she
is creating (and aligning) Ukraine.
The USA may align Central America (AiF option 1: Costa Rica, El
If an Axis major power is creating Ukraine, Germany must destroy one
Salvador, Guatemala, Honduras, Nicaragua and Panama), Cuba
of each type (MIL, GAR, INF, MOT, etc.) of SS corps on the map or the
and/or Haiti if the USA is at war with Germany, Italy or Japan. production circle (owner's choice), as well. If a corps of a type isn’t on
Czechoslovakia the map or production circle, one of that type from the force pool, if any
(and owner’s choice if more than one), must be scrapped (see 13.6.5)
In 1938 Czechoslovakia was partitioned and the Sudetenland given instead. If the German player won’t do this, Ukraine is not created.
to Germany in a deal between Britain, France and Germany. In March
1939 the country itself split into the Czech Republic and Slovakia. When Ukraine is created:
Thus Czechoslovakia only exists as a country in Days of Decision III (a) all hexes in Ukraine controlled by the creating side become
Ukrainian home country hexes;
and Patton in Flames.
(b) all other hexes in Ukraine remain under the other side's control
However, any liberation step after the Allies conquer both the Czech as conquered Ukrainian home country hexes;
Republic and Slovakia they may liberate (see 13.7.5) Czechoslovakia (c) all printed factories not yet railed out of Ukraine become red;
as one combined aligned minor country. (d) all partisans in Ukraine are destroyed; and
Ethiopia (e) all future partisans in Ukraine are controlled by Ukraine’s
creator
Ethiopian units may not be added to Axis force pools, and the Allied
PoliF option 50: Rumania goes 4 levels (modified by barriers as
major power that conquers Ethiopia may liberate it instead.
necessary) towards the other side.
[Designer’s note: Although Czechoslovakia and Ethiopia were both Immediately that Ukraine is created, the Ukrainian MIL is placed on the
integrated into the Axis war effort and considered aligned (rather production circle to arrive as a reinforcement next turn. The remaining
than conquered) in WiF terms, they had both only recently been available Ukrainian units are added to the force pools and may be
conquered and would fight for the Allies, not the Axis] purchased from now on. In future years, as more units become available,
these units too are added to the force pools (see 4.1.1). Soviet MIL from country being liberated.
cities in Ukraine are removed from the game whenever they are no longer For all other purposes, China is considered the one major power, e.g.
on-map. Chinese action limits, see 10.2 (TiF option 30: oil, and option 49: offensive
Once created, Ukraine is treated as a separate minor country with Kiev points), apply to all Chinese units.
as its capital aligned with the installing major power. It can be conquered
If playing Days of Decision, Chinese Communist action limits (TiF option
and liberated in the same manner as any other minor country.
30: oil, and option 49: offensive points) are provided by the USSR, not
Example: The Soviets control Kiev (E1735) in May/Jun 1944. At the start Nationalist China (e.g. if the Soviets choose a naval action, no Chinese
of the production step, they expend 15 build points and in the Jul/Aug Communist land units could move).
alignment step create the Ukrainian state. All partisans in Ukraine are
removed. During the next partisan step, the Partisan table calls for If playing Patton in Flames, Communist China has its own activity limits
partisans to be rolled for in the Soviet Union. Ukrainian partisans would (use the China row). TiF option 30: it spends oil using the China row (see
appear behind German lines. 10.3) but the USSR pays for it and may only be spent if the USSR agrees.
Option 49: Similarly the Soviets must pay for Chinese Communist
If an Axis major power declares war on, or one of its units enter, Ukraine
offensives (see 16).
the USSR may break the Nazi-Soviet pact (see 19.5.3) during any Allied
declaration of war step.
21. Stilwell
20. Chinese Communists Stilwell is a Nationalist Chinese HQ. However, he is also
treated as a US HQ for some purposes. His HQ symbol has a US flag
China is one major power that consists of two factions, Communist
to mark this.
and Nationalist Chinese, that do not co-operate (see 18) with each
other (except that both may enter any hex in China without the Stilwell counts as a US HQ-I for foreign troop commitment (see
requirements of foreign troop commitment, see 18.2). 18.2). Also, while US units are in China, they may co-operate with,
be reorganised by and trace supply through Stilwell (to a Nationalist
Chinese controlled cities are controlled by either the Communists or
Chinese primary supply source) as if he were a US HQ-I.
Nationalists, not both. They only provide supply (see 2.4) and allow
reinforcement (see 4) to the faction that controls them. Option 49: (Offensive points) Stilwell may be reorganised (see 16.4) by
China and/or the USA.
Chinese aircraft and naval units may not stack in a city controlled by
the other faction. If a land unit of one faction occupies a city Example: Stilwell is in Nanking (A0336). A US INF and B-29 land on
controlled by the other, it doesn’t provide supply to either until the Shanghai (A0236) supplied by Stilwell. During the Japanese impulse, all
conquest step. If a land unit of one faction is in a city controlled by 3 units are ground struck and turned face-down.
the other at the start of the conquest step (see 13.7.1), the city changes In their impulse, the US takes an air, and China a land, action. They are
control to the occupying faction. playing option 49. Jay offers to pay 3 of the 4 offensive points it costs to
reorganise Stilwell. Ju-Ming gratefully accepts (and pays the 4th).
When an enemy city is entered by Communist Chinese land units then During the reorganisation step Stilwell reorganises a Chinese INF and
it becomes Communist controlled, if by Nationalists it becomes the B-29 for 1 reorganisation point each, and then turns Stilwell face
controlled by the Nationalists. down again.
All other (non-city) Chinese controlled hexes are controlled by both
and may be freely entered by either (within the co-operation limits of 22. Optional units & markers
course). The following units and markers from our WiF kits add some more
Nationalist and Communist Chinese units go into the same force variety and realism to the game. If your opponents agree, feel free to add
pools and the Chinese player has no choice whether to produce any or all of the following units to your next game.
Nationalist or Communist units.
22.1 Divisions (DiF option 2)
SiF option 5: when building naval units (see 13.6.5), if you choose a unit
from a faction that controls no Chinese home country ports, you may Divisions in Flames includes divisions (amazingly enough!). Each
return it to the force pool and re-choose until you pick one controlled by division type goes into a new force pool.
the other faction. Divisions only have a ZoC (see 2.2) into their own hex. For division
TiF options 32, 54, 55 & 59: facilities, territorials, city based volunteers stacking see 2.3.1
and Chinese warlords are controlled by the faction that controls its hex or ARM and MECH divisions count as only half an ARM or MECH corps
city (e.g. in Sep/Oct 1939 the Nationalists control the Chungking sized unit for deciding who has the choice of combat table.
(A0635) warlord while the Communists control the Lanchow (A0838) A face-down division is only worth 1 combat factor if attacked while out
warlord). of supply.
PiF option 46: Each pilot (see 14.6) the Chinese build is either Divisions are not restricted from being built ahead (see 13.6.5) if their
Nationalist or Communist, their choice, and the total is kept track of equivalent corps type is still available in the force pools, and vice versa.
separately on the markers track (see 14.6.3). Each faction’s aircraft may
only be piloted by one of that faction’s pilots (e.g. it requires a Nationalist In all other respects, divisions have the abilities and restrictions of their
pilot to place an I-15bis fighter on the map and, when later placed in equivalent corps or armies.
reserve, the Nationalist pilot total will increase by one). Breaking down
Chinese action limits apply to all Chinese units (e.g. in a combined action You build divisions in the usual way (see 13.6.5). Alternatively, at the
the Chinese could move 2 Nationalist land units or 2 Communists or 1 of start of the production step you may break down an on-map face-up corps
each, but not 2 of each). or army that is not in an opponent’s ZoC into 1 division of that nationality
If at the end of the conquest step (i.e. after faction control of Chinese and a 2nd division that is either:
cities has been changed, see above) a faction has no controlled cities (a) the same faction (if Chinese, see 20),
in China, all units belonging to that faction are removed from the (b) the same nationality (if any other country),
game. (c) the nationality of its controlling major power, or
(d) in the case of the Commonwealth, controlled by another CW
Example: During Sep/Oct 1939, Japan occupies Sian (A0537) and major power home country.
the Nationalists occupy Lanchow. The Communists now control no
Example: You can’t break down a Nationalist Chinese corps into any
cities and all their units are out of supply. If the Communists can’t Communist divisions, nor break down a Hungarian corps into 2 German
move a land unit into a Chinese city (or the Nationalists don’t leave divisions. Once German
Lanchow) by the conquest step, all the Communist Chinese units aligned, you could break
would be removed from the game. down a Hungarian (not
If in a later liberation step (see 13.7.5) that faction gains control of a German) corps into a
Chinese home country city, return its units to the game as if it were a Hungarian and German division.
Each corps or army (except GAR, see Garrison Divisions below) breaks The Commonwealth 51st air landing and
down into 1 division of the same type and 1 INF, MOT or GAR division German 5th mountain divisions are MTN
(your choice). These may not be SS unless the unit breaking down is SS. units that can paradrop, but only into the same
SS corps break down into 1 equivalent SS division and 1 other INF, MOT hex as a co-operating PARA. If the PARA is
or GAR division (SS or not, your choice). You choose which divisions destroyed or aborted by air-to-air combat (or
replace the broken down corps or army with the proviso that: anti-aircraft fire ~ see 22.2), but the air landing division survives, it must
(a) you may not choose an elite (see 22.1.1) division; and return to base.
(b) the divisions’ total combat factors may not exceed half These 7 units represent
(rounding up) those of the corps or army you broke down. the division-sized
Place the broken down corps/army back into your force pool. It is not special forces units (or
considered destroyed (i.e. it can’t be scrapped, see 13.6.5), nor do you get bicycle units in the
a refund of a build point, see 13.6.3). case of the Japanese
Jitensha unit) that
Reforming played a significant
Divisions can also reform into a corps or army in a similar manner to role in the war.
breaking down. If 2 of your face-up divisions are stacked together at the The Commonwealth LRDG, USSR Spetsnatz, and Japanese Jitensha are
end of the production step, and one of them is a MOT division, you may all INF divisions. The Brandenburgers, Chindits and Yoko SNLF are
reform a corps or army of the same type (and faction and nationality) as PARA divisions. The US Rangers is a MTN division. Both the Yoko
the other division provided they are not in an opponent’s ZoC and such a SNLF and US Rangers also have all the benefits of a MAR.
corps or army is available in the force pool.
These units can trace supply through ZoCs but not through hexes
Put the divisions back into your force pool and replace them on the map occupied by an opponent’s land unit. Additionally, these units don’t have
with a corps or army from your force pool (your choice) provided it has to stop moving during the land movement step (see 11.10.1) if they enter
combat factors less than twice those of the 2 divisions. a ZoC in a non-clear or non-desert hex (and even desert in the case of the
Example 1: LRDG).
The German 1st SS The Russian MTN CAV is a CAV division that has all the
ARM division (4 benefits of a MTN (except that is not air transportable ~ see
factors) and the 1st 11.11 and may not invade ~ see 11.13).
MOT division (2 factors) are stacked together at the start of the When defending a hex in land combat (see 11.15), a stack
production step and not in an opponent’s ZOC. You may replace them containing an NKVD division may nullify an ‘R’ or ‘S’ (but
with II SS Pz corps. not ‘B’) result by taking an extra defender loss.
Example 2: Two MOT divisions, 1 German and 1 Italian are stacked
face-up together not in an opponent’s ZOC. Neither could reform. If Ski divisions
instead of the Italian MOT, a German aligned Hungarian 1-factor INF Ski divisions (SKI) are winterised (see 11.10.2).
division is in the hex. The 2 divisions could be replaced by the II During snow and blizzard, SKI,
Hungarian INF corps (reverse of the breakdown example above). (a) treat swamp and forest hexes as clear for
When breaking down or reforming Commonwealth divisions, at least movement purposes;
one of the divisions must be a unit of that nationality, while the second (b) don’t have to stop moving if they enter an enemy ZoC during
must be either: the land movement step (see 11.10.1); and
(a) another division of that nationality; or (c) can trace supply through ZoCs (but not through hexes
(b) any Commonwealth division if the corps is British, or a occupied by your opponent’s land units).
British division if not.
Engineer divisions
When reforming CW divisions, the unit reformed must be British unless
in a CW home country in which case it must be that nationality Engineers (ENGs) give die roll modifiers attacking and
defending factories (see 11.15.5). Furthermore, face-up
Example: ENG are not halved or thirded when attacking or
The 2nd Canadian overrunning across a river, canal or fort hexside (the defender still has all
ARM corps may only other combat benefits if behind a fort hexside). They also provide this
be broken down into benefit to as many land units they are stacked with as the ENG unit’s
the 1st British ARM division and the 1st Canadian MOT division. They unmodified combat factor. ENG attacking across both a river and a fort
would reform into a Canadian ARM if the unit is being reformed in hexside ignore only the fort hexside. If an ENG is providing any of these
Canada, or British elsewhere (either way, of 9 or fewer combat factors). benefits in an attack, it always suffers the first loss.
Garrison divisions Some engineers are motorised and receive the benefits of being
motorised. The Commonwealth 6 ARM, German 27 Pz, Soviet ARM
These are divisional versions of GAR corps and armies. ENG and US 14 ARM all have the movement and combat abilities of an
These are treated as INF divisions for all purposes ARM and ENG division.
(transport, combat, supply etc.) except that they may not
invade (see 11.13), nor transported by SCS (see 11.4.5), and you may The Commonwealth Mar ENG and the US ESB have the
only break down or reform a GAR corps or army into or from 2 GAR movement and combat abilities of a MAR and ENG
divisions. division. Furthermore, when invading (see 11.13) a number
of land units in the same sea box section up to the ENG’s
Example: The Commonwealth wants to break down the Australian 5-1 (unmodified) combat factor may upgrade their transport from a TRS to
GAR corps. The first division must be the Aus 1-1 GAR division while the an AMPH for this invasion combat only or, if already on an AMPH, not
second is any CW GAR division with 2 or fewer combat factors. be halved (see 11.15.1 Terrain), but only while invading stacked with the
22.1.1. Elite divisions ENG.
Some divisions have special abilities. They are treated as any other Example: It’s May/Jun 1944 and the Allies want to invade Europe. The
division of their type except that they may not break down or reform. US has a fleet in the ‘4’ section of the North Sea while the CW has a fleet
in the ‘3’ section. The US force includes the US V corps and the CW MAR
Some ARM and MECH
ENG on TRSs & the US VII corps on an AMPH. The CW force includes
divisions have a marine symbol
the I corps and I Can corps but the CW MAR ENG can only support units
on their front. They have all the
in its own section. Its 1 factor allows its own, or the US V or VII corps
benefits of MAR (i.e. they may
transport to be upgraded if invading with the MAR ENG. If Jeremy
invade and may cross all sea-
upgraded VII corps AMPH the attack would be 8.5 factors (8+0.5) but
hexsides) except that they may not be transported in an SCS.
he wants all 3 units to invade so upgrades V corps TRS to an AMPH and
invades with 8 factors (4+3.5+0.5).
22.2 Artillery (DiF option 3) Field artillery (ART) units
There are 4 types of artillery - anti-tank (AT), anti-aircraft (AA) field Field artillery may attack and defend normally like any
artillery (ART) and flak (including surface-to-air missiles). They form 4 other land unit. However, a face-up in-supply ART may
new force pools and, like other units, you should sub-divide each of these instead bombard (its combat factors are circled in grey).
on the basis of cost. Bombardment does not count against any activity limit (see 10.2).
ART and AT come in towed, motorised and self-propelled types (SPGs An ART bombards an adjacent hex as if its printed combat factor were
and TDs respectively). AA only have towed and motorised varieties, an aircraft’s tactical factor. Thus it can execute a ground strike or a ground
while flak are all towed. support (offensive or defensive) mission into that hex. While
SPGs and TDs may make breakthrough moves when advancing after bombarding, its factors are affected by weather (see 14.2.3), terrain (see
combat (see 11.15.5) but are not considered ARM for any other purpose. 14.5), surprise (see 15.1), offensive points in a land action (see 16.3.3)
Motorised artillery may also make breakthrough moves but only if they and co-operation (see 18.2) exactly like an aircraft’s tactical factors (e.g.
start and end the advance stacked with the same ARM, HQ-A or MECH. it can’t bombard a hex in storm or while surprised), but it does not count
against air action limits (see 10.2).
Flak have 0 land combat factors. Their combat factors are purely anti-
aircraft. An ART unit may not use its combat factors to bombard if its own hex is
being attacked.
All other towed and motorised artillery have only 1 land (not AA or
bombardment) combat factor (before modification) if they are: If you use an ART’s combat factors to bombard, its factors are not
(a) face-down and out of supply; or reduced to 1 due to it being the only land unit in the hex.
(b) not stacked with a land unit other than artillery or notional. ART that bombard across all-sea, river, canal, fort or straits hexsides do
not halve or third their factors. They can’t bombard across alpine
Anti-tank (AT) units hexsides. If they take part in normal combat, they are halved or thirded as
Each defending anti-tank unit counts as an ARM corps for usual by such terrain.
choice of land combat tables (see 11.15.5). An ART that bombards during Ground Strike (see 11.8) is turned face-
If an AT unit has a combat factor circled in red (rather than down at the end of that step. An ART that bombards during Ground
pink), double its combat factors if it is attacking an enemy ARM, HQ-A Support (see 11.15.4) is turned face-down after Retreat (see 11.15.5)
or MECH unit. If an AT unit has a combat factor circled in red or pink, regardless of the combat result. An ART that bombards (rather than
double its combat factors if it is being attacked by an enemy ARM, HQ- attacking normally) cannot advance after combat.
A or MECH unit. Rockets (RA) are motorised ART. Ground
Anti-aircraft (AA) units striking rockets fire, and implement the results,
anytime during Ground strike (see 11.8) even
Face-up in-supply anti-aircraft units can fire at enemy against hexes already ground struck this step.
aircraft flying a mission to the AA unit’s hex or to any
Example: After ground strikes by Anna’s aircraft and other artillery,
adjacent (except off-map) hex (this represents the AA units
Kiev’s (E1735) German defenders survived unscathed. So at the end of
being spread over a wider area).
the step Anna strikes them again with her face-up Katyusha.
Each AA unit may fire up to 4 times a step. It may fire 4 times at one hex,
The German railway gun (RG) is a towed ART. However, it may only
3 times at one hex and once at another, etc. If you fire twice at one hex,
move along rail lines (by land, see 11.10, or rail movement, see 11.9)
double the unit’s AA factors. If you fire 3 times at a hex, triple the unit’s
unless being transported. When moving by rail it may move like an HQ.
AA factors. If you fire 4 times at a hex, quadruple the unit’s AA factors.
You may add several AA units’ factors together. Flak
PiF option 8: (altitude) Light AA may not fire at a high Flak have 0 land combat factors, and cannot participate in
altitude mission (see 11.7). land attacks. Their combat factors are AA factors only.
Example: Flak fires its AA factors in the same manner as an AA unit
Playing PiF option 8, Heinz’s except that it halves its factors against any mission other than strategic
2-factor Flakvierling AA in bombardment. Turn the flak face-down after firing.
Essen (W0935) can’t fire at a Each ‘*’ result on the strategic bombing table destroys 1 flak unit which
high altitude strategic fired against this bombing mission, in addition to the usual effects of an
bombardment of Dortmund ‘*’ result.
(W0836) and so fires all 4
times on a low altitude Surface to Air Missiles (SAM)
bombardment of Essen. His 3- SAM are flak with one additional benefit. If they fire all
factor 88 AA in Dortmund their AA factors at 1 target hex (even in conjunction with
fires 3 times on the Dortmund, other units), then they choose not only the type of loss but also the actual
and once on the Essen, attack. unit lost or aborted (see 11.5.9).
Thus Heinz fires 9 (3x3) AA
factors on the Dortmund 22.3 Supply units (DiF option 14)
attack and 11 (8+3) on the Supply units are division-sized land units (DiF option 2: even if you
Essen attack. aren’t playing with divisions, see 22.1) that form a new force pool. They
You resolve anti-aircraft fire after air-to-air combat and before the cleared move like a motorized unit, and may move by rail, or be transported by
through bombers attack their target. Resolve anti-aircraft fire against the sea (see 11.4.5) or ATR (see 11.11). They are always in supply.
cleared through bombers (only) exactly like naval anti-aircraft fire (see If you overrun (see 11.10.6) a supply unit with a partisan (see 13.), the
11.5.9), reducing tactical, strategic or air-to-sea factors as appropriate. supply unit is destroyed. If any other land unit overruns it, you may either
In a port attack mission, you add the AA units’ factors to those of any destroy it or replace it with one of your own (chosen randomly).
naval units in the port. See 2.4.2 (option 35: and 13.5) for the benefits of supply units.
If an AA unit uses anti-aircraft fire, turn it face-down at the end of the
step. If firing against aircraft providing ground support, turn the AA unit 22.4 Guards Banner armies (DiF option 52)
face-down after Advancing after combat (see 11.15.5). The 12 Soviet armies included in Divisions in Flames are
Each defending AA counts as an ARM corps for choice of land combat Guards Banner Armies (GBA). They are reserve units
tables (see 11.15.5). (see 9.7) but unlike other reserves, when you go to war
with another major power they are placed in the reserve
If an AA has a combat factor circled in red, double its combat factors if
pool, not the map. Units marked Ge+1 or Ge+2 on their back are only
it is attacking an enemy ARM, HQ-A or MECH unit. If an AA has a
placed in the reserve pool in the Jan/Feb reinforcement stage of the
combat factor circled in red or pink, double its combat factors if it is being
calendar year following you going to war with Germany, or the year after
attacked by an enemy ARM, HQ-A or MECH unit.
that (respectively).
Example: The Soviet Union is neutral when Germany declares war in Unlike normal reserves, when the Soviet Union comes to peace with
May/Jun 1941. All GBA marked “Ge” and “Res” are immediately Germany (DoD & PatiF: or the USA), on-map GBA (DiF option 2:
placed in the reserve pool. All GBA marked “Ge+1” are placed there in including divisions) are not moved back to the reserve pool.
the Jan/Feb 1942 reinforcement stage. All GBA marked “Ge+2” are
placed there in the Jan/Feb 1943 reinforcement stage. Guards Banner divisions (DiF option 2)
DoD and PatiF option 52: GBA marked Ge, Ge+1 or Ge+2, that aren’t Guards Banner divisions are the only units that may breakdown, or
already on map are placed in the reserve pool at the appropriate time reform into, Guards Banner Armies. They do so in the same manner as
when the USA and USSR are at war. ordinary divisions (see 22.1). They may also enter play by promotion but
not by normal production (see 13.6). You may only promote a division
PatiF option 52: All GBA are available for (random) setup. GBA not into a GBA division (not corps or army).
setup are placed in the reserve pool.
When destroyed, they are placed back into their force pool and are again
GBA Promotion available to breakdown GBA, or be promoted, in the future.
Unless attacking solely partisans or notional units, whenever Soviet land 22.5 Siberians (TiF option 53)
units are in land combat (see 11.15) the Soviets may be able to "promote"
one of their units to a Guards Banner unit of the same type as that Unless otherwise stated in the campaign notes (see 24), each available
involved in the battle (e.g. ARM for ARM or MOT for MOT etc.) Siberian unit (including the Res if the Soviet Union isn't neutral) may
provided it is in the reserve box replace a Soviet INF unit from the start of a campaign. In 1939 games,
they must start on the Asian or Pacific map. In other games, they may
In each land combat including Soviet units add up every enemy unit
start anywhere. You decide after set up which units, if any, you wish to
destroyed, shattered or retreated as follows:
replace.
Guards Banner Promotion Put all replaced units, and any available Siberians you don’t start on the
Result Value * map, into the Soviet INF force pool. If the Soviet Union is neutral, place
Destroyed +3 the Siberian Res unit into your reserve pool.
Shattered +2 22.6 Warlords (TiF option 59)
Retreated +1 The Chinese warlord units represent forces loyal to a particular warlord
* Double the value of each HQ & halve in China rather than the central Government. Each warlord has a city
the value of each division sized unit stated on the front of the counter. This is the warlord’s home city.
Subtract any losses you suffered using the same method. If the result is All warlords set up in every game on their home city and are controlled
still positive you may (after Advancing after combat) promote 1 on-map by the major power controlling the city. Warlords whose home city is
land unit (even a Guards Banner unit) that survived this combat. controlled by Communist China are Communist units, if Nationalist
Add this result to the combat factor of the unit you wish to promote. You controlled, they are Nationalist and if Japanese controlled are Japanese.
may replace the unit with a Guards Banner unit of the same type if the Warlords are treated like any other unit for all purposes except that no
total is equal to or more than the combat factor of the Guards Banner unit. warlord may move or advance after combat more than 2 hexes from its
The replacing Guards Banner unit maintains the same facing as the unit home city. They can attack from that 2nd hex to a hex where they could
it replaces. Put the replaced unit back in its force pool. not move into, but could not advance after combat.
Example: Example: The Lanchow warlord starts the game in Lanchow (A0838)
and is Communist controlled. It moves to A0637 and participates in a
Communist attack to recapture a Japanese held Sian (A0537). The attack
is successful but the warlord unit cannot advance into Sian, as that would
put it further than 2 hexes from Lanchow.
If forced to retreat from combat, the attacker must attempt to retreat them
in such a way that they remain within 2 hexes of their city. However, if
this is not possible, the unit is destroyed instead.
When a warlord’s home city is conquered (or becomes controlled by the
other Chinese faction), the warlord is removed from the game at the end
of that step (and if this is the land combat step, see 11.15, it may still be
attacked during the step if an attack has been declared on it).
Warlord units not currently in the game may be added to the force pools
of the major power that controls their home city during any production
step and may be built from this turn onwards. Use Japanese warlords
when Japan controls them.
22.7 Territorials (TiF option 54)
Some major powers and minor countries have territorial units (TERR)
available from the start of the game. They form a new force pool and may
be built even before the territorial’s minor country or territory is allowed
2 Soviet armies are defending Krivoy Rog (hex E1431). A massive to be reinforced (e.g. the Philippines ~ see 13.3.2, US entry option 41).
Rumanian attack against it fails dismally rolling a 5 on 2-1 assault (2/1). TiF option 54: During production (see 13.6) you may choose one
The Rumanians lose 2 armies, while the Soviets lose 1. country or territory and randomly pick a TERR from your force pool
Thus for the purposes of promotion, the Soviets get +3 (6-3). They decide controlled by that country. If you do, the TERR takes 2 turns (not one) to
to lose the MECH corps, because adding 3 to the 5-6 MECH army only build.
totals 8, well short of the 10 required to gain the weakest MECH GBA. Movement
3 is added to the 6-factor 51st INF army to total 9. Unfortunately, the 9-4 In addition to the restrictions on minor units leaving their home country
(8th) INF GBA is already on the map, so Anna puts her 6-3 in the force (see 19.4.3), territorials may only leave their home country or territory if
pool and places the 8-4 INF 9th GBA in Krivoy Rog. they are controlled by an active major power.
Note that if the Rumanians had contributed a division to the attack and During movement territorials treat all hexes (except lakes) in their home
taken this as a loss, then even though the net total would only have been country or territory as clear. They pay normal costs elsewhere.
2 points (4.5-3), this would have still been enough points to replace the
6-3 with the 8-4 INF. Conquest, liberation & reversion
When destroyed or replaced, GBA are placed back in the Reserve pool When a home country or territory is aligned (see 9.6), conquered (see
and are again available for other promotions. 13.7.1), liberated and/or reverted (see 13.7.5), all its territorials on the
map, on the production circle and in the force pool are removed from the Land units attacking through fortified hexsides into the hex containing
game. the fort halve their combat value (in addition to any other modifiers, see
If the country’s or territory’s new owner has a territorial available for it 11.15.1). A unit landing on the stack by paradrop is never halved by a
(even if currently removed from the game) with fewer combat factors fort. If every land unit attacks through a fortified hexside, the defender
than the one removed from the map or production circle (owner’s choice has the choice of combat table, see 11.15.5.
if more than one), then it may be placed on the production circle to arrive A fort has no further effect on an already fortified hexside (the effect of
as a reinforcement in the following turn. All other territorials for this printed fortified hexsides supersedes that of forts).
country’s new owner are added to its force pool. The orientation of the counter determines which hexsides are fortified.
Example: Germany conquers South Africa while the Commonwealth
South African 5-2 TERR is in London (W1536). Both CW South African Coastal Forts
TERRs are removed from the game, the German South African 4-3 TERR Coastal forts prevent enemy land units from moving (see 11.10, they may
is placed on the production circle to arrive as a reinforcement in the advance after combat, see 11.15.5) into the hex across an all-sea hexside
following turn and its 6-2 TERR placed in the German force pool. (even across a strait). If land units are attacking your coastal fort across
TERRs from countries and territories controlled by another major power an all-sea hexside, you may defend with a notional unit, even if not
in 1939 are differentiated by the colour inside the NATO symbol on the otherwise allowed (as no unit is paradropping or invading).
back of the counter (e.g. the back of the German Egyptian TERR has a Coastal forts increase the combat factors (see 11.15.5) of 1 defending
Commonwealth khaki coloured NATO symbol). land unit (even the notional) in the hex (after modification due to surprise,
Friendly controlled cities in conquered home countries and territories are supply and terrain) by the coastal fort’s printed value provided at least
still primary supply sources (see 2.4.2) for its territorials. one of the attacking units is invading, or is a MAR attacking across an
all-sea hexside, or is a land unit attacking across a strait.
PatiF option 54: French Indo-China TERR may be built in Vietnam,
NEI TERR may be built in Indonesia, Palestinian TERR may be built in Example:
Israel, and Korean TERR may be built in North or South Korea.
22.8 City based volunteers (AiF & TiF opt. 55)
All units with the name of a city printed on their back are city based
volunteers (CBV). These units represent volunteers who fought or
potentially would have fought for the major power whose background
colour the counters share. As examples, Vlassov was a successful Soviet
general who defected to the Germans after his capture, the SS recruited
personnel from the occupied areas, and Japan employed Chinese and
Indian soldiers from prisoner of war camps.
These units become available to the respective major power when their
home city is controlled by that major power (or one of its controlled
minor countries or territories). During any production step while this city
remains under your control you may place that unit onto the production The US I Marines are in P1924. Japanese controlled Truk (P2025) has
circle as if built this turn. They are free the first time they are purchased no land units but does have a +3 coastal fort. During land movement the
(option 39: and do not count for gearing limits). I Marines move to P2024. Normally they could just continue movement
into Truk but due to the coastal fort, they must attack it instead.
In addition, Free French (FF) CBVs are only available for France or Free
France after: During land combat Jay declares an attack on Truk. His 6 factors are
(a) Vichy is declared, halved for attacking across an all-sea hexside. He adds 3 factors of shore
(b) France is incompletely conquered, or bombardment and 3 more of ground support (the remainder are lost as
(c) Nov/Dec 1942; each can’t exceed their land combat factors) for a total of 9 factors vs
Kasigi’s 4 (1 for the notional +3 for the coastal fort). 9:4 rounds down to
whichever comes first. 2:1 +1 (as notionals are always face down). If Truk is out of supply
CBVs whose city is in an aligned minor country are units of that country. and/or surprised it would be 9:3 (4-1 for surprise or lack of supply, but
All other CBVs are major power units (and in China’s case controlled by not -2 for both as a notional can’t be worth less than 0), which rounds to
the faction that control’s the CBV’s city). Note this means their status 3:1 +1. If Kasigi declines the notional there would be 0 defending factors
may change if their home country is conquered or liberated. in the combat.
If they are destroyed they are returned to the controlling major power's TiF option 32 (Naval guns): After advance after combat (see 11.15.5)
force pool and may be built again later, but you have to build them roll a die for each enemy naval unit that provided shore bombardment
normally (see 13.6.5) from then on. against a coastal fort’s hex. If you roll less than the coastal fort’s defensive
Whenever their city is controlled by another major power they are value you implement an ‘X’ result against the bombarding unit exactly
removed from the game if in the force pool or on the production circle. If as if it had suffered that result in naval combat (see 11.5.8) If the roll is
on the map they remain under your control until destroyed. Note that as equal to the coastal fort’s defensive value you implement a ‘D’ result on
their home city may be controlled, lost and then re controlled during the the bombarding unit. If you roll higher than the coastal fort’s defensive
game, CBVs can enter and leave the game many times. They are free value there is no effect on that unit.
only once nonetheless. Example: Continuing the previous example, after advance after combat,
At the start of each campaign no CBVs are in the game yet. Kasigi rolls a die to see if the Washington (which provided the shore
bombardment) is affected by the coastal fort. Kasigi rolls a 2, which
22.9 Fortifications (TiF option 32) results in a potential ‘X’ result for the Washington. Jay rolls against the
Fortifications are facilities (see 1.3) that form 2 new force pools, one for Washington’s defence factor of 2 and rolls a 5. The Washington is
forts and the second for coastal forts. damaged.
Fortifications do not prevent enemy units entering their hex (exception: In all other cases coastal forts are ignored (e.g. US land units in Lorient
see coastal forts below). Fortifications have no intrinsic combat value and (W2031) could move into or overrun Brest (W2032), ignoring any
cannot attack. Their combat benefits are not affected by lack of supply. coastal fort there, and would destroy it when they occupy the hex).
Ground striking and artillery bombardment have no effect on them. They 22.10 Frogmen (SiF option 51)
cannot be used to satisfy losses in combat and are destroyed as soon as
an enemy land unit enters their hex. The Italian frogmen, US PT Boats and
Japanese and Commonwealth minisub
The following are the rules specific to each type of fortification. units are the same unit type for all
Forts purposes. We call them all “frogmen”.
You may not overrun a land unit (even with 0 factors) in a fort through a Frogmen form a new force pool. They are
fort hexside (see 11.10.6). surface naval units for all purposes except as stated below.
Frogmen movement box section so she may execute the attack. She gets 15 surprise points
(6+9) while Jeremy gets 9 (5+4).
You may rail move (see 11.9) and air transport (see 11.11) frogmen like
a land unit except that it must end its move in a friendly controlled port. Maria spends the difference on increasing the frogmen’s attack column
from 3 to 6-7 on the air-to-sea row against 3-4 enemy ships for an X, a D
Frogmen may be transported by a TRS (see 11.4.5) or an ATR (see
and an A result. Jeremy applies the first result on the BB hoping to roll
11.11). They may also move (see 11.4) and fight (see 11.5) like any other
higher than a 4 and lucks out only damaging her. Maria, going in for the
surface naval unit except that during surface naval combat (see 11.5.8)
kill, applies the D against the same target (needing 5 or less now) and
they have 0 attack factors. Unlike other surface naval units frogmen may
again Jeremy is lucky as the Q Elizabeth is only aborted and placed in
attack before naval combat and they may move into an enemy port to
the repair pool. Jeremy applies the abort result against the CPs. The
conduct a frogmen attack.
frogmen are then destroyed. Although the attack was successful it could
Frogmen attack have been devastating.
Frogmen’s special ability is to attack enemy naval units during naval 22.11 Heavy weapons (AiF, PatiF & PoliF opt 56)
movement (see 11.4) immediately the frogmen ceases its naval move.
Only 1 frogman may attack the same port or sea area each impulse. After During the war most countries upgraded their units with heavier
the attack, the frogmen are destroyed. Frogmen may only attack units in weapons. Heavy weapons units (HW) are differentiated from normal
a sea-area if it is adjacent to the port the frogmen started their move. units by the thick black bar on the left-hand side of the NATO symbol.
Frogmen attack in this way: Heavy weapons units replace the World in Flames units that have the
1. Both sides roll search dice (as in port attacks ~ see 11.2). The same designation. If you have more than 1 heavy weapons unit with the
frogmen’s sea-box section is the number in the violet circle same designation, PatiF supercedes PoliF which supercedes AiF.
on its counter, even when attacking at sea; Once a heavy weapons unit becomes available, you may scrap (see
2. The attack fails (and the frogmen destroyed) if: 13.6.5) its WiF unit in any production step and replace it with its
(a) the frogmen’s search roll is higher than its section; equivalent heavy weapons unit. If you have more than 1 heavy weapons
(b) the defender spends 4 surprise points; or unit available you choose which ones you want to replace.
(c) the frogmen are attacking a sea area (not port) that If the heavy weapon’s equivalent WiF unit is in the force pool or on the
contains an enemy aircraft (carrier planes only count if on an production circle, simply replace one with the other. If the unit is on the
undamaged CV) during fine, rain or snow, and the frogmen
don’t spend 4 surprise points to execute the attack; map, you may upgrade the WiF unit in the field provided that it is in
3. If the frogmen survive you execute the attack using the supply back to its home country and not in an opponent’s ZoC.
frogmen’s attack factor (in red or white) on the air-to-sea row Each unit upgraded on-map or on the production circle costs 2 build
(see 11.5.9) of the naval combat chart. However, the owner points and takes place immediately during the Production step. The
chooses the first target, the frogman the second etc. (of corresponding heavy weapons unit replaces the unit in its current
course, like other naval combats, you can spend surprise location. If the unit is not in its home country, turn it face down.
points to modify this).
Option 39 (gearing limits): Upgrading a unit on-map or the production
Example:
circle does count against gearing (e.g. upgrading an ARM to its heavy
weapons equivalent counts against your armour gearing limits, see
13.6.8). Upgrading a unit in the force pool does not.
You may build heavy weapons units ahead in the same manner as other
units (see 13.6.5). If you cannot build ahead the heavy weapons unit you
randomly chose (either due to its cost or location) then you cannot build
ahead any more heavy weapons units this turn and the heavy weapons
unit is returned to the pool of units not yet available.
Example: The Soviets have no Soviet heavy weapons MOT in their force
pools during a production step of 1942. They decide to build one ahead
from 1943. They pick a heavy weapons MOT randomly from those in
1943 and find that its equivalent non-heavy weapons type is currently on
the map and in a location which allows it to be upgraded in the field.
This unit is scrapped and its equivalent heavy weapons type is placed on
the map in the same hex. This unit costs 7 to build (2 + 5). If its equivalent
non-heavy weapons unit was not on the map it would have cost 10 (5 +
5) to build and taken 3 turns to arrive as a reinforcement. If a heavy
weapons MOT had been picked that could not be upgraded, it would be
returned to the pool of units not yet available and the Soviets could not
build ahead any further heavy weapons units this turn.
DiF option 52 (Guards Banner armies): All active major powers may
promote their units to an available HW unit with the same designation in
the same manner as Guards Banner armies (see 22.4) except that the
original unit is scrapped and the HW unit when destroyed is placed in
In Nov/Dec 1941 Maria declares a naval impulse. She moves an Italian your force pool. The Soviets must choose which unit (HW or GBA) they
surface naval task force consisting of the CLs Cadorna & Guissano and wish to promote to.
a frogman from Syracuse (W0212) into the Eastern Mediterranean Sea The US, Commonwealth, Russia and Germany may only promote to
which contains the British CL Ajax in the 4 sea-box section. The Ajax HW units in combats against at least one of these major power’s (not their
successfully intercepts the Italian task force. controlled minors) land units. France, Italy and Japan may only promote
Maria could cease their movement and the frogmen attack the Ajax (prior to HW units when in combat against any major power’s units (not their
to normal naval combat), but Maria has bigger fish to fry in Alexandria controlled minors) except China. China and minor countries may
(E1505) and decides to fight her way through the interception combat, promote to them in combat against any major power or minor country
placing her units in the 0 section. The interception combat aborts the unit.
Cadorna and Ajax. Maria leaves the Guissano in the 0 box and continues Example:
moving the frogmen into Alexandria (costing a 2nd naval move, not that In 1941, the Soviet 3rd Armoured
it matters in this case as it’s a naval impulse) where she declares a army launches a successful attack
frogmen attack. against a German corps. Anna may
The frogmen’s sea-box section is 6. Alexandria contains the BB Q upgrade it to either the 3rd HW Armoured army or an ARM GBA. Anna
Elizabeth, the CLs Carlisle & Dido and 5 CPs. Maria’s search roll is a upgrades it to the 3rd HW Armoured army and scraps the 3rd Armoured.
4 while Jeremy rolls a 9. Maria’s roll is not more than the frogmen’s sea-
22.12 Air Cav (AiF, PatiF & PoliF option 57) While upgraded, increase the stacking value of a minor port by the
squadron’s SSq value. While upgraded ignore the SSq in port attacks (see
Air Cav (ACV) units are a new unit type. Except as specified below they
11.2), Frogmen attacks (see 22.10) and for stacking purposes.
are cavalry class land units (e.g. stacking).
Example:
ACVs may not move during the land movement step (see 11.10). Instead,
they move like aircraft (see 14.1). In particular: Playing SiF option 5, Jay’s 1943 SSq is in
• they fly like aircraft (but must end their move in a hex a CAV friendly controlled Midway (P0934). At the start
can stack in) and pay aircraft movement costs; of naval movement he turns it face down. Midway
• if they start their move out of supply, or the hex they end can now stack the SSq and 24 other naval units!
their move in is storm or blizzard, they may only end their If an SSq is overrun, it must rebase in the same
move in a friendly controlled hex; manner as all other face-down naval units in the port (see 11.10.6,
• they may move into or through hexes containing enemy units Overrunning naval units).
or ZoCs;
• fighters may CAP, intercept and/or escort (see 14.2.5) them; At the start of the naval movement step you may announce that you are
and downgrading an upgraded port. Turn the SSq face-up and move it back
• they do not change control of the hexes they move through. into the port. Stacking at that port is now normal. You may only
downgrade a port if it would not be overstacked after downgrading.
However, there are some exceptions:
• they may only move during the air transport (see 11.11), Upgrading or downgrading a port counts as 1 naval move.
paradrop (11.14), retreat (see 11.15.5) and/or rebase (see
11.16) steps; 22.14 Light Cruisers (CliF option 6)
• only paradrops count as an aircraft mission against activities The light cruisers in Cruisers in Flames replace those provided in
limits (see 10.2); and World in Flames and depict every CL and CLAA of WWII. They are
• they do not return to base (see 14.2.4), nor turn face-down, treated the same as WiF light cruisers (apart from the difference in ASW
after these missions (except as a result of combat). value, see 11.5.10).
They may also make rail moves and may be transported by a TRS. They
may not be transported by AMPHs or by any ATR. 22.15 Partisan HQs (option 60)
In air-to-air combat ACVs have an air-to-air rating of ‘(0)’. Zoya K. cannot be built nor randomly placed like other partisans. Instead,
whenever 2 partisans are stacked in a hex in the Soviet Union at the start
ACV’s may only attack by Paradrop mission (see 11.14). During the
of any partisan step, the Soviet player may destroy them and place Zoya
paradrop step if they end their move in an enemy controlled hex they
K in that hex instead. If Zoya is one of the partisans, only the Zoya
must attack it, just like a paradrop into an enemy hex. This counts as a
partisan is destroyed to get the Zoya K. HQ.
land attack (see 11.15) against activity limits.
Zoya K. is treated as a normal HQ-I for all purposes. However, she is
Their ZoCs after moving to an enemy controlled hex are affected exactly
counted like a partisan for partisan rolls (see 13.1) while in her home
like a PARA’s when it paradrops. If the only defending unit is notional
country. She is also always in supply in her home country (but units
(see 11.15.1), the combat result is an automatic */2S if assault or */2B if
tracing to her must still trace back to a primary supply source).
blitz (even if attacking with other units) without having to turn face down.
If it survives the land combat, the ACV takes control of the hex. When destroyed, Zoya K. is again available in the same manner as above.
When arriving as a reinforcement (only possible if shattered in combat),
ACV defend like CAV but if forced to retreat from combat they must
she may only be placed in a home country hex containing a friendly
retreat as if returning to base (see 14.2.4).
partisan.
Example: Playing Patton in Flames, Anna decides to launch a lightning
Tito is also a partisan HQ and
strike across the Italian Alps. In her air transport step she flies her Guard
follows the same rules as Zoya
ACV from Stuttgart (W0831) to Trieste (W0426). Then in the paradrop
K. except he is a Yugoslav
step (using an air mission) she flies again to enemy controlled W1026
(rather than Soviet) unit, he may
ignoring the ZoC of the French unit in Turin (W1025). As there is only a
be built only in Yugoslavia, and
notional unit in W1026, after surviving air-to-air combat, the Guard ACV
only requires the Tito partisan to
controls the hex putting the French corps in Turin out of supply.
be destroyed if Tito is one of the
2 partisans.
22.16 Convoys in Flames (CoiF option 7)
This Ships in Flames option introduces several units that represent in
greater detail the naval battles conducted against merchant marine
shipping, especially battles by and against submarines.
ASW units
ASW units represent the corvettes, destroyers, sub chasers and escort
carriers that were used to guard convoys. They are placed into 2 new
force pools, one for DEs (destroyer escorts) and the other for CVEs.
(escort aircraft carriers).
ASW units are attached to 3 convoy points. Their build (and repair) cost
(first and 2nd cycle) and time to build is printed on the back of each unit
(see 13.6.5, Naval units). ASW units with an air component are CVs (see
14.4), all other ASW are SCSs.
ASW attack factors (in red or white) only count in surface naval combat
(see 11.5.8) if the combat includes any enemy submarines.
In Pierre’s impulse, he decides to counterattack the Gd Cav ACV and In all submarine combats (see 11.5.10) ASW attack factors count as
gets an ‘R’ result. The ACV returns to base over the Alps to Soviet ASW factors. This is in addition to their air component (if any) and
occupied W0926 and turns face-down. inherent 1 ASW factor per 5 convoy points.
In all surface and submarine combats that includes any committed enemy
22.13 Service Squadrons (SiF option 58) SUBs, some or all of your ASW (your choice) included in the combat
Service squadrons (SSq) are normal TRS units in all respects. If you are may fire first at those SUBs as if it were submarine combat. All results
not playing with this option, treat them as just another TRS unit. are inflicted on the SUBs before the normal submarine or surface combat
At the start of the naval movement step you may upgrade a minor port takes place. Any ASW that fires first does not get to include those factors
provided there is a face-up SSq there, which is then turned face down. during the normal combat, but still retains its 1 ASW factor per 5 CPs
(see 11.5.10), and may be chosen as a target.
In all other respects ASW are treated as convoy points (e.g. they must end may only be used to move them to sea. If they are ever in a neutral port
any move at sea in the 0 box, they do not need to return to base at the end when the port is enemy controlled, they are immediately destroyed.
of the turn, they may not attempt to intercept nor initiate a search, they Example: The German CX Orion is in a neutral Rio de Janeiro (M0207).
help opponent’s searches etc.). Heinz does a combined. As his additional naval move he sails the Orion
Example: In fine weather, 4 German SUBs with 2 SCS find the 9 into the South Atlantic Ocean. As his normal naval move he moves all his
Commonwealth CPs attached to the DEs Huron and Wessex, and the face-up subs. If 2 CXs were in Rio, Heinz’s would have required both
CVE Attacker. The Axis use 4 surprise points to call a round of surface naval moves to move them both out of Rio.
combat so that their SCS can fight (if they did not spend the surprise
points the CVE could have required the round to be naval air). Tankers
The ASW units fire first at the enemy subs, adding up their ASW factors, Oil-carrying tankers are a special kind of convoy. They are treated as
7 (2+3+2 air to sea factors). Heinz spends another 2 surprise points to convoy points for all purposes (e.g. they are added together during
reduce the attack to the 4-5 ASW column resulting in 1 ‘D’ and 2’A’ combat and losses can be taken from either or both) unless otherwise
against the 4 German SUBs. After implementing these results, the indicated below.
remaining units fight a normal surface naval combat. Having fired first, Only tankers may transport oil overseas and only convoys may transport
the ASW may not fire again. other resources or build points overseas (see 13.6.1).
If not playing with ASW units, just treat them as additional CPs. Each tanker costs 1 build point and takes 5 turns to build.
SUB-hunting aircraft At the start of any reinforcement stage, you may convert any of your face-
up convoy points in a home country port (UK’s current home country
Aircraft with a red naval factor, in addition to all their other only in the case of the Commonwealth) into tanker points, or vice versa.
wonderful attributes, are SUB-hunters. It takes 2 convoy points to convert into 1 tanker point, or 2 tanker points
Face-up SUB-hunters may attempt to intercept (see to convert into 1 convoy point. Furthermore, the Japanese may instead
11.4.6) SUBs by turning a Sub-hunter face-down. If successfully convert 3 convoy points into 2 tanker points. [Designer’s note: Japanese
intercepted by any sub hunter, the SUBs must stop their move in that sea freighters (not tankers) were designed as dual purpose].
area or fight their way through as normal (see 11.4.6) except that they Example: Desperate for more tankers, Kasigi converts 6 convoys in
must all be committed each round of the interception combat against all Tokyo into 4 tanker points at the beginning of his reinforcement stage.
enemy units included in the combat.
If not playing CoiF option 7, tankers are just more convoy points.
Example:
I-400
The Japanese I-400 is both a submarine and a CV and has all benefits of
both unit types. It moves like a SUB, see 11.4.2 (option 17: but exerts
presence like a CV) and can fight as either. The only exception is that it
must be committed to naval combat (see 11.5.4) if it (CVPiF option 45:
or its CVP) is face down.
Milchcow (M) SUBs
Milchcow SUBs are treated as SUBs in all respects except that they need
not return to base at the end of the turn (even if it is in the 0 sea-box
section) and have the special capability to act as a floating port as follows.
During a combined or naval impulse or during the return to base step (see
13.4), if a milchcow is face-up up in the 0 sea-box section of a sea area,
any CX or other SUB from the same country also in the 0 box may stack
A face-up CW Mk III Sunderland and 2 CLs, and a US B-24M are face- on the milchcow and the milchcow turned face-down (this does not count
up in the North Sea during fine weather. 2 German SUBs attempt to move as a naval move). While face-down, the milchcow acts as a port to that
through the sea area but the SUB-hunter successfully intercepts with a unit.
search roll of 2. The SUBs must either cease movement or attempt to fight The unit basing on the milchcow is always in supply. When the unit based
their way through against all Allied units. The SUBs elect to cease on the milchcow moves, immediately turn the milchcow face-up again.
movement and place themselves into the 3 sea-box section. If the Allies The unit itself pays 1 movement point and 1 range to leave the milchcow
had rolled a 4, only the B-24M would have found the subs but they still and move into its sea area.
would have had to fight their way through against it.
While acting as a port, the milchcow is included in all sub combat
The Sunderland could again try to initiate combat against the SUBs involving its sea-box section (even if wasn’t committed to combat).
during the naval combat step, but the SUBs as usual would have the
option of not committing to combat. Example: The German Type VIIC milchcow and Type IXA SUBs are
both face-up in the 0 box of the Cape St Vincent sea area. Heinz calls a
During the return to base step, the B-24M elects to stay at sea in the North combined impulse, turns the VIIC face-down and stacks the IXA on top.
Sea moving down 1 space. It successfully intercepts 3 German SUBs
returning to base at Kiel (W0640) via the North Sea. The SUBs must fight As the naval move, Heinz moves all his subs including the IXA which
from the 0 sea-box section, they cannot avoid interception combat and moves into the 2-box of the Gulf of Guinea sea area and the milchcow
are all committed to the combat. 1 sub is sunk in the first round. The other turns back face-up.
2 abort at the end of the round and return safely to Kiel. During the return to base step, the IXA could just move down a box (it
may remain at sea as it does have a base, the VIIC, it could return to) but
Auxiliary Cruisers (CX) Heinz returns it to base at the VIIC milchcow which is turned face-down
German and Japanese auxiliary cruisers (commonly to allow this. The IXA is reorganized but the VIIC remains face-down.
referred to as surface raiders) are treated as SCS in all The Allies move first at the start of the next turn. The USA sends a cruiser
respects except that: squadron into the 4 sea-box section of the Central Atlantic. Heinz
(a) you add 2 to all interception (see 11.4.6) and search rolls (see doesn’t commit any subs to combat. Jay’s search roll is a 3 meaning his
11.5.5) when searching for a committed force solely squadron is included in combat while Heinz rolls a 9. Jay chooses the 0
containing auxiliary cruisers; sea-box section to fight committed Axis units there. As there are no subs
(b) DiF option 20: they may not transport any units (see 11.4.5); and convoy points included, Jay must spend 4 surprise points to call a
and
sub combat which automatically includes the milchcow as the sole Axis
(c) they are always in supply.
unit in the combat.
During each combined impulse a major power may naval move 1 CX in
addition to her normal naval move (see 11.4.1). Schnorkel (S) SUBs
CXs may also sail from and return to base to a neutral minor country port. Schnorkel SUBs are treated as SUBs in all respects except that they:
While any face-up CX’s are in such ports, each naval move by the owner 1) are not included in the special pre-fire combat by ASW units unless at
least one of the included ASW units is a CVE; and night missions like all other bombers.
2) may not be intercepted by SUB-hunting aircraft. The A-bomb is destroyed after it attacks its target. If its bomber is
destroyed, the A-bomb is destroyed as well.
Walther (W) SUBs
Walther SUBs are treated as SUBs in all respects except that they 23. Index & Glossary
1) are never included in the special pre-fire combat by ASW units; 1D10 land CRT 11.15.5
2) may not be intercepted by SUB-hunting aircraft; and 2D10 land CRT 11.15.6
3) may voluntarily return to base (see 13.4) during any naval combat A-bombs 22.17
a2a [air-to-air]
round, immediately after search dice (see 11.5.5) have been rolled. a2s [air-to-sea]
Example: a German schnorkel and a Walther SUB attack Allied convoy AA [Anti-aircraft units, see Unit Description chart] 22.2
lines in the North Atlantic. There are 3 ASW units plus several convoys fire 11.5.9
for the Allies. The SUBs successfully search and elect to fight a pilot deaths 14.6.4
submarine round of combat. The Walther is not affected by the ASW pre- surprise 15.1
fire attack. However, since one of the ASW units is a CVE, the schnorkel Aborts
air-to-air combat 14.3.2
can be affected, is aborted and must immediately return to base. naval combat 11.5.8, 11.5.11, 13.4
The Walther stays at sea and another naval search is conducted. This Action types 10.
time an Allied NAV in the 3 sea-box section successfully searches while air missions 14.2
the Walther does not. The Walther decides to immediately returns to base Germany in 1939 9.1
at a nearby face-up milchcow. multiple 16.2
naval combat, initiating 11.5.2, 11.6
Missile SUBs (MS) neutral major powers 9.1
oil cost 10.3.
Some SUBs have missile capability (shore bombardment factor in red). pass action 11.1, 12.
They are SUBs in all respects except that when face-up they may fire activity limits 10.2
their missiles against any hex within 6 aircraft movement points of any rail movement 11.9
sea dot in the sea area. reorganisation 11.17.4
The missile attack is a strategic bombardment attack (see 11.7). This Active major power [a major power at war with another major power] 9.1,
11.10.5
attack counts against aircraft mission limits for the controlling major Active side [the side whose impulse it is] 7
power and is subject to weather and terrain limitations and modifications Activity limits 10.2
as if it were a LND, but it may not be intercepted. After conducting the air missions 14.2
attack, turn the SUB face-down. artillery bombardment 22.2
Example: A face-up German SUB with 2 missile factors is located in the debarking
US East Coast sea area. During a Fine weather impulse, the SUB at sea 11.12
in port 11.4.5
conducts a strategic bombardment attack against Boston (M0619) with naval transport 11.4.5
its 2 strategic factors. This costs Germany an air mission, and the SUB is offensive points 16.2, 16.5
turned face-down after the attack. port attacks, unsuccessful 11.2
If, not playing CoiF option 7, just treat these SUBS like all other SUBS rail movement 11.9
(ignore their special abilities). ACV [Air Cav] 22.12
Administration groups [group of French minor countries or territories which
22.17 V-weapons and A-bombs (PiF option 24) can be either Vichy or Free French] 17.2
Advance after combat 11.15.5
V-weapons and A-bombs form a new force pool. They are both land artillery 22.2
units except as specified below. They stack and move as a division (see AfA [Africa Aflame, replaced by Territories in Flames]
22.1) even if not playing that option. They can be rail moved (see 11.9) Afghanistan
or naval transported (see 11.4.5). alignment 19.7
Africa [continent west and south of the Suez Canal including Madagascar,
V-weapons Farquhar Group, Zanzibar, Comoros & Canary Is]
Only Germany can build V-weapons. Face-up V-weapons fly strategic African map 2.1.1, 24.1.3
AiF [America in Flames] 1
bombardment missions like aircraft (see 11.7) except:
Air Cav [ACV] 22.12
(a) V-2s & A-10s cannot be intercepted and are immune to AA Air component 14.4
fire; and Air landing division 22.1.1
(b) V-weapons must return to the same base they started the Air sea search 11.5.7
mission (the V-weapons represent the launchers, not the Air supply 11.17.1
rockets themselves). carrier planes 14.4
V-weapons can’t fly a mission in the same impulse that they move. Air transport 11.11
carrier planes 14.4
Face-down V-weapons that are successfully ground struck (see 11.8) are co-operation 18.2
destroyed (the launchers were very vulnerable to air attack). frogmen 22.10
Air-to-air combat 14.3
A-bombs altitude 11.7, 14.3.2
Only the USA can build an atom bomb. If playing America in Flames multiple states of war 9.8
or Patton in Flames there is no counter limit to A-bombs and, subject to naval air 11.5.9
research, any major power may build them. voluntary abort 14.3.2
night missions 11.7, 14.3.2
Any of the owner’s bombers with 6 or more printed strategic factors may pilots 14.6.4
air transport (see 11.11), launch a port attack with (see 11.2), or value 14.3.2
strategically bombard with a face-up A-bomb in the appropriate step of Air-to-air rating [aircraft’s air-to-air combat ability, see Unit Description chart]
each impulse. A-bomb strategic factors are not reduced if its bomber flies 14.3.2
at extended range (see 14.1.1). Air-to-air strength [the air-to-air rating of your front fighter plus 1/10th the air-
to-air rating of each other fighter in this combat. If you have no fighters, it is
During port attack or strategic bombardment, if the bomber your front bomber’s air-to-air rating] 14.3.2
survives any air-to-air combat and/or anti-aircraft fire without Air-to-air value [your air-to-air strength - your opponent’s air-to-air strength]
being aborted or destroyed, the A-bomb may be dropped on the 14.3.2
target. Aircraft 14.
An A-bomb attacks with 25 factors instead of the bomber’s own air sea search 11.5.7
air supply 11.17.1
factors. It may be included with other bombers attacking the target.
air transport 11.11
A-bomb factors are modified for weather, anti-aircraft fire and anti-aircraft fire 11.5.9
Chinese 13.3.2 stacking 2.3.1
factors ZoCs 2.2
terrain 14.5 AsA [Asia Aflame, replaced by Divisions in Flames]
weather 14.2.3 Assault [see Land combat]
foreign sourced 13.6.4 ASW 11.5.10, 22.16
ground strike 11.8 AT [Anti-tank units, see Unit Description chart] 22.2
ground support 11.15.4 ATR [Air transport unit, see Unit Description chart] 11.11
home country conquered 13.7.1 ATR units, large
jets 14.3.3 reorganisation 11.17.1
lend lease 13.6.4 Auxiliary Cruiser 22.16
missions 14.2 Available [see Availability year]
movement 14.1.1 Availability year [year that a unit becomes available to be built] 4.1.1, 24.1.5
naval air combat 11.5.9 aircraft 4.2.1, 14.6.3
naval air interception 11.5.3, 13.4.1 replacement naval units 4.1.3
naval air mission 11.3, 13.4.1 Axis [Germany, Italy, Japan & Vichy; and their controlled minor countries]
overruns 11.10.6 Azores 2.1.3, 2.1.4
range, extended 14.1.1 Baltic sea
rebasing 11.16 resource transport 5.1
reorganisation 11.17.1, 11.17.4 Baltic states [Estonia, Latvia and Lithuania]
reserve pool 14.6.1 German occupation 5.1
return to base 13.4.1, 14.2.4 Soviet occupation 19.5.2
strategic bombardment 11.7 BB [Battleship, see Unit Description chart]
strategic bombers, US 13.3.2 Bessarabia 19.6.2
surprised 15.1 Blitzkrieg [see Land combat]
tank busters 11.8, 11.15.4 Bombardment [Field artillery] 22.2
Aircraft missions [see also particular missions] 14.2 Bomb markers 13.6.10
co-operation 18.2 Bomber [An aircraft flying any mission except combat air patrol, interception or
terrain 14.5 escort]
weather 14.2.3 strategic, US 13.3.2
Aircraft movement 14.1 unarmed 14.3.2
activity limits 10.2, 14.2.1 Bomber transports
CAP 14.2.5 paradrops 11.14
communication lines, 2.1.3 reorganisation 11.17.1, 11.17.4
escorting 14.2.5 Bounce combat 14.3.3
hexdots 2.1.1 Bps [see build points]
interception 14.2.5 Brazil
naval air missions 11.3 alignment 19.8
neutral major powers 9.1 Breaking down 22.1
range 14.1.1 Breakthroughs 11.15.5
rebase missions 11.16 invasions 11.13
supply 2.4.3 Britain [see UK]
Aligned [minor countries on your side] 9.5, 9.6, 19.2 Build points [your production points multiplied by your production multiple]
1939 [major power’s initials in brackets after minor’s name] 13.7.1, 18.1 calculating 13.6.3
control 2.5.2 lend lease 5., 13.6.4
production 13.6.2 saved 13.6.9
units 19.4 destroy 10.4
All sea hexsides [see Hexsides] search & seizure 13.6.1
Allied [see Allies] spending 13.6.5, 13.6.6, 13.6.10, 13.6.11
allied [see allies] transporting 8.2.1, 13.6.4
allied friction 11.15.5 Building ahead 13.6.5
Allied support 13.7.2 Factories in Flames 13.6.10
Allies [China, Commonwealth, France, USA, USSR and their controlled minor Bulgaria 5.1
countries] alignment 19.6.2
allies [major powers on your side] Burma Road 13.3.2, 13.3.3
Alpine hexsides [see Hexsides] closing 13.3.3
Altitude 11.7, 14.3.2, 22.2 opening 13.3.2
America in Flames [AiF] 1 resources 13.3.2, 13.6.1
AMPH [Amphibious transport, see Unit Description chart] 11.4.5, 11.13 CA [Heavy Cruiser, see Unit Description chart]
invasion 11.13 Cadre 13.6.3
limited overseas supply 2.4.2 Canal hexsides [see Hexsides]
naval transport 11.4.5 CAP [Combat air patrol] 14.2.5
reorganisation 11.17.3 Capital [each country’s governing city] 2.5.1
Amphibian aircraft 2.3.1 conquest 13.7.1
Anti-aircraft fire 11.5.9, 22.2 FiF production 13.6.10
pilot deaths 14.6.4 lend lease 13.6.4
surprise 15.1 liberation 13.7.5
Anti-aircraft units 22.2 minor countries 19.
Anti-tank units 22.2 partisans 13.1.2
land combat 11.15.5 saving oil and build points 13.6.9
overrun 11.10.6 Ukraine 19.12
ARM [Armour, see Unit Description chart] Vichy 17.
CW special 11.13, 22.1.1 victory 13.9
land combat 11.15.5 Carrier planes 14.4
overrun 11.10.6 anti-aircraft fire 11.5.9
variable reorganisation 11.17.4 CV damaged 11.5.8, 11.5.11, 14.4, 14.4.1
Army [XXXX, see also corps size] 1.2.1 fighters, as 14.3.2
Army group [XXXXX, see also corps size] 1.2.1 garrison values 9.2, 13.1
ART [Field artillery] 22.2 naval air combat 11.5.9
Artillery [see also Anti-aircraft, Anti-tank, Field artillery, FLAK, Rocket naval air missions 11.3
artillery and SAM] 22.2 rebasing 14.4.1
ground strike 11.8 reorganisation 11.17.4
ground support 11.15.4 searching 11.5.5
invasions 11.13 shot down 14.4
movement, motorised 11.10.2 strategic bombardment 11.7
naval transport 11.4.5 units, separate 14.4.1
Carrier Planes in Flames [CVPiF, included in Ships in Flames] trade agreements 5.1
CAV [Cavalry unit, see Unit Description chart] transporting build points 13.6.4
advance after combat 11.15.5 transporting resources 13.6.1
Air Cav 22.12 US escorts 13.3.2
mechanised 22.5 Convoys in Flames [CoiF] 22.16
Vlassov 22.8 Co-operation 18.
Central America [AiF option 1: Costa Rica, El Salvador, Guatemala, land movement 11.10.5
Honduras, Nicaragua and Panama] liberation 13.7.5
alignment 19.8 neutral major powers 9.1
China oil 10.3
aircraft 13.3.2 partisans 13.1.3
attack weakness 11.15.1 reorganisation 11.17.4
co-operation, internal 18.1 stacking 2.3.1
Communists 20. supply 2.4.2
Nationalist attack weakness 11.15.5 Copenhagen 11.4.4
offensive points 16.3 Corps sized [corps (XXX), army (XXXX) or army group (XXXXX) unit] 1.2.1
partisans 13.1.2, 20. Country [home country of a major power or minor country] 2.5.1
production 20. CP [Convoy point, see Unit Description chart]
reinforcements 20. CP used 2.4.3, 11.4.2
reserves 9.7, 13.7.7 CRT [Combat Results Table] 11.5, 11.15.5, 14.3.2
resources 13.3.2 Cruisers
Stilwell 21. Auxiliary 22.16
supply sources 2.4.2 Light 1.2.1, 22.14
US entry 9.4 CV [Aircraft Carrier, see also Carrier planes]
Warlords 22.6 air component increases 14.4
Choice 2.7 air sea search 11.5.7
City based volunteers 22.8 aircraft, as 14.4
CL [Light Cruiser, see Unit Description chart] 22.14 Bearn 13.3.2
CLiF [Light Cruisers in Flames, included in Ships in Flames] 1 French, interned 13.3.2
Class, unit 13.6.8, 28. naval air combat 11.5.9
Clearing through, bombers 14.3.2 pilots 14.6
Closed port [Iced-in port during snow and blizzard] 8.2.1 port attacks 11.2
Clouds 11.7, 14.3.2, 22.2 searching 11.5.5
Coastal forts 1.3, 4.2.2, 13.6.6, 22.9 shot down 14.4
Coastal hexes [see Hexes] CVE [Escort Carrier] 22.16
CoiF [Convoys in Flames, included in Ships in Flames] 22.16 CVL [Light Carrier, CV with 1st cycle cost of 1] 22.16
Combat CVP [see Carrier Planes]
activity limits 10.2, 14.2.1 CVPiF [Carrier Planes in Flames, included in Ships in Flames]
air 14.3 CW [see Commonwealth]
land 11.15 CX [Auxiliary Cruiser] 22.16
naval 11.5 Czechoslovakia 19.8
Combat air patrol 14.2.5 Damaging
Combat value, aircraft [your air-to-air strength - your opponent’s air-to-air naval units 11.5.8, 13.6.10
strength] rail lines 13.6.6
Common border [any hex you control within 3 hexes of a hex controlled by Days of Decision [DoD] 1
another major power is part of your common border with that major power] 9.2, De Gaulle 17.3.2
13.2 Debarking [see also Naval transport]
Commonwealth [see also UK] 2.5.2 at sea 11.12
co-operation 18.1 in port 11.4.5
conquered home countries 13.7.1 Declaring war 9.
Commonwealth Home Country [Australia, Canada, India, New Zealand, South Finland 19.6.1
Africa and the United Kingdom] 2.5.2 minor countries, on 19.2
Communication lines Rumania 19.6.2
blue 2.1.2, 2.1.3 surprise 15.
grey 2.1.1, 2.1.3 US entry 13.3.3
Conquest [complete and incomplete] 13.7.1 USA 13.3.2
control 2.5.3 Vichy 17.4.1
liberation 13.7.5 Denmark 13.3.2
pilots 14.6.4 Desert hexes [see Hexes]
stacking 2.5.4 Desert mountain hexes [see Hexes]
surrender 13.7.6 Destroyed units [units scrapped or placed in the force pool] 4.3
Construction pool 13.6.5 city control 4.1.2
Factories in Flames 13.6.10 force pools 4.1, 13.6.5
reinforcements 4.2.1 lakes melting 8.2.1
Control 2.5 reserves 9.7, 13.7.7
alignment 19.1 retreats 11.15.5
conquest 13.7.1 return to base 13.4.2
liberation 13.7.5 scrapping 4.3, 13.6.5
partisans 13.1.2 set up 24.1.5
production 13.6.2 Destroyers 13.3.2
Vichy territories 17.2 Dice 2.7
Controlled hex [a hex controlled by a country or territory] 2.5.3 re-rolls 6.1, 13.6.11, 16.3.1
Controlled minor country/territory [a minor country or territory either aligned DiF [Divisions in Flames, replaces Asia Aflame & Mech in Flames] 1
with, or conquered by, a major power or another minor country] 2.5 Disbanding 4.3
Convoy chain [a chain of convoy points in one or more adjacent sea areas Division 22.1
connecting 2 ports to facilitate the movement of resources and build points] 13.6.1 air landing 22.1.1
Convoys 1.2.1, 13.6.1 air transport 11.11
ASW 11.5.10 ARM, CW special 11.13, 22.1.1
co-operation 18.2 breaking down 22.1
limited overseas supply 2.4.2 land combat 11.15.1, 11.15.5
minor country 19.4.1 naval transport 11.4.5
naval combat 11.5.8, 11.5.10 reforming 22.1
patrolling 11.4.2 set up 24.1.6
repair 13.6.5 stacking 2.3.1
stacking 2.3.1 supply 2.4.3
ZoCs 2.2 reinforcements 4.2.2
Division sized [XX] 1.2.1 set up 24.1.6
Divisions in Flames [DiF, supercedes Asia Aflame & Mech in Flames] 1 stacking 2.3.1
DoD [Days of Decision] 1 Fortified hexsides [see Hexsides]
Dynamic Naval Movement 11.4.2 Fractional odds 11.15.5
East Prussia 19.10 Fractions 2.6, 11.15.5
Embarking [see Naval transport] France, occupied [conquered or Vichy France] 17.1
Emergency HQ supply 2.4.3 administration group 17.2
Enemy [a major power or minor country you are at war with] liberation 13.7.5
Engineer units 22.1.1 partisans 13.1
stacking, aircraft 2.3.1 Vichy collapse 17.4.5
Entity [major power home country, minor country, territory or hex] 2.5, 19 Free France 17.1, 17.6
Entry markers 13.2 administration group 17.2
additions, annual 4.1.1 co-operation 18.1
neutrality pacts 9.2 control 17.2
US entry 13.3 French Equatorial Africa [Cameroons, French Somaliland, Gabon, Middle
Entry pool [see US entry] Congo, Ubangi-Shari, and Chad] 17.2
Escort, air mission 14.2.5 French Indo-China [see Indo-China] 17.2
activity limits 10.2, 14.2.1 French West Africa [Mauritania, French Sudan, Senegal, French Guinea, Ivory
Escorts [see also ASW] Coast, Upper Volta, Togo & Dahomey, and Niger Colony] 17.2
US 13.3.2 Friendly [controlled by a country or player on your side]
Estonia [see also Baltic states] 5.1 Frogmen 22.10
European scale [hexes on the East and West Europe maps] 1.2.3 FTR [Fighter, see Unit Description chart]
Estonia [see also Baltic states] 5.1 range as bombers 14.1.1
Ethiopia 19.8 GAR [Garrison unit, see Unit Description chart]
Facilities [factory, fort, coastal fort, rail, road, shipyard, factory specialisation & Garrison ratio 9.2
oil markers] 1.3, 4.2.2, 13.6.10 Garrison value 9.2
Conquest 13.7.1 conquest, tied 13.7.1
construction 13.6.6 entry markers 13.2
destruction neutrality pacts 9.2
overrun 11.10.6 partisans 13.1
strategic bombardment 11.7 GBA [Guards Banner Armies] 22.4
voluntary 13.8 Gearing limits 13.6.8
reinforcement 4.2.2 City based volunteers 22.8
Factories (both printed and facilities) 13.6.2 US entry 13.3.2
build points, lending 5. Germany
build points, saved 13.6.9 1939 land action 9.1
destruction co-operation 18.1
strategic bombardment 11.7 entry markers 13.2
voluntary 13.8 Ukraine 19.12
partisans 13.1.3 US entry 13.3
rail movement 11.9 USSR, neutrality pact with 9.2, 13.7.1, 19.5
repair 13.6.7 Gibraltar 11.4.4, 13.3.3
resources, lending 5. Greece
specialisation 13.6.10 resource 5.1
useable 13.6.2 Greenland 13.3.2
Factories in Flames [FiF] 13.6.10 Ground strike 11.8
Factory hex [hex containing one or more printed, built or railed factories] artillery 22.2
Factory specialisation 4.2, 13.6.6, 13.6.10 surprise 15.1
Field artillery units 22.2 Ground support 11.15.4
FiF [Factories in Flames] 13.6.10 activity limits 10.2, 14.2.1
Fighter [a FTR or carrier plane patrolling, or flying a combat air patrol, artillery 22.2
interception or escort mission] surprise 15.1
fighter bombers 14.3.2 Vichy units 17.5
twin-engined 14.3.2 Guam 13.3.2
Fighter bombers 14.3.2 Guards Banner Armies 22.4
Final reorganisation 13.5 Heavy weapons 22.11
Finland 19.6.1 Hexdots
resources 5.1 aircraft movement 2.1.1, 11.3
winterised 11.10.2 large 2.1.1, 2.1.4
FLAK 22.2 Hexes
Flying boats 2.3.1 adjacent 2.1.1
Flying bombs 14.7 coastal [a hex which contains both land, and sea or lake]
pilots 14.6.4 conquest, islands of 13.7.1
Force pools 13.6.5, 24.1.5 debarking 11.12
changes 4.1 invasions 11.13
empty 13.6.5 Kiel 11.4.2
entry markers 13.2 resources 13.6.1
production 13.6 shore bombardment 11.15.2
reserves 9.7, 13.7.7 Suez 11.4.2, 13.9
set up 24.1.5 TRS supply 11.17.3
Vichy 17.3.2 desert
Foreign sourced aircraft 13.6.4 land combat 11.15.5
Foreign troop commitment 18.2 supply 2.4.2
Stilwell 21. weather 8.2.1
Territorials 22.7 desert mountain
Forest hexes [see Hexes] supply 2.4.2
Fort hex [a hex containing a printed fort symbol] weather 8.2.1
combat 11.15.1, 11.15.5 European scale 1.2.3
conquest 13.7.1 forest
occupied 11.10.2 aircraft factors 14.5
overrun 11.10.6 land combat 11.15.5, 13.1.3
Forts 22.9 overrun 11.10.6
building 13.6.6 partisans 13.1.3
coastal 22.9 shore bombardment 11.15.2
ski divisions 22.1.1 declaring war 17.4.1
territorial units 22.7 destroying French units 17.3.2
jungle entering Vichy France 17.4.3, 17.4.5
aircraft factors 14.5 lending resources 5, 17.4.4
land combat 11.15.5 unit limitations 17.4.2
land movement 11.10.2 HQ [Headquarters, see Unit Description chart]
shore bombardment 11.15.2 emergency supply 2.4.3
territorial units 22.7 offensive points 16.3, 16.4
lake Partisan 22.15
melting 8.2.1 rail movement 11.9, 11.10.2
paradrops 11.14 reorganisation 11.17.2, 11.17.4
weather 8.2.1 stacking, aircraft 2.3.1
mountain Stilwell 21.
land combat 11.15.1 supply sources 2.4.2, 2.4.3
land movement 11.10.2 supply units 22.3
shore bombardment 11.15.2 support 11.15.3
territorial units 22.7 Hungary
off-map 1.2.3, 2.1.3 alignment 19.6.2
stacking 2.3.1 resources 5.1
USA 2.1.4 HW [Heavy Weapons] 22.11
Pacific scale 1.2.3 I-400 13.6.5, 22.16
swamp Iced-in port 8.2.1
aircraft factors 14.5 debarking 11.4.5, 11.12, 11.16
land combat 11.15.1 embarking 11.4.5
shore bombardment 11.15.2 supply 2.4.2
ski divisions 22.1.1 Iceland 13.3.2
weather 8.2.1 Impulses 7.
Hexsides first 6.2
all sea last 12.
land combat 11.15.1 passing 11.1
land movement 11.10.2 weather 8.2.2
supply paths 2.4.2, 11.10.2 maximum & minimum 12
ZoCs 2.2 resetting impulse track 13.9
alpine surprise 15
ART units 22.2 In the presence of the enemy 11.4.2
land combat 11.15.1 Indo-China 17.2
land movement 11.10.2 Japanese occupation 13.3.3, 19.7
supply paths 2.4.2, 11.10.2 INF [Infantry, see Unit Description chart]
ZoCs 2.2 Initiative 6.
canal breaking ties 6.2
ART units 22.2 partisans 13.1
engineer units 22.1.1 reinforcements 4.2
Kiel 11.4.4 Intelligence 13.6.11
land combat 11.15.1 Interception, aircraft
naval movement 11.4.4 En-route 14.2.5
overrun 11.10.6 range, effect on 14.1.1
Panama 11.4.2, 11.4.4, 13.3.2 Interception, air mission 14.2.5
Suez 11.4.4 activity limits 10.2, 14.2.1
surprise 15.1 Interception, naval air [see Naval air interception]
fortified Interception, naval 11.4.6
ART units 22.2 Internment of minor country pilots 19.4.3
engineer units 22.1.1 Invasions 11.13, 11.15.7
land combat 11.15.1, 11.15.5 stacking 2.3.1
overrun 11.10.6 supply 2.4.3
lake Iran
land combat 11.15.1 alignment 19.7
land movement 11.10.2 resources 5.1
supply paths 2.4.2 Iraq
weather 8.2.1 alignment 19.7
ZoCs 2.2 resources 5.1
river Islands
ART units 22.2 conquest of 13.7.1
engineer units 22.1.1 control 2.5.2
land combat 11.15.1 Isolated
overrun 11.10.6 factory [cannot trace a resource to it] 13.7.6
surprise 15.1 unit [cannot trace a basic supply path of any length to a primary supply source] 4.3, 13.5,
straits 13.6.10
ART units 22.2 Istanbul 11.4.4
land combat 11.15.1 Italy [includes Sicily]
land movement 11.10.2 co-operation 18.1
overrun 11.10.6 conquest of 13.7.1
rail movement 11.9 territorial units 22.7
resource transport 13.6.1 Japan
supply paths 2.4.2 assets frozen 13.3.2
weather 8.2.1 carrier plane range 14.4
ZoCs 2.2 Commonwealth, war with 13.3.1
Hidden task forces [see Task forces] Embargo, US 13.3.2
Home country [every hex a MAR could reach from the capital without crossing Indo-China 13.3.3, 19.7
a red political boundary] 2.5.1 land movement 11.10.2
new home countries 13.7.1 Madagascar 13.3.3, 19.7
amending home countries 17.1, 19.6.1, 19.6.2, 19.7 Marshalls 13.3.3
Home territory 2.5.1 Netherlands, war with 13.3.1
Hong Kong 13.3.2 oil 13.3.2
Hostile [see also Vichy] reserves 9.7, 13.7.7
combat 17.5 resources 13.3.2
trade agreements 5.1 aligning 9.6
US entry 13.3 allocating 9.5
USSR, peace with 13.7.3 Allied support 13.3.3, 13.7.2
Jets 14.3.3 conquest of 13.7.1
Jungle hexes [see Hexes] control of hexes 2.5.3
Kamikazes 14.8 convoy points 19.4.1
pilots 14.6.4 co-operation 18.1
Kiel 11.4.2, 11.4.4 pilots 19.4.3
KiF [Khaki in Flames] 1 production by 13.6.5
Lake hexes [see Hexes] resource transport 13.6.1
Lake hexsides [see Hexsides] US entry 13.3.3
Land combat [see also Overrun] 11.15 war declared on 9.3
activity limits 10.2 Minor country units 19.4
co-operation 18.2 production 19.4.2
forts 22.9 restrictions 19.4.3
invasions 11.13 setting up 19.4.1
multiple states of war 9.8 Missions [see Aircraft missions] 14.2
offensive points 16.3.3 Mongolia
paradrops 11.14 alignment 19.8
supply 2.4.2, 2.4.3 MOT [Motorised unit, see Unit Description chart]
terrain effects 11.15.1 advance after combat 11.15.5
territorial units 22.7 Motorised movement 11.10.2
Vichy units 17.5 type 28.
weather 11.15.5 Mountain hexes [see Hexes]
Land movement 11.10 Movement
activity limits 10.2 activity limits 10.2, 14.2.1
debarking at sea 11.12 aircraft 14.1
invasions 11.13 between maps 2.1.1, 2.1.3
neutral major powers 9.1 land 11.10, 11.12
rail movement bonus 11.10.2 naval 11.4
supply 2.4.3 rail 11.9
weather 11.10.2 Mp [movement point]
Land-based aircraft [all aircraft except carrier planes] MTN [Mountain unit, see Unit Description chart]
Latvia [see also Baltic states] 5.1 land combat 11.15.1
Leg unit type 28 land movement 11.10.2
Lend lease 5, 13.6.4 Multiple states of war 9.8
US Entry 13.3.2 Mutual peace 13.7.3
Lending resources 5, 13.3.2, 13.6.1 Nanking 13.3.3
Leningrad Narvik 5.1
naval movement 8.2.1 Nationality [home countries and territories] 2.5.1
Liberation 13.7.5 divisions 22.1
stacking 2.5.4 notional units 11.15.1
LiF [Leaders in Flames] 1.1 partisans 13.1.3
Light Cruiser [CL] 22.14 NAV [Naval bomber, see Unit Description chart]
Limited overseas supply 2.4.2 carrier planes operating as 14.4.1
Lithuania [see also Baltic states] 5.1 searching 11.5.5
LND [Land bomber, see Unit Description chart] Naval air combat 11.5.9
set up 24.1.6 air combat results 14.3.3
London 11.4.4 FTRs and carrier planes as bombers 14.3.1
Lufthansa 13.6.5 voluntary abort 14.3.2
Madagascar 17.2 Naval air interception 11.5.3
Japanese occupation 13.3.3, 19.7 activity limits 10.2, 14.2.1
Major powers [China, Commonwealth, France, Germany, Italy, Japan, USA carrier planes 14.4
and USSR] 1, 2.5.2 range 14.1.1
conquest of 13.7.1 return to base 13.4.1
Manchukuo 13.7.3 Naval air missions 11.3
Manchuria [see Manchukuo] carrier planes 14.4
Map set up 24.1.3 return to base 13.4.1
MAR [marine unit, see Unit Description chart] Naval combat [surface, submarine & naval air combat] 11.5
invasions 11.13 co-operation 18.2
land combat 11.15.1 frogmen22.10
land movement 11.10.2 interception 11.4.6
Markers 1.3 multiple states of war 9.8
Markers track [see turn record chart] 14.6.3 opponent’s 11.6
intelligence points 13.6.11 pass action 11.1
offensive points 16 Naval movement 11.4
oil 10.3 activity limits 10.2
Marshalls 13.3.3 communication lines, blue 2.1.3
Maximum Impulses 12 free after set up 24.1.6
MECH [Mechanised unit, see Unit Description chart] frogmen 22.10
cavalry 22.5 interception 11.4.6
land combat 11.15.5 neutral major powers 9.1
overrun 11.10.6 returning to base 13.4
variable reorganisation 11.17.4 supply 2.4.3
Mexico weather 8.2.1
alignment 19.8 Naval transport 11.4.5
MiF [Mech in Flames, replaced by Divisions in Flames] co-operation 18.2
MIL [Militia, see Unit Description chart] debarking at sea 11.12
Calling out 9.7 partisans 13.1.3
force pools 4.1.2 supply 2.4.3
neutral 13.7.7 frogmen 22.10
reinforcements 4.2 Nazi-Soviet pact [see also Neutrality pacts] 19.5
Minimum Impulses 12 NEI [see Netherlands East Indies]
Minor countries 19 Netherlands
activity limits of 10.2 convoy point set up 19.4.1
US guarantee 13.3.2, US entry option 42 Factories in Flames 13.6.10
Netherlands East Indies [the 1939 “NEI” controlled hexes in the Bay of invasions 11.13
Bengal, Bismarck Sea, East Indian Ocean, South China Sea and Timor Sea] 19.9 multiple states of war 9.8
Allied access 13.3.2, US entry option 43 offensive points 16.3.3
resources 5.1 paradrops 11.14
Neutral major power [a major power not at war with any major power] 9.1, partisans 13.1.3
13.7.3 pilots 14.6.4
building ahead 13.6.5 saved build points 13.6.9
co-operation 9.1, 18.1 supply 2.4.1
convoys 13.4, 13.6.1 Vichy units 17.5
land movement 11.10.4 Pacific scale [hexes on the Asian, Pacific, African, Scandinavian, and Nth and
limits on 9.1 Sth American maps] 1.2.3
MIL units 4.1.2, 13.7.7 Panama 2.1.4, 13.9
multiple states of war 9.8 canal closed 11.4.2, 11.4.4, 13.3.2
mutual peace 13.7.3 PARA [Paratroops, see Unit Description chart]
naval movement 11.4.1 Paradrops 11.14
resources, lending 5. land combat 11.15.1
return to base 13.4 no para 14.2.2
set up 24.1.6 partisans 13.1.3
supply paths 2.4.2, 9.1 supply 2.4.3
ZoCs 2.2 Paris
Neutral minor country [a minor country not controlled by any major power] Bearn interned 13.3.2
13.9, 19.1 Vichy 17.1
aligning 9.5, 9.6, 19.2, 19.6, 19.7, 19.8 PART [Partisan, see Unit Description chart] 13.1
auxiliary cruisers 22.16 HQs 22.15
declaring war on 9.3, 13.3.2, 13.3.3, 19.2 Chinese 20.
trade agreements 5.1 co-operation 18.1
Neutrality pacts 9.2 control 2.5.3
entry markers 13.2 debarking on 11.12
mutual peace 13.7.3 land combat 11.15.1
Night fighters 11.7, 14.3.2 scrapping 4.3, 13.6.5
Night missions 11.7, 14.3.2 ZoCs 2.2
NKVD 22.1.1 Partition line 19.5.1
No planes marker 14.3.3, 14.4 Pass action [see Action types]
removal 13.6.5 PatiF [Patton in Flames] 1
Northern Ireland [see also UK] 13.3.2 Patrolling [ending a naval move at sea] 11.4.2
Norway [see Narvik and Oslo] Peace 13.7
winterised 11.10.2 Bessarabia 19.6.2
Notional units 11.15.1 Finnish borderlands 19.6.1
ground strike 11.8 Pearl Harbor
invasions 11.13 US entry 9.4, 13.3.2
paradrops 11.14, 13.1.3 Philippines 13.3.2
Vichy 17.5 territorial units 22.7
Occupied France [conquered or Vichied France] 17.1 PiF [Planes in Flames] 1
liberation 13.7.5 Pilots 14.6
partisans 13.1 CV damaged 11.5.8, 11.5.11, 14.4.1
Vichy collapse 17.4.5 deaths 14.6.4
Odds ratio [attacker’s factors:defender’s factors] 11.15.5 home country conquered 13.7.1
Off-map scale [hexes on the America mini-map and other off-map areas, see minor country 19.4.3
also hexes] 1.2.3, 2.1.3 overrun 11.10.6
Offensive chits 16. TRS damaged 11.5.8, 11.5.11
gearing limits 13.6.8 Vichy 17.3.2
reinforcements 4.2.1 POL [Petrol, oil & lubricants] 1.3
Offensive points 16. Poland
ground strike 11.8 CW units 19.5.1
spending 16.1 Nazi-Soviet pact 13.7.1, 19.5.1
Ohka 14.7 PoliF [Politics in Flames]
Oil 1.3, 10.3 Port attack 11.2
destroying 10.4 frogmen 22.10
facilities 13.6.1 surprise 15.1
production 13.6.1 Ports
saved 13.6.9 build points 13.6.4
Oil dependent 10.3, 28. closed 8.2.1
Oil facility 1.3, 13.6.1 debarking 11.4.5
building 13.6.6 embarking 11.4.5
reinforcements 4.2.2 iced-in 8.2.1
Oil resources 10.3, 13.6.9 naval movement 11.4.2
action cost 10.3 port attack 11.2
destroying 13.8 resources 13.6.1
embargo 13.3.2 Portugal
facility 4.2.2, 13.6.1, 13.6.6 resources 5.1
printed Production 13.6
repair 13.6.7 Chinese 20.
reorganisation 13.5 aircraft 13.3.2
saved 13.6.9 engineer units 22.1.1
destroying 10.4 factories 13.6.6
strategic bombardment 11.7 home countries, conquered 13.7.1
trade agreements 5.1 minor countries 19.3
transport 13.6.1 offensive chits 16.
Opponent [major power or minor country on the other side] pilots, retrained 14.6.5
Optional units 22 separate country 13.6.10
Oslo 11.4.4 Production chart 13.6.10
Overrun 11.10.6 Production circle [see turn record chart] 13.6.5
advance after combat 11.15.5 reinforcements 4.2
control changed by 2.5.3 Production multiples 13.6.3
US 13.3.2 Rough Seas 11.4.2
Production point [1 resource transported to 1 useable factory] 13.6.2 Rounding 2.6
Queens 11.4.5 Rumania 19.6.2
Rail resources 5.1
activity limits 10.2 Rushed construction 13.6.10
building 13.6.6 SAM [Surface to Air Missile] 22.2
communication lines, grey 2.1.1, 2.1.3 Saved build points 13.6.9
damaging 11.7, 13.8 destroying 10.4
movement 11.9 Saved oil 13.6.9
Factories in Flames 13.6.10 actions 10.3
reinforcement 4.2.2 destroying 10.4
repair 13.6.7 Scale 1.2
resource transport 13.6.1 Scandinavian map 24.1.3
station 11.9 Campaign Booklet 1.1, 24~30
supply paths 2.4.2 Scrapping [permanently removing from the game] 4.3, 13.6.5
Railway gun (RG) 22.2 Screening 11.5.8
Railway supply path 2.4.2 SCS [see surface combat ship]
Range [distance between 2 hexes] 2.8 Sea areas
aircraft movement 14.1.1, 14.2.4 adjacent 2.1.2
carrier planes 11.5.5, 14.4 control 2.5.2
naval air combat 11.5.7 patrolling 11.4.2
naval air interception 11.5.3 Red sea 2.1.2
naval air missions 11.3 sea-box 2.1.2
naval movement 11.4.2, 11.4.3 supply paths 2.4.2
offensive points 16.3 USA minimap connections 2.1.2
rebasing 11.16, 13.4.1, 14.4.1 weather
reorganisation 11.17 search die roll 11.5.5
supply 2.4.2 search number 11.2, 11.4.2, 11.4.6, 11.5.5, 11.5.6
Re-rolls 2.7, 6.1, 13.6.11, 16.3.1 Sea-boxes
Rebase, aircraft 11.16 naval air missions 11.3
carrier planes 14.4.1 naval movement 11.4
mission 14.2.2 port attack 11.2
overrun 11.10.6 return to base 13.4
Red Sea 2.1.2 shore bombardment 11.15.2
Red Sea Flotilla 2.4.1 stacking 2.3.1
Reforming 22.1 Search and seizure 13.3.3, 13.6.1
Reinforcements 4. Search number [large number in each sea-box section]
aircraft with pilots 14.6.1 interception 11.4.6
Chinese 20. naval combat 11.5.5
facilities 4.2.2 naval movement 11.4.2
Factories in Flames 13.6.10 port attack 11.2
Reorganisation 11.17 surprise points 11.5.6
co-operation 18.2, 18.3 Searching 11.5.5
final 13.5 interception 11.4.6
offensive points 16.3, 16.4 port attack 11.2
Repair Separate country production 3.1
factories 13.6.7 Sequence of play 3.1
naval units 13.6.5 Service Squadrons 22.13
gearing limits 13.6.8 Set up 24.1
oil 13.6.7 minor countries 19.4.1
rail 13.6.7 Shatter 11.15.5
US entry option 13.3.2 Shipyards 4.2.2, 13.6.6, 13.6.10
Replacement naval units 4.1.3 Shore bombardment 11.15.2, 11.15.7
Reserve pool 4.1.2, 9.7, 14.6.1 surprise 15.1
Reserves Vichy units 17.5
calling out 9.7 Siam
removal 13.7.7 alignment 19.7
Resources 13.6.1 Siberia [all hexes in the USSR on the Asian and Pacific maps] 13.1
Chinese 13.3.2 Siberian units 22.5
embargo 13.3.2 Side [there are 2 sides in World in Flames, the Axis and the Allies] 1
facilities 13.6.1 Sides, choosing 24.1.2
lending 5., 13.3.2 SiF [Ships in Flames] 1
co-operation 18.2 Singapore 13.3.3
oil 10.3, 13.6.9 SKI [Ski division] 22.1.1
partisans 13.1.3 winterised 11.10.2
Soviet 13.3.2 Slovakia [see also Czechoslovakia] 19.8
strategic bombardment 11.7 South Dobruja 19.6.2
transporting 5.1, 13.6.1 Soviet, Soviet Union [see USSR]
Baltic weather 5.1 Soviet border rectification 19.6
Burma Road 13.3.3 Spain
Western Allied 13.3.2 alignment 19.7, 19.8
Restrictions, naval movement 11.4.2, 11.4.4 resources 5.1
Panama Canal 13.3.2 Specialisation, Factory 13.6.10
resource transportation 13.6.1 SSq [Service Squadron] 22.13
Retreat 11.15.5 Stacking 2.3
Return to base 13.4 carrier planes 14.4.1
aircraft missions, from 14.2.4 co-operation 18.2
Reversion 13.7.5 Factories in Flames 13.6.10
River hexsides [see Hexsides] reinforcements 2.5.4, 4.2
Roads [see also Burma Road] retreats 11.15.5
building 13.6.6 set up 24.1.6
reinforcement 4.2.2 Stage [a portion of a turn. Each stage is divided into a number of steps]
supply 2.4.2 Sequence of Play 3.1
transporting resources 13.6.1 Start lines 24.1.6
Rocket artillery (RA) 22.2 Station, railway 11.9
Step [the smallest segment of a turn where actions occur. Several steps constitute Terrain Effects Chart [see Asia map] 11.10.2, 11.15.1
a stage] Territorial units 22.7
Sequence of Play 3.1 land combat 11.15.5, 11.15.6
Stilwell 21. reinforcements 4.2
Straits hexsides [see Hexsides] minor country set up 19.4.1
Strategic bombardment 11.7, 13.6.10 supply sources 2.4.2
carrier planes 14.4 Territory 2.5.1
high altitude anti-aircraft fire 22.2 conquest 13.7.1
oil resources 13.6.9 control 2.5.2, 2.5.3
saved build points 13.6.9 liberation 13.7.5
Sub hunters 22.16 reinforcement 4.2
SUB [Submarines, see Unit Description chart] Vichy 17.
building 13.6.5 TiF [Territories in Flames, supercedes Africa Aflame] 1
interception 11.4.6 Tito 22.15
Milchcow 22.16 Total war [at war with all active major powers on the other side]
Missile 22.16 Trade agreements 5.1
naval combat 11.5.8, 11.5.10, 22.16 Transylvania 19.6.2
naval movement 11.4.1 TRS supply 11.17.3
port attack 11.2 TRS [Transports, see Unit Description chart] 11.4.5
Schnorkel 22.16 limited overseas supply 2.4.2
supply 22.16 naval transport 11.4.5
Walther 22.16 Queens 11.4.5
Submarine combat 11.5.10, 22.16 reorganisation 11.17.3
Suez 11.4.2, 11.4.4, 13.9 Turkey
closure 13.3.3 alignment 19.7
Supply 2.4 resources 5.1
aircraft movement 14.1.1 Turn 3
co-operation 18.2 end of 13.
debarking at sea 11.12 last impulse test 12
embarking 11.4.5 passing 11.1
emergency HQ supply 2.4.3 Turn Record Chart [hard-mounted A3 World in Flames board containing the
invasions 11.13 turn, impulse, initiative & markers tracks and production chart]
land combat 11.15.1 Twin-engined fighters 14.3.2
land movement 11.10.1 Two-dice combat 11.15.6
limited overseas 2.4.2 UK [The United Kingdom of Great Britain and Nth. Ireland, see also
naval movement 11.4.2 Commonwealth]
partisans 13.1.3 conquest 9.4, 13.7.1
range 2.4.2 enemy units in 13.6.3
reorganisation 11.17, 13.5 facilities 4.2.2
ski divisions 22.1.1 factories 13.6.3
sources 2.4.2 invaded 13.3.3
Stilwell 21. Northern Ireland 13.3.2
supply units 22.3 Ukraine 19.12
terrain 11.10.2 Unarmed bombers 14.3.2
weather 2.4.2 United Kingdom [see UK]
Supply paths 2.4.2, 9.8 Units [see also particular types] 1.2.1
Supply Sources 2.4.2 building ahead 13.6.5
Supply units 22.3 class 13.6.8, 28
air transport 11.11 damaged 11.5.8, 13.6.10
debarking 11.4.5 described 24.1.4
rail movement 11.9 disbanding 4.3
reorganisation 11.17, 13.5 optional 22
stacking 2.3.1 scrapping 4.3, 13.6.5
supply source 2.4.2 stacking 2.3.1, 2.5.4
Surface combat ship [SCS: ASW with no air component, BB, CA or CL] type 24.1.5, 28.
debarking 11.12 Unrestricted naval warfare 13.3.2
invasions 11.13 US entry 13.3
shore bombardment 11.15.2 declaring war 9.4
submarine combat 11.5.10 entry actions 13.3.3
transport 11.4.5 entry options 13.3.2
Surface naval combat 11.5.8 entry pools 9.4, 13.3
Surface naval unit [any naval unit except sub or frogmen] lending 5.
building 13.6.5 tension pools 9.4, 13.3
Surface to Air Missile [SAM] 22.2 USA
Surprise impulse 15. co-operation 18.1
ground strike 11.8 minimap 2.1.4
multiple states of war 9.8 maps, connection to 2.1.2
naval combat 11.5.6 set up 24.1.3
port attack 11.2 production multiples 13.6.3
Surprise points 11.5.6, 15.1 trade agreements 5.1
port attack 11.2 USSR
Surrender 13.7.6 Baltic states 13.6.3, 19.5.2
Swamp hexes [see Hexes] border rectification 19.6
Sweden [see also Stockholm] factories, rail restriction 11.9
Axis rail movement and supply 19.7 gearing limits 13.6.8
resources 5.1 Germany, neutrality pact with 9.2, 13.7.1, 19.5
winterised 11.10.2 Baltic states 19.5.2
Synthetic oil 13.6.1 Poland 13.7.3, 19.5.1
Syria 17.2 Guards Banner Armies (GBA) 22.4
Tank busters 11.8, 11.15.4 Japan, peace with 13.7.3
Tankers 22.16 Poland 13.6.3, 19.5.1
Task force [each group of moving naval units] 11.4.1 production multiples 13.6.3
Task force markers 11.4.3 Siberia 13.6.3
TEC [Terrain Effects Chart, see Asia map] Siberians 22.5
Tension pool [see US entry] Ukraine 19.12
V-weapons 22.17
Variable reorganisation cost 11.17.4
Venezuela
resources 5.1
Vichy [Axis major power] 17.
administration group 17.2
co-operation 18.1
declaring war 17.4.1
hostile 5, 17.3.2, 17.4, 17.5
Indo-China 13.3.3
Madagascar 13.3.3
stacking 2.5.4
Vichy, city of [capital of Vichy France] 17.1
Vichy France [Vichy home country] 17.1
Victory 13.9
Vladivostok 13.7.3
Vlassov 22.8
co-operation 18.1
Volunteers, city based 22.8
Warlords 22.6
Weather 8.
air effect 14.2.3
blizzard
ski divisions 22.1.1
deserts 8.2.1
invasions 11.13
land combat 11.15.5
land movement 11.10.2
ports 8.2.1
searching 11.2, 11.4.6, 11.5.5
shore bombardment 11.15.2
snow
ski divisions 22.1.1 22.1
supply paths 2.4.2
terrain 8.2.1
turn length 8.2.2
White print units
supply 2.4.3
winterised 11.10.2
WiF [World in Flames]
Winterised unit [MTN, SKI, Swedish, Finnish, Norwegian or white print Soviet
unit] 11.10.2, 11.15.5
You or Your [your major power and its controlled minor countries and
territories]
Yugoslavia
alignment 19.7, 19.8
ZoC [Zone of Control] 2.2
advance after combat 11.15.5
garrison values 9.2, 13.1
invasions 11.13
land movement 11.10.1
overrun 11.10.6
paradrop 11.14
partisans 13.1, 13.1.3
rail movement 11.9
reinforcements 4.2
reorganisation 11.17.2
resource transport 13.6.1
retreats 11.15.5
ski divisions 22.1.1
supply paths 2.4.2
surprised minor country 15.1
Zoya 22.15
OPTIONAL RULES
Option 01 SiF replacement naval units. See 4.1.3
AfA African map. See 2.1.1 SiF replacement naval units & building ahead. See 13.6.5
AiF land units and minor countries. See 19.4.1 SiF replacement naval units & overrun. See 11.10.6
AiF map CW posessions and US entry. See 13.3.2 SiF ships. See 1.2.1
AiF maps. See 2.1.4 SiF stacking. See 2.3.1
AiF maps & aircraft movement. See 2.1.3 SiF stacking in FiF production. See 13.6.10
AiF maps and US minors. See 19.8 SiF subs & WiF, AiF, and PatiF subs. See 13.6.5
AsA African & Scandanavian maps. See 2.1.1 Option 06
TiF African map and FR minors. See 19.11 CliF light cruisers. See 22.14
Option 02 CliF ships. See 1.2.1
DiF air landing divisions. See 22.1.1, See 11.14 CliF surface naval combat with subs. See 11.5.8
DiF ARM & MECH divisions and breakthroughs. See 11.15.5 Option 07
DiF ARM & MECH MAR division invasions. See 11.13 CoiF ASW unit effects ‘43+. See 11.5.10
DiF ARM & MECH MAR divisions. See 22.1.1 CoiF ASW units. See 22.16
DiF divisions. See 22.1 CoiF auxiliary cruisers. See 22.16
DiF divisions & choosing combat table. See 11.15.5 CoiF CP reinforcement. See 4.2.1
DiF divisions as blitz losses. See 11.15.5 CoiF CPs, tankers & oil/resource transport. See 13.6.1
DiF engineer divisions. See 22.1.1 CoiF destroyer escorts. See 1.2.1
DiF engineers & aircraft stacking. See 2.3.1 CoiF escort CVs. See 1.2.1
DiF GAR divisions. See 22.1 CoiF flying sub cost and CVPiF. See 13.6.5
DiF GBA divisions. See 22.4 CoiF flying SUBs. See 22.16
DiF MAR ENG & ESB divisions. See 22.1.1 CoiF flying subs and CVPiF. See 14.4.1
DiF MTN CAV division. See 22.1.1 CoiF merchant raiders. See 1.2.1
DiF NKDV divisions. See 22.1.1 CoiF milchcow SUBs. See 22.16
DiF railway gun. See 22.2 CoiF minor CPs & tankers. See 19.4.1
DiF SKI divisions. See 22.1.1 CoiF minor CPs build & repair. See 13.6.5
DiF special forces divisions. See 22.1.1 CoiF missile SUBs. See 22.16
DiF stacking. See 2.3.1 CoiF schnorkel SUBs. See 22.16
Option 03 CoiF specialist subs. See 1.2.1
DiF AA & FLAK. See 11.5.9 CoiF SUB-hunting aircraft. See 22.16
DiF AA artillery. See 22.2 CoiF tankers. See 22.16
DiF AA, AT & choosing combat table. See 11.15.5 CoiF Walther SUBs. See 22.16
DiF artillery. See 22.2 Convoys in Flames. See 22.16
DiF artillery & surprise. See 15.1 Option 08
DiF artillery ground strike. See 11.15.4, See 11.15.4, See 11.8 Amphibian aircraft. See 2.3.1
DiF AT artillery. See 22.2 ATRs. See 11.11
DiF field artillery. See 22.2 Bomber ATRs. See 11.14
DiF FLAK. See 22.2 Bomber ATRs and air supply. See 11.17.1
DiF rocket artillery. See 22.2 Flying boats. See 2.3.1
DiF SAMs. See 22.2 Flying boats & frozen lakes. See 8.2.1
DiF stacking. See 2.3.1 FTR bombers in air combat. See 14.3.2
Option 04 Jet bombers. See 14.3.3
AiF planes. See 1.2.1 Jet FTR defending a bounce combat. See 14.3.3
PatiF planes. See 1.2.1 Jet FTR offensive bounce combat. See 14.3.3
PiF planes. See 1.2.1 Large ATRs. See 11.11
Option 05 Large ATRs – cost to reorganize. See 11.17.4
AiF ships. See 1.2.1 Large ATRs & air supply. See 11.17.1
PatiF ships. See 1.2.1 Large ATRs and variable reorganization. See 11.17.4
SiF Chinese ships. See 20 PiF high altitude bombing. See 11.7
SiF CP construction. See 13.6.5 PiF high altitude FTRs. See 14.3.2
SiF CP movement. See 11.4.2 PiF light AA and altitude. See 22.2
SiF CP repair. See 13.6.5 PiF night FTRs. See 14.3.2
SiF CPs and naval combat damage. See 11.5.8 PiF strategic bomber aircraft altitude. See 11.7
SiF CPs as ‘ships’. See 13.6.8 PiF strategic night missions. See 11.7
SiF CV production cost and CVPiF. See 13.6.5 Tank busters. See 11.8
SiF CW CP reinforcements. See 4.2.1 Tank busters ground support. See 11.15.4
SiF minor CP set-up. See 19.4.1 Twin-engine FTRs. See 14.3.2
Option 09 TiF saved oil and VF. See 17.3.2
Pacific & Asian ZoCs. See 2.2 Option 31
Option 10 Saving TiF build points. See 13.6.9
Suprised ZoCs. See 2.2 TiF destroying saved build points. See 10.4
Surprised minor country land units and ZoCs. See 15.1 TiF disbanding naval and aircraft units. See 4.3
Option 11 TiF overrunning saved build points. See 11.10.6
Limitied overseas supply. See 2.4.2 TiF saved BPs and VF. See 17.3.2
Option 12 TiF saved build points. See 13.6.3
Limited access across straits & production. See 13.6.1 Option 32
Limited access across straits & rail moves. See 11.9 Building facilities. See 13.6.6
Limited access across straits & supply. See 2.4.2 Building facilities in FiF. See 13.6.10
Option 13 Facilities. See 4.2.2
Emergency HQ supply. See 2.4.3 Facilities & gearing. See 13.6.8
HQ support. See 11.15.3 Facilitiy placement. See 4.2.2
HQ support & supply. See 2.4.3 Facility destruction & strategic bombardment. See 11.7
Option 14 Facility destruction in FiF. See 13.6.10
DiF stacking. See 2.3.1 Facility voluntary destruction. See 13.8
DiF supply units. See 22.3 Overrunning facilities. See 11.10.6
DiF supply units & air transport. See 11.11 Road resource limits. See 13.6.1
DiF supply units & final reorganization. See 13.5 TiF Chinese facilities. See 20
DiF supply units & HQs. See 2.4.2 TiF facilities. See 4.2.2
Option 15 TiF forts. See 11.15.1
Winterized movement. See 11.10.2 TiF forts & coastal forts. See 22.9
Option 16 TiF hex specific Synths and resources. See 13.6.6, See 4.2.2
Dynamic naval movement. See 11.4.2 TiF naval guns. See 22.9
Option 17 TiF rail destruction & strategic bombardment. See 11.7
In the presence of the enemy. See 11.4.2 TiF resources. See 13.6.1
Option 18 TiF roads & rails. See 13.6.6
Rough seas. See 11.4.2 TiF Synths. See 13.6.1
Option 19 Option 33
SiF task force markers. See 11.4.3 Factory & oil voluntary destruction. See 13.8
Option 20 Factory, rail and oil destruction & strategic bombardment. See
DiF SCS invasion. See 11.13 11.7
DiF SCS transport. See 11.12, See 11.4.5 Factory, rail and oil destruction in FiF. See 13.6.10
Option 21 Printed factory, rail and oil repair. See 13.6.7
AiF & PatiF transport defence. See 11.5.8 Option 34
Option 22 Maximum impulses. See 12
Air sea search. See 11.5.7 Minimum impulses. See 12
Option 23 Option 35
Screening. See 11.5.8 Isolated reorganisation. See 13.5
Option 24 Isolated reorganization & supply units. See 22.3
PiF V-weapons and A-bombs. See 22.17 Option 36
PiF V-weapons, A-bombs and building ahead. See 13.6.5 Cadre. See 13.6.3
Option 25 Cadre & FiF separate country production. See 13.6.10
Railway movement bonus. See 11.10.2 Option 37
Option 26 Building foreign aircraft. See 13.6.4
Fractional odds. See 11.15.5 Option 38
Fractional odds & 2d10. See 11.15.6 Building ahead. See 13.6.5
Option 27 Building ahead in FiF. See 13.6.10
2d10. See 11.15.6 Option 39
Option 28 Gearing limits. See 13.6.8
Spotting fleets – shore bombardment & invasions. See 11.15.7 Gearing limits and allied ships. See 13.3.2
Spotting fleets and naval search. See 11.5.5 Gearing limits and HW units. See 22.11
Option 29 Option 40
Variable reorganization. See 11.17.4 Factories in Flames. See 13.6.10
Option 30 FiF Belfast factory and US entry. See 13.3.2
Saving TiF oil. See 13.6.9 FiF factory specialisation. See 13.6.10
TiF destroying saved oil. See 10.4 FiF gearing limits. See 13.6.8
TiF incremental oil. See 10.3 FiF seperate country production. See 13.6.10
TiF oil. See 10.3 FiF ship repair of allied ships. See 13.3.2
TiF oil & action costs. See 16.2 FiF shipyards. See 13.6.10
TiF overrunning saved oil. See 11.10.6 FiF tracks & VF. See 17.3.2
Option 41 Offensive points. See 16
KiF Bletchley Park. See 13.6.11 Offensive points reinforcements. See 4.2.1
KiF intelligence. See 13.6.11 OPts and ground strike. See 11.8
Option 42 Reorganizing Stillwell & OPs. See 21
USSR-Japan compulsory peace. See 13.7.3 Option 50
Option 43 PoliF Rumania and Ukraine. See 19.12
En-route aircraft interception. See 14.2.5 TiF Ukraine. See 19.12
Option 44 Option 51
Bounce combat. See 14.3.3 SiF frogmen. See 22.10
Option 45 Option 52
CVPF CVPs and CV air component. See 14.4.1 DiF GBAs. See 22.4
CVPiF CVP classes and the effects of time. See 14.4.1 DiF heavy weapon promotions. See 22.11
CVPiF CVP pilots and CVP air unit production cost. See 13.6.5 DoD & PatiF GBAs. See 22.4
CVPiF CVP production time. See 13.6.5 PatiF GBA set-up. See 22.4
CVPiF CVP reinforcement. See 4.2.1, See 4.1.1 Option 53
CVPiF CVP stacking. See 14.4.1 TiF Siberians. See 22.5
CVPiF CVPs. See 14.4.1 Option 54
CVPiF CVPs & damaged CVs. See 11.5.8 PatiF territorial production. See 22.7
CVPiF CVPs & overrun. See 11.10.6 TiF Chinese territorials. See 20
CVPiF CVPs & reorganization. See 11.17.4 TiF minor territorial set up. See 19.4.1
CVPiF CVPs & search. See 11.5.2 TiF territorial directed production. See 22.7
CVPiF CVPs on lend lease ships. See 13.6.4 TiF territorial HC supply. See 2.4.2
CVPiF shot down CVPs. See 14.4 TiF territorial reinforcements. See 4.2.1
CVPiF units. See 1.2.1 TiF territorials. See 22.7
Option 46 TiF territorials and VF. See 17.3.2
PiF Chinese pilots. See 20 Option 55
PiF lend lease aircraft. See 13.6.4 AiF & TiF territorial reinforcements. See 4.2.1
PiF minor air unit pilots & rebasing into a neutral minor. See AiF &TiF city based volunteers. See 4.1.2
19.4.3 AiF city based volunteers. See 22.8
PiF pilot accelerated training. See 14.6.2 TiF Chinese CBVs. See 20
PiF pilot production and VF. See 17.3.2 TiF city based volunteers. See 22.8
PiF pilot reinforcement & building ahead. See 4.2.1 Option 56
PiF pilot reinforcements. See 4.2.1 AiF PatiF PoilF - heavy weapons. See 22.11
PiF pilots. See 14.6 Option 57
PiF pilots and air unit production cost. See 13.6.5 AiF PatiF & PoliF Air Cav. See 22.12
PiF pilots and conquest. See 13.7.1 Aif, PatiF & PoliF Air Cav retreat. See 11.15.5
PiF pilots and lend lease aircraft. See 13.6.4 Option 58
PiF pilots and lend lease ships. See 13.6.4 SiF service squadrons. See 22.13
Option 47 Option 59
PiF flying bombs. See 14.7 TiF Chinese warlords. See 20
Option 48 TiF warlords. See 22.6
Kamikazes. See 14.8 Option 60
Option 49 Partisan HQs. See 22.15
Gearing & Opts. See 13.6.8