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WiF CE Living Rules 5 May 2023 Highlight

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World in Flames: Collector’s edition 10.

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.

2.1.4. The Americas mini-map 2.3.1. Limits


All hexes and hexdots on the American mini-map are off-map sized. Units that can’t co-operate (see 18.1) can’t stack together in the same
hex. They may stack together in the same sea-box.
When aircraft are moving along a blue communication to or from the
Americas mini-map they may move to and from any orange hex-dot Stacking applies at the end of every step and advance after combat
in the appropriate sea area. (see 11.15.5). If any units are overstacked then, the player controlling
the hex must destroy enough of the overstacked units (PiF option 46:
Example: An aircraft in Anchorage wants to fly to the Pacific map. including the pilot) to comply with the stacking limits. You must
It first moves to any orange hexdot in the Gulf of Alaska and then to destroy face-up units before face-down units.
any of the 3 northernmost orange hexdots in the Bering Sea.
Puerto Barrios is a port on the Caribbean sea area. Panama and San Land unit limits
José are ports on the Gulf of Panama sea area. The Azores (W3215) Up to 2 land units may stack in a hex. Stacking limits are doubled in
is a port on both the Cape St. Vincent and North Atlantic sea areas. an off-map hex.
AiF option 1: If playing with the America in Flames maps use them DiF options 2, 3 & 14: You may stack 3 land units in a hex if the 3rd
instead of the American mini-map. Colón is a port on the Caribbean sea unit is division sized (see 1.2.1). You may stack 5 land units in an off-
area. The Azores is on both the North American (N0152) and West map hex if the 5th unit is division sized.
Europe maps as the one Pacific scale hex (see 1.2.3) for all purposes. Units invading (see 11.13) and paradropping (see 11.14) have a
2.2 Zones of control stacking limit in addition to the defending units’ limit. This limit is
applied to the combined number of invading and paradropping units.
A zone of control (“ZoC”) is the effect a land unit has on the hex it
occupies and adjacent hexes. A ZoC affects supply (see 2.4), the Example: 2 US corps invade Cherbourg (W1833) supported by the
paradropping of a US PARA corps and PARA division. This is 1 corps
placement of reinforcements (see 4.2), garrison values (see 9.2), rail
more than is allowed so at the end of the paradrop step (prior to land
movement (see 11.9), land movement (see 11.10), notional units (see
combat resolution) Heinz (who controls Cherbourg) destroys any 1
11.15.1), retreat after combat (see 11.15.5), reorganisation (see US corps of his choice.
11.17.2), partisan effects (see 13.1.3), transporting resources & build
points (see 13.6.1), breaking down (see 22.1) and forts (see 22.9). There is no limit to how many land units being naval transported (see
11.4.5) may stack in a sea-box.
Most land units have a ZoC into their own hex and into all adjacent
hexes. Partisans only have a ZoC into their own hex. Units that invade Aircraft limits
(see 11.13) or paradrop (see 11.14) temporarily lose their ZoC. The stacking limits for aircraft not flying a mission are:
DiF options 2, 3 & 14: Divisions, artillery and supply units only have a
ZoC into their own hex. Aircraft Stacking
PiF options 24: A-bombs and V-weapons only have a ZoC into their Terrain No.
own hex. Major port or city hex 3
Naval and aircraft units don’t have a ZoC (even in their own hex). Minor port hex 2
ZoCs don’t extend: Mountain, desert mountain or swamp hex 0
• into or out of off-map hexes;
Any other hex 1
• into the notional hexes represented by hexdots;
• across alpine hexsides; Each HQ in hex +1
• across all-sea hexsides; Each engineer in hex (DiF option 2) +1
• across straits or unfrozen lake hexsides;
If several limits apply (e.g. a city in a mountain hex), the highest is
• into an opponent’s (a major power or minor country on the other
side) hex that the unit is not at war with; or used and all modifiers are cumulative (e.g. up to 6 aircraft could stack
• Option 10: from a surprised minor country unit. in Leningrad (E2050) if you had 2 HQs and an engineer there).
Example: Aircraft stacking limits are doubled in an off-map hex. Apply the HQ
(DiF option 2: and engineer) benefit after doubling.
Option 8: Flying boats have a vertical blue stripe on their counter. They
may only stack in a coastal hex (even a mountain coastal hex). You may
only ever stack 1 flying boat in a hex, but this is in addition to any other
aircraft there. For example, you could stack a flying boat plus 3 other
aircraft in a major port. Flying boats may fly missions into, or rail move
through, non-coastal hexes.
Option 8: Amphibians are flying boats that can also stack like other
aircraft. They have a vertical blue and green stripe on their counter. You
may stack an amphibian with a flying boat (even another amphibian) but
only as a normal (not flying boat) aircraft (e.g. while active, Jay could
stack the US PBY-6A and PBM-3 in Pembroke (W2037) provided the
PBY-6A is 1 of the 2 aircraft allowed to stack in Pembroke port).
Naval unit limits
Up to 2 (SiF option 5: 4) naval units may stack together in a friendly
I Turkish MECH does not exert a ZoC across a straits or all-sea minor port. Every 5 (SiF option 5: 3, or part thereof) convoy points
hexside. Alp MTN does not exert a ZOC across an alpine hexside and is 1 naval unit.
only across a lake hexside during snow or blizzard.
There is no limit to the number of naval units that can occupy a
Option 9: (Pacific & Asian ZoCs) You need either an HQ or 2 other friendly major port (exception: see 18.2, foreign troop commitments)
(non-PART) corps sized units in a hex to exert a ZoC into an adjacent or a sea-box.
Pacific scale hex.
Both sides’ naval units can occupy the same sea-box, even in the same
section.
Combinations 9.6) with your major power; or
• the capital of a major power or minor country conquered by the
Stacking limits for land, aircraft and naval units are independent (e.g.
unit’s major power or a major power the unit co-operates with.
you could stack an HQ and INF corps, any number of naval units and
up to 4 aircraft in a major port). A secondary supply source of the tracing unit must be able to trace a
supply path either to a primary supply source or via another secondary
2.4 Supply supply source of the unit tracing supply. That other secondary source
Units need to be in supply to operate effectively. must also be able to trace a supply path either to a primary source or
via another secondary source of the unit tracing supply, and so on.
2.4.1. When to check supply There can be any number of secondary supply sources in this chain
You need to check the supply status of a unit before it moves, flies or but it must end up at a primary supply source of the unit tracing the
sails. You also check the supply status of land units immediately path.
before you overrun (both sides), during combat declaration (attacking Example: Poland’s controlling major power is the Commonwealth.
units) and at the moment of combat (both sides). Warsaw (E2737) is a secondary supply source for CW units, in
Example: addition to being a primary source for Polish units.
Supply may not be traced via an HQ secondary supply source if the
HQ itself is out of supply.
A city can only be a supply source for a unit if it has not been
controlled by the other side at any time in the turn.
A supply source may supply any number of units.
Supply paths
You trace a supply path from a unit to a primary supply source.
If you are tracing a path from a secondary supply source to a primary
It is fine weather in May/Jun 1941. The German XLVII ARM and supply source, it is a railway supply path.
XLVI MECH corps are out of supply (maximum range is 4, see 2.4.2 If you are tracing any other supply path, it is a basic supply path.
below) and will turn face down if they move. So Heinz first moves
A supply path, basic or railway, can be up to 4 hexes long if the hex
Rundstedt to E2033. Now the units are in supply and race eastwards.
They could overrun the Soviet MIL but not the GAR as the adjacent you are tracing from has fine weather, up to 3 hexes if it is in snow
hexes (E1631 and E1730) are both 5 hexes from Rundstedt. and up to 2 hexes in rain, storm or blizzard. If the unit is adjacent to
the primary or secondary supply source, it may always trace to it
Units at sea are always in supply. The Italian Red Sea Flotilla is always provided the intervening hexside is not alpine, unfrozen lake, or (non-
in supply in any Italian controlled port strait) all-sea.
2.4.2. Tracing supply Each Pacific scale hex you trace into counts as 2 hexes. Each off-map
To be in supply, a unit must be able to trace a supply path back to a hex counts as 4 hexes.
primary supply source. Example: A Russian unit in hex A2848 during snow may not trace supply
A primary supply source for a unit is: to Chkalov (A2648). However, it could trace supply to Kuybyshev (E0143).
• any friendly city in the unit’s unconquered home country; or Each desert or desert mountain hex your supply path enters counts as
• for a Commonwealth (CW) unit, any friendly city in another 1 extra hex (i.e. counts 2 in Europe, 3 on the Pacific scale and 5 into
unconquered CW home country; or off-map hexes).
• any friendly city in an unconquered home country of a major
Example: A Japanese unit in Denver (M1018) may only trace a basic
power (UK’s home country in the case of the Commonwealth)
supply path 1 hex.
the unit co-operates with (see 18.1).
Example: Germany declares war on Poland. Polish units that can Railway supply paths
trace a supply path to a friendly controlled city in Poland are in A hex a railway supply path enters by moving along a railway or road
supply. They are also in supply if they can trace a path to any British does not count against the hex limit. A hex it enters across a straits
city (because Poland co-operates with the Commonwealth). hexside also does not count against the limit, so long as the hexes on
DiF option 14: (Supply units) An HQ is a primary supply source for the either side of the straits are railway hexes.
rest of the turn if you expend a face-up supply unit (see 22.3) it is stacked The non-rail hexes can occur anywhere along the path. Although you
with. You may do this anytime during the action stage, even during your will mostly use them to trace supply from an HQ to a friendly rail
opponents’ impulse. hex, they can be handy for re-routing around an enemy unit that’s
Alternatively, during each of your impulses (not your opponents’), each blocking a vital rail link.
of your face-up supply units is a primary supply source for one non-HQ
Example:
unit it is stacked with until the end of your impulse. This does not expend
or turn face-down the supply unit. You may do this each impulse (to the
same or a different unit).
TiF option 54: (Territorials) Any friendly city in their home country is a
primary supply source for its territorials irrespective of whether the
territorial’s home country is conquered or not.
A city controlled by the Communist Chinese is not friendly to the
Nationalist Chinese (and vice versa), even though both are
(nominally) on the same side.
If the unit can’t trace a supply path directly to a primary supply
source, it may trace it via one or more secondary supply sources
instead.
A secondary supply source for a unit is:
• an HQ the unit co-operates with (see 18.1); or
• any friendly city in an unconquered Commonwealth major
power’s home country (apart from the UK's home country, see
primary supply source) the unit co-operates with; or
• the capital of a co-operating (see 18) minor country aligned (see
All hexes in Syria except for Damascus are Axis controlled. During During the movement step Ike puts the VII corps into supply to move from
fine weather, the DAK is able to trace a supply path of 4 hexes to W1731 to W1732 and moves the US III Arm from W1632 to W1731.
Rundstedt (remember, for the purposes of supply, deserts count as 2 During land combat Ike orders the 4 units in W1731 and W1631 to attack
hexes on the European maps). That is a basic supply path. the XLVII PZ corps. The VII corps attacks Cherbourg without requiring
Rundstedt can’t trace a railway supply path to a primary supply Ike as it is now on a coastal hex and can trace supply directly overseas.
source because he is at least 5 hexes from a primary supply source (4 From the coastal hex or port, you trace the supply path via any
‘supply’ hexes to the rail line free along the rail to Tripoli and 1 more number of consecutive sea areas to a friendly port which is a supply
for using overseas supply ~ see below). However, he can trace a 3- source itself or from which you can continue the supply path overland
hex path to Manstein. That’s a basic supply path too because it’s not to a supply source.
going to a primary supply source.
You cannot trace a supply path into a sea area that contains:
Manstein can trace his railway supply path 2 hexes to E0814 then • an enemy CV, SCS or, in fine, rain and snow only, an aircraft
free along the rail to Tripoli and then the 3rd in overseas supply (see with an air-to-sea factor;
below). • unless it also contains a surface naval unit (option 11: CP, TRS,
In rain even though DAK and Rundstedt (being in desert) are not or AMPH only) controlled by the country tracing supply or a co-
affected by the rain, all the German units would be out of supply as operating country at war with that enemy unit.
Manstein’s supply is cut (each hex in rain counts 2 for supply). Example: Continuing the example in Railway supply paths, Manstein
Overseas supply paths traces supply overseas from Alexandretta through the Eastern
Mediterranean and Italian Coast sea areas to Ancona (counting as
Any part of a basic or railway supply path may be traced overseas.
the 4th non-railway hex) and then any distance along railways to any
You may only trace supply overseas once for each unit attempting to friendly German or Italian city.
trace supply, regardless of how many secondary supply sources are
used between the tracing unit and the primary supply source. The Eastern Mediterranean Sea contains the Commonwealth BB
Warspite. Italy (which is also at war with the Commonwealth) moves
The sea portion of a supply path does not count against the maximum the CA Zara into the sea area to provide supply.
number of hexes permitted in the path. The port hex you trace the
You can’t trace a supply path between sea areas if one of your SCS
overseas supply path into does count against your 4 hex limit.
couldn’t move between them (see 11.4.4). For example, Axis units
However, it always counts as only 1 hex, regardless of what map it is
can’t trace supply between the Western Mediterranean and Cape St.
on or what terrain it contains.
Vincent unless Gibraltar (W2513) is Axis controlled.
To trace a basic supply path overseas, the unit (not any secondary
You cannot trace an overseas supply path via an iced-in port (see
supply source) must be in a coastal hex or trace the path via a port.
8.2.1) if the weather in that port’s hex is snow or blizzard.
A secondary supply source may only trace a basic supply path
overseas via a port. To trace a railway path overseas, the secondary Limits on supply paths
supply source must be in a coastal hex or trace the path via a port. You can’t trace any supply path:
Option 11: (limited overseas supply) You may only trace a supply path • into an opponent’s ZoC unless the hex contains a friendly land
overseas if each sea area you trace it through contains at least one of your unit;
or a co-operating (see 18) major power’s (including its aligned minor • into a hex controlled by another major power if you are neutral
countries) CP, TRS or AMPH. or it doesn't agree;
Example: The Netherlands and Belgium are Commonwealth controlled • into a hex controlled by a neutral country other than yours
minor countries, and the US is at war with Germany. Even though (exception: Vichy territory ~ see 17.4.3 and Sweden ~ see 19.7);
Belgium itself doesn’t co-operate with the Netherlands or the USA, • across a hexside or into a hex an INF couldn’t cross or enter (e.g.
Belgian units may still trace overseas via US, Dutch or CW (not Soviet) alpine, unfrozen lake or (non-strait) all-sea hexside) except as
convoy points as the CW co-operates with the USA but not the USSR. part of an overseas supply path; or
• for any Soviet controlled unit, into a hex (or minor country)
An HQ tracing a supply path overseas not via a port may only supply a controlled by any other Allied major power (and vice versa)
number of units up to its reorganisation value (not counting the HQ). The unless the USSR is at war with Germany, or the major power
units supplied may change each step and may be specified any time(s) with units in that country.
during the step. The HQ may still function normally and is not turned face-
down when using this ability. Example: Japan declares war on Iran while the USSR is neutral. The
Commonwealth aligns Iran. Soviet units can’t trace supply through Iran
Example: until the USSR is at war with Germany or Japan.
Option 12: (limited access across straits) A unit may only trace supply
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.
2.4.3. Out of supply
Land units
A land unit that is out of supply:
• can’t attack;
• is turned face-down if it moves (even by naval or air transport);
• and face-down, defends with 3 combat factors if it is a white-
print corps sized unit or 1 if not (face-up units defend with their
normal strength); and
• option 13: can’t provide HQ support (see 11.15.3).
Out of supply land units still have their normal movement allowance
and still exert a ZoC.
Aircraft units
Aircraft that are out of supply may only fly rebase missions (see
11.16).
Naval units
D-Day, May/Jun 1944 has (Ike) Eisenhower on Omaha beach (W1632) If you move a naval unit that is out of supply, subtract 1 from its
movement allowance (not range) and turn it face-down (or put a CP The Netherlands East Indies has a number of named territories (Java
used marker on it if it is a convoy point) when you finish its move (A0719), Sumatra, Borneo etc.). This is for historical purposes only.
(even at sea). All NEI controlled hexes are NEI minor country hexes.
Emergency HQ supply (option 13) Note that even though major powers may control minor countries and
territories (see 9.5, 9.6 & 13.7.1), it is the minor countries and
A face-up HQ may provide emergency supply to non-HQ units it co-
territories themselves that control hexes in that minor country or
operates with for this impulse only (even if later in the impulse the HQ is
territory (unless enemy controlled).
turned face-down). Each HQ may provide this benefit to as many units
(including notionals) as the HQ's reorganisation value. These units must The campaign information (see 24) for your campaign will provide
be able to trace a basic supply path to the HQ providing supply. more detail and explain any exceptions.
You may announce it any time (even in your opponents’ impulse) prior 2.5.3. Changing control
to the end of land combat (see 11.15) but must announce the HQ Control of a hex changes when:
providing emergency supply before any unit can gain this benefit. Turn • an enemy land unit (except for partisans ~ see 13.1.3) enters it
the HQ face-down at the end of the land combat step (if not already). and clears it of all enemy units, if any, during land movement or
An HQ may not provide emergency HQ supply during the impulse(s) it combat (see 11.10.1, 11.10.6 & 11.15.5);
is surprised (see 15). • a hex, territory, minor country or major power is conquered (see
13.7.1), liberated or reverted (see 13.7.5), or as a term of a mutual
2.5 Control peace (see 13.7.3);
2.5.1. Entities • France is declared Vichy (see 17);
• Polish (see 19.5.1), Ukrainian (see 19.12), Finnish, Rumanian,
There are two national entities in the game ~ home countries and Hungarian and Bulgarian border changes (see 19.6); or
territories. Home countries have capital cities, territories do not. • a Chinese faction occupies a city controlled by the other faction
A home country or territory consists of every hex that a MAR could at the start of the conquest step (see 20).
reach from the capital of that home country or name of the territory Recaptured enemy controlled hexes in a territory or home country aligned
without crossing a red political boundary or entering a hex controlled to you or a friendly country become controlled by that territory or home
by another territory or country. country.
Example 1: all of mainland China including Japanese occupied China is Example: if the USA recaptures Balikpapan (A0321) from the Japanese in
part of the Chinese home nation, but Hainan and Formosa are not. the Commonwealth aligned Netherlands (which itself controls an
Example 2: Port Moresby (P2317) is part of Papua, not Australia but unconquered Netherlands East Indies), then the hex is again immediately
Kangaroo Is (P2704) is part of Australia as it is not a territory (its controlled by the NEI).
name is not in bold, see Terrain Effects Chart on Asian map). All other enemy hexes occupied by a minor country land unit are instead
Example 3: All islands adjacent to Greece are part of the Greek home controlled by its controlling major power provided both are at war with that
country. Crete is a separate Greek controlled territory. enemy. If a minor country controls enemy hexes and the minor's controlling
Example 4: The Marshall Islands territory contains hexes P1324- major power comes to war with that enemy, then those hexes immediately
1326, 1424, 1425, 1526 & 1627. become controlled by the minor's controlling major power.
Germany’s home country includes Austria in campaigns starting between Example: The USSR declares war on Finland in 1939. Germany and
1938 and 1945, and East Prussia. Italy’s home country includes Sicily. the USSR are not at war. Finland aligns to Germany. During the war
Finland takes Murmansk (E1653) and liberates a Soviet controlled
Multi-island territories (e.g. Fiji, P1113) are outlined by green hexsides. Estonia. In 1941 Germany declares war on the USSR. Immediately
2.5.2. Initial control Murmansk becomes German controlled and Estonia becomes a
German aligned minor country, rather than Finnish.
The World in Flames maps show the 1939 political boundaries.
They also show the necessary start lines for the other campaigns. All other enemy hexes become controlled by the country controlling
the first land unit entering the hex. If more than one country is
Major powers and minor countries consist of a home country except
entering the same enemy hex, the major power with the most land
for the Commonwealth which has 6 (the UK, Canada, India, South
combat factors moving into the hex gains control. If they have equal
Africa, Australia and New Zealand). All references to major power
factors they must agree which of them will gain control or neither can
home countries include all 6 Commonwealth home countries unless
enter the hex.
otherwise stated.
Example: The Netherlands East Indies is conquered by the Japanese. Later
At the start of a game, each country controls all hexes within its
the CW II and US X corps successfully attack Japanese held Balikpapan
borders except any hexes on the enemy’s side of a relevant start line.
with no loss. Both corps move in but the US controls the hex (as its corps
Some major powers and minor countries also control (either aligned, has more land combat factors).
see 9.6, or conquered, see 13.7.1) other minor countries and
Control of a home country or territory changes when:
territories. Minor countries aligned to a country in 1939 are marked • it is allocated (see 9.5) or aligned (see 9.6);
with the controlling major power’s initials on the map after each • the US occupies Greenland & Iceland, the Azores or Northern
country’s name. Ireland (see 13.3.2, US entry options 7, 18 & 44);
Example: At the start of the Global War campaign (see 24.4.7) Albania, • Japan occupies Indo-China or Madagascar (see 13.3.3, entry
Eritrea, Ethiopia, Italian Somaliland and Libya are all aligned to Italy; actions 1 & 5);
while Egypt is aligned to all 6 Commonwealth major power home • it is conquered (or re-conquered, see 13.7.1), transferred due to
countries. mutual peace (see 13.7.3), liberated or reverted (see 13.7.5);
All territories are controlled by a country and, just like minor • France is declared Vichy (see 17.); or
countries, usually have their controlling country’s initials after their • as a result of the Nazi-Soviet pact (see 19.5.2).
name. 2.5.4. Units in hexes changing control
To avoid a blizzard of initials we have marked most of the sea areas Whenever a hex changing control leaves a unit illegally stacked (see
as being ‘controlled’ by a country. This means that in 1939, most of 9.2, 13.3.2 US entry options 7, 18 & 44; 13.7.1, 13.7.3, 13.7.5, 17.4.5,
the island territories in that sea area were controlled by that country. 19.5.1 & 20), it (PiF option 46: and its pilot, if any) is removed from the
Similarly, island territories are controlled by a country if they lie map and placed on the production circle (see turn record chart) to
astride a sea border between sea areas that are all marked as arrive as a reinforcement (see 4) in 2 turns.
controlled by that country (e.g. Socotra Is (A2627) is controlled by Example: In the May/Jun 1942 liberation step (see 13.7.5), Japan
the Commonwealth). Any exceptions have their controlling country liberates a Commonwealth conquered Iran. Japan is not at war with
after their name (e.g. Guam (P2328) is aligned to the USA in 1939). the USSR. All Soviet units in Iran are placed on the production circle
to arrive as reinforcements in Sep/Oct 1942.
2.6 Fractions (e) Opponent’s naval combat
These rules frequently require a calculation that produces a fraction. (f) Strategic bombardment
When you have to do this, and after all modifications, round to the (g) Ground strike missions
nearest whole number, half rounding up. (h) Rail movement
Rounding a negative number up moves you closer to 0 (e.g. if the (i) Land movement
fraction is -1.5, it rounds to -1). (j) Air transport
Example 1: A Bf-109 E3 FTR with a range of 3 flies an interception (k) Debark land units at sea
mission. Its range is reduced to 1.5 rounding up to 2. (l) Invasions
Example 2: Germany has 21 production points. Her production (m) Paradrops
multiple in 1943 is 1.25, so she has 26.25 build points which rounds (n) Land combat
to 26 points. In 1944 her production multiple increases to 1.5, so she (o) Air rebases
has 31.5 build points rounding to 32.
(p) Reorganisation
The only exceptions are garrison values (see 9.2) and land combat factors
D2.4 End of action
(see 11.15.5) which are retained, and land odds ratios (see 11.15.5 &
11.15.6) which are rounded down to the next lower (option 26: fractional) Roll to end the action stage. If it doesn’t end,
ratio. advance the impulse marker the number of spaces
shown on the weather chart for the current weather
2.7 Dice, re-rolls & breaking ties roll. If it ends, move on to stage E - the end of
World in Flames uses 10-sided dice. A roll of 0 is a 10. turn.
Whenever more than one player on the same side is eligible to D3 Second side’s impulse
perform an action or take a loss and they can’t agree, they each roll a If the action stage didn’t end, repeat the steps in D2 for the
die, highest roll’s choice. second side. If the action stage doesn’t end after the
Re-rolls second side’s impulse, go back to D1.
Some rules allow dice to be re-rolled (see 6.1, 13.6.11 & 16.3.1) E. END OF TURN STAGE
and/or modified (see 13.6.11). You may re-roll modified dice (which Both sides perform these steps in this order:
would again be modified) and modify re-rolled dice (if not already). You E1 Partisans
may not re-roll re-rolled dice (KiF option 41: except by intelligence, see E2 Entry markers and US entry
13.6.11) nor modify modified dice. E3 Return to base
E4 Final reorganisation
2.8 Range E5 Production
When counting the distance from one hex to another, you count the E6 Intelligence (KiF option 41)
final hex but not the starting hex. For example, it is 5 hexes from E7 Peace
Berlin (W0437) to Nuremberg (W0532). E7.1 Create Ukraine (TiF option 50)
E7.2 Conquest
3. The Turn
E7.3 Allied minor support
After you have set up your game (see 24.1), you play a series of 2-
E7.4 Mutual peace
month turns (see turn record chart) until the campaign is over (this
will be from 1 to 49 turns, depending on the campaign). E7.5 Vichy declaration
E7.6 Liberation
Both sides perform a series of activities in every turn. There are 3
stages at the start of the turn that everyone takes part in. Then there is E7.7 Surrender
a sequence of impulses that each side performs alternately. After E8 Facility, factory & oil destruction (option 32 & 33)
those impulses are over, there are a few more steps for everyone. E9 Victory check
Then the turn is over and you start a new turn (easy, isn’t it?!?).
4. Reinforcement Stage
3.1 Sequence of play This is the stage when new units and markers you built in earlier game
The sequence of play in a turn is: turns (see 13.6) will arrive on the map.
A. REINFORCEMENT STAGE
4.1 Force pool changes
B. LENDING RESOURCES STAGE
You will see when you read the set-up rules (see 24.1) that you have
C. INITIATIVE STAGE to place your units into separate force pools. You build units from
D. ACTION STAGE your force pools. Having force pools for each of your unit types lets
Repeat D1 through D3 until the action stage ends. you select the type of unit you want to build. You usually return units
that are destroyed to your force pools.
D1 Determine weather
You will add units to your force pools as the game goes on, or as
D2 First side’s impulse
certain events occur.
Every major power on the first side performs these steps:
4.1.1. Annual additions
D2.1 Declare war
Add all new units to your force pools in the January/February
D2.2 Choose action
reinforcement stage each year.
Choose either a pass, naval, air, land or combined
Also add all new entry markers to the common entry marker force pool and
action.
new partisans (see 13.1) to the partisan force pool at this time.
D2.3 Perform actions
The units and markers you add are those with this year marked on their
The major powers that didn’t pass perform these counter. For example, in Jan/Feb 1942, you would add all units with “1942”
steps in this order (their action choice will limit on their back and all markers with “1942” on their front (this is their
what they can do ~ see action limits table): availability year, see Unit description chart).
(a) Port attacks CVPiF option 45: Only the last 2 digits of the availability year are shown
(b) Naval air missions on the back of carrier planes (e.g. 42 means 1942).
(c) Naval movement AiF & TiF option 55: (City based volunteers) Some units have a city
(d) Your naval combat name on their back rather than an availability year (see 22.8).
4.1.2. Special additions control (not in an enemy ZoC) in the unit’s home country next to a city
Neutral major powers can’t have MIL units. When you go to war (see 9) where you could have placed it except for the stacking rules (e.g. if Kiev is
place your Res MIL in the reserve pool (see 9.7) while the remainder are fully stacked you may place a reinforcement Kiev MIL in an adjacent hex
added to your force pool. provided it’s not in an enemy ZoC). Only 1 unit per city may be placed in
this fashion each turn.
4.1.3. Replacement naval units (SiF option 5)
If you can’t place a reinforcement in any city (or adjacent hex), put it
A few naval units have a bone coloured box around their availability year. back on the production circle to arrive next turn.
In a later year, replacement units will turn up for these units. Their
availability year will be shown in a gold box. PiF option 46: (Pilots) An aircraft may only be placed on the map if there
is at least one of your pilots available on the markers track (see 14.6.3). If
If the original unit has been scrapped (see 13.6.5) when the replacement the availability year of the aircraft is later than the current year, 2 pilots
unit arrives, it is scrapped too. are required to place it on the map.
Otherwise, during any reinforcement stage you may scrap the original
unit and add its replacement. 4.2.2. Facilities (option 32)
Put the replacement in the force pool if the original unit is either in the TiF option 32: Each fortification, road and rail line may be placed in
force pool or face-down on the production circle; or any hex you control (and, in the case of forts, oriented any way you like)
provided it is not placed in an enemy ZoC or built in locations where you
Put the replacement in the construction pool if the original unit is in: can’t move land or aircraft units (e.g. a CW territory in the Pacific before
• the repair pool, 13.3.2 US entry option 36 is chosen). Furthermore, forts and coastal forts
• the construction pool, or may not be placed in off-map hexes. Finally, coastal forts may only be
• face-up on the production circle. placed on a hex that has at least one all-sea hexside.
Put the replacement in the repair pool if the original unit is on the map. Forts that aren’t in an enemy ZoC may be upgraded by adding fort
The 2 Japanese battleships Shinano and Kii may be replaced by 1 of the hexsides to an already existing fort (e.g. you could have a 1-hexside fort
2 replacement CVs provided in Ships in Flames (these had 2 designs). covering Paris and then increase it to a 3-hexside fort by building a 2-
The other replacement for that BB is then scrapped. hexside fort and placing it in Paris). When upgraded, the original fort
hexsides must still be retained in the final orientation of the upgraded fort.
4.2 Reinforcements You may only place a road on a hex, or upgrade a road to a rail, if that
The production circle has 6 slices, one for each turn in a year. Your hex’s (fine weather) motorised movement point cost is less than the time
units and markers in the current turn’s slice now arrive as the road or rail took to build (e.g. if a road took 7 turns to build, you could
reinforcements. The side with the initiative from last turn places its place it in any hex you control on the European maps except swamp).
reinforcements first. Once built, rails and roads are treated the same as printed rail and road
4.2.1. Where do reinforcements go? hexes. They connect to all roads and rails in adjacent hexes (except across
all-sea and alpine hexsides), thus you may even build one in a hex already
Put face-down naval units face-up into the construction pool. Put all
containing a road or rail to connect 2 unconnected existing road or rail
your other reinforcing units face-up on the map in hexes you control. lines.
Put your on-map naval reinforcements into a port in the unit’s home TiF option 32: (oil and resource facilities) Place a hex specific oil or
country. resource facility (see 13.6.6) in its hex even if it was a different major
SiF option 5: The Commonwealth may place 1 CP in one of its home power who built it.
countries outside the United Kingdom (UK) each turn. Option 32: All other facilities may only be placed in a city or major port
If not playing CoiF option 7 (see 22.16), each major power may also place you control (even in ZoCs) in your current home country (the UK’s
1 of its convoy points (in total) a turn in any one of its aligned minor current home country only in the case of the Commonwealth unless
countries each turn (see 13.6.5, Which units). otherwise specified on the counter).
PiF option 46: (pilots) Increase your pilots on the markers track (see turn Only one of each type of facility may be placed in each hex except
record chart) by the number of pilots you built (see 14.6.2). Then return factories. You may have a total of up to 2 blue factories in any one hex
the pilots in training marker(s) to the force pool for future builds. (including printed factories). Built factories are considered blue factories
Option 49: (offensive points) Increase your saved offensive point total for all purposes.
on the markers track (up to a maximum of 49) by the value of each Once placed facilities may not be moved nor, in the case of forts, rotated.
reinforcing offensive chit you receive this turn (see 16). Then return the They may be destroyed (see 11.7,11.10.6 and 13.8).
offensive chit to the force pool for future builds.
4.3 Destroying and scrapping units
MIL must be placed in the city named on the counter. If you lose
control of the city, then whenever the unit is in the force pool or After you have placed reinforcements, each active (and in the case of Vichy,
production circle, remove it from the game instead. If you retake the see 17, hostile) major power may destroy any isolated land or aircraft units
city, put the unit back in your force pool. it controls. PiF option 46: You may destroy aircraft without the pilot
(increase your pilot total on the markers track by 1).
TiF option 54: Territorials belonging to a territory (e.g. British
Somaliland) may be placed in any city or port in that territory. When a unit is destroyed, or old enough, you may scrap it (permanently
remove it from the game, see 13.6.5).
AiF & TiF option 55: City based volunteers are placed in their city.
TiF Option 31: (disbanding) Every turn each active major power (not its
All remaining reinforcements must now go into a city in the unit’s controlled minors) may also disband one of its (FiF option 40:
home country. completely built and undamaged) naval or aircraft units that is in a home
Chinese Communist units may only arrive as reinforcements in a city country factory hex. If you do, place in that hex 1 build point if the unit
controlled by the Communist Chinese. Similarly, Nationalist Chinese disbanded cost 2 or more to build (2nd cycle cost only in the case of a
units may only arrive in a city controlled by the Nationalist Chinese. naval unit). Disbanded aircraft are scrapped (PiF option 46: and add 1
Chinese MIL may be removed from the force pool when the other pilot to your markers track, see 14.6.3). Disbanded naval units are placed
faction controls their city. in the construction pool.
You can’t put a reinforcement on the map if it would violate the Example: At the end of the reinforcement stage Jeremy disbands the CA
stacking rules (see 2.3). You may put a unit in a port or city that is in Australia in Melbourne (P2303) putting 1 build point there and placing
a ZoC. the Australia in the Construction pool. The CL Dido is also in Melbourne
CVPiF option 45: You may place reinforcement carrier planes directly but it can’t be disbanded there as it is not in the United Kingdom.
onto CVs in their home country cities (UK in the case of British CVs and
Canada for the CV Canada) if the CVs can accommodate them. 5. Lending Stage
If you can’t place an aircraft or land (not naval) unit reinforcement In this stage you announce (in whole numbers) how many of your
anywhere without breaking the stacking rules, you may put it in a hex you (not those you are getting by trade agreements, see below) resources
and/or build points (see 13.6.4), if any, you will give to another major Yugoslavia that the Soviet Union declares war on, or a Soviet
power on your side this turn. controlled unit enters, Germany may choose to either keep one of the
TiF option 30: (Oil) You must also announce how many of the resources build points it would normally send to the Soviet Union, or receive
given are oil (see 13.6.9). an extra (TiF option 30: oil) resource from the Soviet Union, each
turn. This choice cannot be changed later.
You may only give and/or receive resources (or build points) if you
are an active major power (exceptions: Trade agreements ~ see 5.1 & Greece
US entry options ~ see 13.3.2). Vichy must also be hostile to give to A neutral Greece supplies the Allied major power that controls all
other major powers (see 17.4.4). hexes of the Dodecanese islands (E1813) 1 resource each turn.
You may not announce you are giving more than 1 resource and 1
Hungary
build point in total (apart from trade agreements, see 5.1) if any city
in your current home country (the UK’s current home country in the A neutral Hungary supplies Germany with its resource each turn
case of the Commonwealth) is currently enemy controlled. (exception: see 19.6.2).
Some Allied major powers need US entry options to be chosen before Iran
resources or build points can be lent or given to them (see 13.3.2). A neutral Iran supplies the Commonwealth with one of its resources
You cannot give resources to a major power in the same turn as it is each turn.
giving resources to you. However, you may give resources to a major
power in the same turn as another major power gives resources to
Iraq
you. The same restrictions apply to lend leasing build points. You A neutral Iraq must supply France with one of its resources each turn.
may however give build points to a major power in the same turn you If France is conquered or a Vichy government has been installed (see
receive resources from that major power or vice versa. 17.1), Iraq instead provides the resource to whichever country
How you transport resources is described later (see 13.6.1). controls Syria. A Vichy controlled Syria will pass it on to the major
power that installed a Vichy Government.
If during production (see 13.6) it is possible for you to deliver the
promised resources or build points then they must be delivered. If you Italy-USA
cannot meet the promise you made (e.g. because the convoy points The USA and Italy start the game with an agreement in place to lend
were not set up, were destroyed, or a railway line was cut), you still lease 1 Italian build point to the USA for 3 US resources (TiF option
cannot use them yourself this turn. 30: 1 of them must be oil) to Italy, each turn.
5.1 Trade agreements This trade agreement ends immediately when either:
(a) the USA or Italy become active (see 9.1), or
Trade agreements are agreements automatically in place between
(b) US entry option 34 (see 13.3.2) has been chosen.
countries at the start of each game or triggered by certain events. They
continue until either country involved in the trade agreement is From that moment on, both the USA and Italy may use their resources
completely conquered or as specified below. or build point themselves.
Germany-USSR While this agreement is in effect, and to avoid any penalty, the USA
must have enough convoy points in the sea areas from the USA to a
USSR and Germany start the 1939 campaign with a trade agreement sea area adjacent to the Western Mediterranean sea area to transport
in place to exchange German build points for Soviet resources. the resources and build point. Similarly, Italy may have enough
In each turn, Germany must lend lease 2 build points to the USSR convoy points in the Western Mediterranean and the Italian coast sea
while the USSR must supply Germany with 7 resources (TiF option areas to transport the resources and build point. If during production
30: 2 of them must be oil). (see 13.6), Italy has met her obligation and the US has not met its
The total per turn changes as circumstances vary (minimum 0). then:
• the USA loses the 3 resources, and does not get its promised
Reduction of USSR resources to Germany (all cumulative) build point that turn, which Italy may use herself; and
• Italy must randomly remove 1 entry marker from the Ge/It entry
Mod Reason (-1 each occurrence) pool (returning it to the common entry pool). See 13.3.3 if there
-1 Finland allows Soviet claim to Finnish Borderlands (see 19.6.1) aren’t any US entry markers to remove.
-1 Rumania allows Soviet claim to Bessarabia (see 19.6.2) If Italy does not meet her obligation then both sides may use their
-1 Germany aligns Bulgaria, Finland or Hungary (see 9.6) * promised resources or build point themselves this turn.
-1 Axis major power aligns or declares war on Rumania or Japan-USA
Yugoslavia before France is conquered or Vichied *
The USA and Japan start the game with an agreement in place to lend
-1 Germany aligns Rumania after allowing Bulgarian & lease 1 Japanese build point to the USA, for 4 US resources (TiF
Hungarian claims (see 19.6.2) option 30: 2 of them must be oil) to Japan, each turn. These amounts
-1 Axis major power declares war on Bulgaria, Estonia, Finland, may be reduced or voided entirely by US entry options 13, 23 & 31
Hungary, Latvia, Lithuania, or Turkey (see 9.3) (see 13.3.2) in which case the owner may use the excess resources or
* no effect if the Axis alignment is due to an Allied declaration of build point themselves from that turn on.
war on the minor country Until US entry option 31 is chosen, and to avoid any penalty, the USA
TiF option 30: Reduce general resources before reducing any oil. must have enough convoy points in the sea areas from the USA (and
the Philippines if they desire) to a sea area adjacent to the Japanese
The USSR and Germany stop supplying these resources and build Coast sea area, to transport the resources and build point. Similarly,
points once the Nazi-Soviet pact (see 19.5) is broken. Japan must have enough convoy points in the Japanese Coast sea area
In all cases where the resources or build points are reduced (or to transport the resources and build point. If during production (see
stopped) during the turn, the owner keeps them for themselves. 13.6) either side has not met this obligation:
• that side loses the resources and the build point that turn, and the
Example: In May/Jun 1940 the USSR demands Bessarabia. Rumania
other side may use their promised resources or build point
allows the claim. Next impulse Germany denies Bulgarian & Hungarian
themselves;
claims on Rumania. Later in the turn Germany aligns Rumania and
• if Japan was in default, the USA may add 2 entry markers to the
declares war on Yugoslavia while France remains unconquered. Playing
Japanese entry pool (from the common entry pool); and
TiF option 30 the USSR only provides Germany with 2 oil and 2 general
• if the USA was in default, Japan must randomly remove 2 entry
resources per turn from this turn on and can keep the other 3 general
markers from the Japanese entry pool (returning them to the
resources for her own builds.
common entry pool). See 13.3.3 if there aren’t enough US entry
For each of Denmark, Greece, Hungary, Norway, Sweden, Turkey or markers to remove.
Netherlands able to re-roll.
The Netherlands must supply Japan with 2 Netherlands East Indies
(NEI) resources per turn until:
• Japan is at war with either the Netherlands or the
Commonwealth, or
• the US embargo oil sales to Japan (see 13.3.2, US entry option
31).
A neutral Netherlands must supply the CW with all its remaining NEI
resources.
Portugal
A neutral Portugal supplies the Allied major power that controls The Allies roll a 5. The Axis rolls a 3, which is modified to 5. The rolls
Madrid its resource each turn. are tied but, because the Axis has the initiative at the moment (the
marker is Axis-side up), the Allies win. Desperate to move first, the
Rumania Axis demands a re-roll. They move the marker 1 space towards the
While neutral, Rumania supplies Germany with 2 resources and Italy Allied end (into the Axis +1 space). Both sides re-roll with the Axis
with 1 resource each turn. now only adding 1 to their die. The Allies roll a 6, the Axis a 5(+1),
again a tie. The Allies wrest the initiative from the Axis and you turn
Spain the marker Allied-side up in the space it occupies.
For each of Paris and Rabat that is controlled by Germany or Italy, a 6.2 Effect of Initiative
neutral Spain supplies it with 1 resource a turn (2 if both are
controlled by the same major power). The side that won the initiative now decides which side has the first
impulse of this turn. That side is called ‘the first side’. Note: who goes
Sweden first doesn’t affect who has the initiative.
A neutral Sweden supplies Germany with 3 resources each turn Usually, you will want to go first because there is always something
(exception, see 13.3.3, US entry action 39). you ‘just have to do immediately’. However, you might let the other
Whichever major power controls Narvik receives the 4th Swedish side go first if you want to move the initiative marker toward your
resource each turn. end of the track ~ if they go first and last in the turn, it moves towards
you. This can be important if you want to secure the first move in a
Turkey later turn (e.g. Germany’s first turn of war with the USSR).
Until Italy is conquered, a neutral Turkey supplies 1 resource per turn If all players on the side winning initiative can’t agree who goes first,
to Germany and a second to the Axis major power that controls Cairo. the active major power from that side with the highest production (in
Venezuela build points including bonus build points and cadres, see 13.6.3) last
turn decides.
While Allied controlled or neutral, Venezuela gives the CW half its
resources, and the USA its remaining resources, each turn. In all situations where major powers from both sides can perform the
same action and unless otherwise specified, the side with the initiative
Shipment and Receipt does it first (e.g. surrender, see 13.7.6).
Where an event triggers a trade agreement, you only need satisfy the
condition(s) during the production step (see 13.6). 7. The Action Stage
Example: Portugal would supply the US with a resource even if Madrid The action stage forms the core of the game and will occupy you for
was only occupied by the USA during the last impulse of the turn. most of each turn. There will be a series of impulses, alternating
Where possible, these resources (or build points) are transported by between the 2 sides. After each impulse, you roll a die to see if it was
rail (see 13.6.1). If this isn't possible, the recipient must provide the the last impulse. If it was, you move on to the end of turn stage. If it
convoys required to receive them (exception: the joint Japan-USA wasn’t, the other side has an impulse. The side whose impulse it is, is
and Italian-USA convoys, see above) where the giver can’t or won’t. called the ‘active side’.
If neither the giver nor the recipient can provide the convoys, then the
recipient does not receive the resources (or build points). 8. Weather
If you are taking the first impulse in each pair of impulses, you roll a
6. Initiative Stage die to determine the weather for that pair. If the result from the last
In this stage you work out which side has the initiative. This affects roll (even if it was from the previous turn), was asterisked, add 1, 2
who has the first impulse and who goes first in various other or 3 to the roll, depending on the number of asterisks.
activities. Once you have the initiative, you keep it until this stage of Cross reference the modified roll with the turn on the weather chart.
next turn. This gives you the weather in each weather zone.
6.1 Determining initiative Example: In the 1st impulse of a July/Aug turn, you roll an 8. The
weather roll in the last impulse of the May/Jun turn was 1, which has
Each side rolls a die. The space the marker occupies on the initiative 2 asterisks. Therefore, you add 2 to your die roll, for a modified result
track (see turn record chart) will give one side or the other a modifier of 10. The weather in the northern monsoon zone is storm. The
(except in the middle space). weather is fine in all the other zones. This weather will apply to your
The side with the higher modified roll wins the initiative. If tied, the and your opponents’ impulse. This result also includes an asterisk,
side that has the initiative from the previous turn loses. which will modify the next weather roll by +1.
The initiative track will indicate if you can demand a re-roll. If any 8.1 Weather zones
active major power on a side demands a re-roll, move the marker 1
The weather zones are marked on the map. They are:
space towards the other side’s end of the track. Both sides now re-roll
(with the new modifiers). You can’t re-roll a re-roll (KiF option 41: Arctic zone
except by intelligence, see 13.6.11). North temperate zone
Turn the marker to the side that has won the initiative. Mediterranean zone
Example: North monsoon zone
South monsoon zone
You check the initiative track and see that the marker is in the left South temperate zone
most column, indicating that the Axis side gets a +2 modifier and that
they can re-roll. The Allied die roll is not modified and they won’t be A hex is in the weather zone it lies in. A sea area is in the weather
zone its sea-box name lies in. 3. If the US is attempting to declare war on a major power, she rolls
Each off-map sea area lists the weather zone it is in. The sea area and to see if the attempt is successful (see 9.4).
all off-map hexes in that off-map area are in that weather zone. The 4. The Soviet Union may make territorial claims on Finland and/or
off-map hexes on the Asian map are in the weather zone of their Rumania (see 19.6). If making claims on both in the same step,
adjacent sea area. resolve the first before claiming the other.
5. Major powers announce which neutral minor countries they are
If the weather is other than fine, we have provided some weather declaring war on (see 9.3 & 9.4).
markers you may place on the appropriate zone on the Americas Map 6. Roll a die for the US entry action effect of each declaration of
as a mnemonic to record its current weather. war (see 13.3.3). If the US has successfully declared war on an
enemy major power this step, you now roll for unchosen US
8.2 Weather effects entry options aimed at that major power (see 13.3.2).
8.2.1. Terrain modifications 7. Allocate control of minor countries declared war on this step (see
9.5).
Deserts and desert mountains
8. Each major power may voluntarily align 1 minor country this
Desert and desert mountain hexes in a weather zone in blizzard suffer step (see 9.6).
the effects of snow instead. In a weather zone in storm, these hexes 9. Roll a die for the US entry action effect of each voluntary
suffer the effects of rain instead. In a weather zone in rain or snow, alignment (see 13.3.3).
they have fine weather instead. 10. Active major powers and minor countries may call out their
Swamps reserves (see 9.7).

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:

Spending Surprise Points


Benefit Cost
Avoid combat 4
Choose combat type 4
Select target (either side) 3 per target
Increase your column on naval 2 per column
combat chart
Decrease opponent’s column 2 per column
Increase your a2a value 2 per point
US and Japanese units are in the Marianas sea area where the
weather is fine. During the Allied naval combat step, Jay decides to Decrease opponent’s a2a value 2 per point
initiate combat there, turning a US unit face-down.
If you have 4 or more points and want to avoid combat, announce it
Kasigi rolls a 7, so no Japanese units trigger combat. Jay rolls a 3 now. The combat will be over and you go on to the next sea area.
and so would normally include his units in the 3 & 4 sections only.
However, he also includes the units in section 2 (because of the You may only spend points to modify air-to-air values at the start of
undamaged CV Yorktown in the 2 section, the search number there is the naval air combat (not during each air-to-air combat round).
1 higher for the US). You may spend points on the other benefits as you go. For instance,
Jay must now include the committed Japanese units in one or more when you get to combat type, you would announce whether you
sections and decides to include only those in sections 0 & 1, thus wanted to spend points on choosing the type; when you get to combat,
including all the Japanese units (except the uncommitted SUB) in announce how many points you want to spend shifting columns, and
those two sections (but not the US units in section 1). If Kasigi had so on.
rolled a 2, the combat would have been fought between the Japanese If you spend 3 points to select a target, you may only select a naval
units in section 3 and the US units in sections 2, 3 and 4. unit that was included in the combat (you can’t select a cargo
11.5.6. Surprise points separately from its TRS or AMPH). You may spend these points at
Your search rolls will also determine the number of surprise points any time before the die is rolled against this target.
you have available. You can spend surprise points to improve your 11.5.7. Choosing combat type
chances of success in the combat, or even to avoid combat entirely. Determine the type of naval combat you will fight this round. A naval
You get surprise points equal to the sum of: air combat involves each side’s aircraft fighting each other, then
• the modified search number in the highest section of the sea-box
attacking the opposing naval units. A surface action pits each side’s
that contains a unit you have included in the combat; and
naval units against the other in a gunnery/torpedo duel. A submarine
• your opponent’s unmodified search roll
combat pits one side’s SUBs against the other’s escorts and convoys.
If your major power was surprised in this impulse (see 15), you get
You can have one type of action in one combat round and a different
no surprise points.
type in the next.
Work out the difference between your surprise points and your
opponent’s. Whoever has the most may spend that difference. If there The choice
is no difference, or if you have the fewest, you can’t spend any points. Both sides will fight the same type of combat. You make the choice
Example: according to this priority:
1. You may choose the combat type if you spend 4 surprise points
Most of the Commonwealth fleet occupies the 3 sea-box section with
(option 22: 5 if your enemy has an aircraft with 18 or more range
the CV Audacious and 5 CPs in the 0 sections of the Western
included in the combat, see below). If you choose a combat type
Mediterranean sea area. The weather is rain. Maria has sailed the
CA Zara into the 4 section and turns it over to initiate a combat. that doesn’t involve any combat (e.g. air-to-air combat with no
aircraft included or sub combat with no CPs included) go back
Jeremy rolls a 7 while Maria rolls a 3. Jeremy has no units included to step 2 in the combat sequence (see 11.5.1);
but Maria chooses to include the Commonwealth units in the 0 2. You may choose to make it a naval air combat (active side
section. decides first) if you have an aircraft or undamaged CV (CVPiF
Jeremy has 4 surprise points. That is 0 for the highest section option 45: with a carrier plane) included and the weather in the
containing any included Allied units modified by +1 for the sea area is neither storm nor blizzard;
Audacious’s 4 range carrier plane, +3 for Maria’s search roll. Maria 3. If it is not a naval air combat, you may choose to make it a
has 11 surprise points, 4 for the highest section containing any submarine combat (active side decides first) if you have a SUB
included and your opponent has any convoy points included; or it wouldn’t help as based on priority 3 above, Heinz could still call a sub
4. If it is neither a naval air nor a submarine combat, it is a surface combat.
combat. To choose the combat type (see priority 1 above), or avoid combat
You may choose a combat type that won’t produce a combat. For altogether (see 11.5.6), in this sea area still costs 4 surprise points unless
example, you may choose a naval air combat (priority 2 above) even an enemy aircraft with a (modified) range of 18 or more is included in
if you only have an FTR and your opponent has no aircraft present. which case it costs 5.
You might do this to prevent an unfavorable combat type occurring. Example: Jeremy’s Sunderland is included. It costs Heinz 5 surprise
Option 22: (Air Sea search) You may also avoid naval air combat points to avoid all naval combat in the North Sea this impulse.
(priority 2 above) by spending surprise points based on your opponent’s When playing with this option, all aircraft that fly a naval air interception
longest (modified) range land-based aircraft included in the combat: mission are rotated anti-clockwise 90° in their sea-box section to show
their modified range is halved. If they also fly at extended range rotate the
Avoiding Naval Air
unit 180°.
Range surprise 11.5.8. Surface naval combat
(mod) points
To determine the combat results, work out the total attack factors of
<3 1 each side’s surface naval units and SUBs included in the round.
3-5 2 CliF option 6: for each enemy SUB included in the combat, the attack
6-9 3 factors of one of your naval units (your choice) is equal to its surface or
10-17 4 ASW factor (see 11.5.10), whichever is the greater.
18+ 5 Example:

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:

Naval Combat Results


Result Effect
X The unit (and any cargo) is destroyed.
D The unit is damaged. Put a damage marker on the
unit. If the unit is already damaged it (and any
cargo) is destroyed.
A damaged unit only has half its printed attack,
AA and ASW factors. Its defence factor is 1
higher. Its range and speed are not affected. A
damaged CV may not fly carrier planes (see
14.4).
At the end of combat in this sea area (not each
round), all damaged units must abort.
Same as the above example but this time Heinz has a 3-range Ju-87B2 A Your unit aborts. At the end of the combat round
included and Jeremy has 2 surprise points but no aircraft included. turn the unit (and any cargo) face-down and then
Jeremy could spend his 2 surprise points avoiding naval air combat but
return it to base according to the return to base choice as he rolls a 5, above its defence factor, and the ‘X’ becomes
rules (see 13.4). a ‘D’. Heinz puts a damage marker on it. Heinz then decides to apply
the A result on the Gneisenau as well. He rolls a 4 which normally
1/2 A No effect unless the same unit suffers two ‘1/2 A’ would miss but as the Gneisenau is damaged its printed defence
results in one round of combat. Two ‘1/2 A’ factor of 3 is currently 4. Thus the Gneisenau suffers the ‘A’ result
results become an ‘A’ result. and hightails it for Kiel, and is then placed in the repair pool.
You must implement all ‘X’ results first, then all ‘D’ results and, In reply, Heinz inflicts 1 ‘D’ and 2 ‘A’ results (7 surface attack factors
finally, all ‘A’ results. vs 3 enemy ships). Anna applies the ‘D’ result to the Marat and rolls
a 5 which equals the battleship’s defence factor. Anna puts a damage
For each combat result you inflict, the owner selects a target to suffer marker on the Marat. She applies an ‘A’ result against the S
that result (exception: option 23, see Screening below). If the owners Byelorussia and rolls above its defence factor too (not hard when
can’t agree, their opponent with the most units involved in the combat your defence factor is ‘0’), so its ‘A’ result becomes a ‘½ A’. Anna
decides. Finally, for every 3 surprise points you spend, you may select applies the last ‘A’ result against the Marx, and rolls a 2. The Marx
the target instead of your opponent (see 11.5.6). is aborted by Anna to Leningrad (E2050) then turned face down. The
You may choose the same unit to suffer more than one result, unless Marat remains damaged in the sea area. The ‘1/2 A’ result on the S
it is already destroyed or has suffered an ‘A’ result. BYelorussia lapses - it will be untouched for the next round.
Roll a die for each target. If you roll the target’s defence value or less, The next round’s search rolls produce no combat and that combat
it suffers the result. If you roll more than its defence value, it suffers ends. The damaged Marat must abort. Anna returns it to Leningrad
the next worse result - an ‘X’ becomes a ‘D’; a ‘D’ becomes an ‘A’ and then puts it into the repair pool. The German convoy points are
and an ‘A’ becomes a ‘1/2 A’. now protected only by the Konigsberg, just waiting for the next Soviet
sortie to finish them off.
AiF & PatiF option 21: (Transport defence) The defence value of each
TRS and AMPH is not a standard 10; instead it’s based on the unit’s Convoys
movement allowance: Every 5 (SiF option 5: 3 or part thereof) convoy points counts as a ship for
Movement Defence value resolving combat. An ‘X’ result destroys 5 (SiF option 5: 3) convoy points,
allowance a ‘D’ result damages 5 (SiF option 5: 3) points and an ‘A’ result aborts 5
(SiF option 5: 3) points. (Note: Convoy point markers can be broken down
3 8 into change at any time).
4 6 SiF option 5: If there are fewer than 3 convoy points to suffer the result,
5 5 it affects all remaining convoy points in the combat (e.g. a US and 4 CW
6 4 convoy points suffer an ‘X’ and ‘D’ result; 3 CPs are sunk by the ‘X’
result and the remaining 2 CPs damaged by the ‘D’ result).
Damage results carry over from round to round (use the damage Furthermore, in naval air and surface naval combat the owning player
markers to indicate the affected units). All ‘1/2 A’ results lapse at the may not choose 1 or 2 convoy points as a target if any other valid target
end of each round (damage control parties have fixed the problem). remains to take the loss (their opponents may if it’s their choice).
‘X’ and ‘D’ results happen immediately. Example: 4 convoy points in a sea area suffer a 2 ‘D’ result in surface
However, you only implement ‘A’ results (including unsuccessful naval combat. The first D result damages 3 convoys. The second ‘D’
‘D’ results and double ‘1/2A’ results) at the end of this round of destroys the 3 damaged CP's, since the last CP cannot be targeted until
combat. All units aborting to the same port can abort together or in all other eligible targets are aborted or destroyed.
separate groups as you wish. If an aborting unit was damaged, put it Screening (option 23)
into the repair pool after it successfully aborts. Put any cargo (PiF
At the start of each surface naval combat round both sides secretly decide
option 46: and its pilot if any) on a damaged and successfully aborted
how many of their committed naval units they are screening from combat
naval unit onto the production circle to arrive as a reinforcement next
this round. Convoy points must always be screened. When both sides
turn.
have decided, their choices are revealed simultaneously.
CVPiF option 45: Put any carrier plane (PiF option 46: and pilot) on a Screened units do not add their attack factors to that side’s total this round.
damaged and successfully aborted CV onto the production circle to arrive Screened units may not be chosen as targets this round (except by
as a reinforcement next turn. spending surprise points, see 11.5.6) until every non-screened unit on that
Example: It’s a surface naval combat in the Baltic. Anna has 2 Soviet side has been destroyed, damaged or aborted. Screened ships do still
BBs, S Byelorussia and Marat & the CV Marx included in the combat count towards the total number of ‘Enemy Ships’.
totalling 15 attack factors. Heinz has the BB Gneisenau and the CL If playing this option, whenever units suffer damage in surface naval
Königsberg totalling 7 factors, with 5 convoy points. combat, both sides alternate picking targets to suffer a result. The owning
player has first pick.
Example: Same situation as the Baltic Sea example. Heinz screens his
convoy points while Anna screens the flagship of her navy the Marx from
enemy surface combat. This means that Anna is only on the 10-14 surface
row and thus only inflicts 2 ‘D’ results and 1 ‘A’ result (still against 3
‘Enemy Ships’ even though one is screened). Heinz applies the first ‘D’
result on the Gneisenau and this time rolls a 3 meaning the Gneisenau is
damaged.
It’s Anna’s turn to apply the 2nd ‘D’ result and applies this on the
Gneisenau as well, rolling a 4 sinking it (the damage result increases the
Gneisenau’s defence factor by 1 and a ‘D’ result on a damaged naval
unit sinks it)! Blub, blub, blub.
Heinz inflicts the same result as before (1 ‘D’ and 2 ‘A’) and Anna again
picks the Marat as the first target which is damaged. Heinz picks the
second target and applies the first abort against the S Byelorussia which
again must fail and become a ‘½ A’. Anna now applies the last result but
cannot pick the Marx this time as not every non-screened naval unit is
sunk, damaged or aborted, so she chooses the S Byelorussia again, and
Anna inflicts 1 ‘X’ and 1 ‘A’ result (15 surface attack factors vs 3 doesn’t bother to roll just aborting her to Leningrad (even if she misses,
two ½ A’s become an abort).
enemy ships). Heinz applies the ‘X’ result to the Gneisenau - good
The next round search rolls again produce no combat and the combat
ends. The damaged Marat again aborts and then is placed in the repair For every remaining point in the total, 1 further air-to-sea factor does
pool leaving the CV Marx solely sailing the Soviet flag in the Baltic while not press the attack.
proclaiming victory for the sinking of the Gneisenau. Even though the player firing anti-aircraft chooses the type of loss, in
11.5.9. Naval air combat all cases the actual unit (or factor) lost or aborted within that type is
In blizzard or storm there is no naval air combat. If you have spent chosen by the owning player.
surprise points to choose a naval air combat (see 11.5.7) in blizzard Example: Continuing the previous example, Jay rolls 3 dice and
or storm go directly to step 7 of the naval combat sequence (voluntary picks the best 2. He rolls 2, 6 and 10. The best 2 totals 16 points. Jay
aborts ~ see 11.5.1). decides to destroy one of Kasigi’s land-based bombers with the first
10 points but Kasigi chooses the actual bomber lost. With the next 5
In other weather, the first step in a naval air combat is to decide
points, Jay asks Kasigi to abort another land-based bomber. The last
(secretly) which of your included FTRs and carrier planes will be
point simply stops 1 of the remaining factors (Kasigi’s choice) from
flying as bombers and which as fighters during this naval combat pressing the attack.
round (CVPiF option 45: Carrier planes on damaged CVs do not
participate in naval air combats). For every 3 surprise points spent (see 11.5.6), a player may select the
(legal) target instead of the opponent.
Then you resolve air-to-air combat (see 14.3). For every 2 surprise
points you spend, increase your air-to-air value by 1 or decrease your Example: Continuing the previous example, Kasigi spends 3 surprise
opponent’s by 1. This modification lasts for the whole naval-air points to pick a carrier plane as the first Japanese aircraft to be
destroyed. Thus Jay must now either abort 1 of Kasigi’s bombers or
combat.
destroy another carrier plane to satisfy the first 10 points of losses.
Example:
If a carrier plane is destroyed, put a “No planes” marker on the CV
Heinz and Anna are and return it face-down to its sea-box section, see 14.4, Shot down
fighting an air-to-air carrier planes (exception: CVPiF option 45, see 14.4.1).
combat. Heinz air-to-air
strength is 7 and Anna’s is AA factors are affected by surprise (see 15.1) but not terrain (see
4.3. Heinz’s air-to-air 14.5) or weather (see 14.2.3).
value is +3 and Anna’s -3 Example:
(see 14.3.2). Heinz has 4
surprise points. For 2 of
them, he could increase his
air-to-air value to +4, or decrease Anna’s to -4. To increase Heinz’s
as well as decreasing Anna’s value would cost all 4 surprise points.
Heinz spends only 2 surprise points to increase his air-to-air value
by 1. He shoots down Anna’s front fighter and Anna’s misses. Anna’s
new air-to-air strength is only 3, so Heinz’s modified air-to-air value
is now +5, which gives no extra benefit. Heinz can’t spend more
surprise points now to modify either side’s air-to-air value, so must
hope that he will again benefit from his +1 modifier in a future air-
to-air combat round in this naval-air combat.
After any air-to-air combat, bombers which get cleared through
resolve the air-to-sea combat. This consists of anti-aircraft fire first
and then an air-to-sea attack.
Anti-aircraft (AA) fire
You only resolve anti-aircraft fire during port attacks and naval air
combats.
DiF option 3: AA and flak (unless being transported, see 11.4.5) can fire In May/Jun 1940 the Commonwealth declares war on Italy and port
at any air mission (see 22.2). attacks (see 11.2) La Spezia (W0823) during rain. 3 CW carrier
planes with 7 air-to-sea factors attack eight Italian ships with 21 AA
Total the target units’ anti-aircraft factors. Locate this total on the
factors halved to 10.5 due to surprise. Cross-indexing 3 enemy
anti-air row of the naval combat chart. This determines a column. You bombers vs 10-14 AA factors is worst of 2 dice, which is a 2. Five CW
may increase or decrease this column by 1 for each 2 surprise points air-to-sea factors would press the attack (which will then be halved
you spend. due to the rain, see below).
Cross-index the final column with the number of enemy bombers that
The air-to-sea attack
were cleared through. The result will be in the form “+X/Y”. Y is the
The air-to-sea factors that survive anti-aircraft fire press the attack
number of dice you roll. X is the number of dice that count. If X is
using the air-to-sea row of the naval combat chart (modified by
positive, you count the highest of the dice. If X is negative, you count
weather, see 14.2.3). With this change, you then determine the
the lowest.
outcome in the same way as you do for surface combat (see 11.5.8).
Example: Kasigi has 4 Japanese land-based bombers and 2 carrier
planes cleared through against Jay’s fleet. Jay has 48 anti-aircraft In the air-to-sea attack, both sides alternate picking targets to suffer a
factors included and decides to apply 4 surprise points to anti- result. The attacking player has first pick.
aircraft fire, giving 2 right shifts. This moves it to the 65-80 column. For every 3 surprise points you spend, you may select the target
Cross-referencing that column with the 6-7 bombers row, Jay gets a instead of your opponent (see 11.5.6).
“2/3” result. So, he rolls 3 dice and adds up the best 2 of them. If After the naval-air combat all surviving aircraft remain in their sea-
there was only 1 shift the result would have been “-3/5” in the 81-98 box section (CVPiF option 45: carrier planes must return to a CV
column. He would then roll 5 dice and total the lowest 3.
there that can fit them, see 14.1.1) and keep their current facing.
For every 10 points in the total, the player firing anti-aircraft must choose
to: 11.5.10. Submarine combat
(a) destroy 1 enemy land-based bomber; or Submarine combat allows you to attack enemy convoy points. If each
(b) destroy 2 enemy carrier planes; or side has both SUBs and CPs included, there will be 2 separate
(c) destroy 1 carrier plane and abort 1 land-based bomber. combats (active side’s SUBs resolving their combat round first).
If there are 5 points left, the player firing anti-aircraft must choose to: For each submarine combat, add up the non-SUB side’s ASW factors
(a) abort 1 enemy land-based bomber; or (see also West Europe map):
(b) destroy 1 enemy carrier plane.
ASW Factors 11.5.11. Multiple naval combat rounds
Unit type (per) <41 41-42 43+ After each round of naval combat, any major power who had a unit(s)
BB 0 0 0 committed to that combat may abort. If you do, all major powers on
CV WiF 1 1 1 your side who had a unit(s) committed to the combat must abort all
SiF option 5 2 2 2 their units in that sea area other than their uncommitted subs (the
CliF option 6 1 1 1 active side deciding first). Do this just like the units are returning to
CA WiF 1 2 3 base (see 13.4) and then place any damaged naval units (and their
SiF option 5 2 3 4 cargoes) that successfully return to base, into the repair pool as if they
CliF option 6 1 1 1 had aborted during combat (see 11.5.8, Combat results).
CL WiF 2 3 4 Example: Heinz launches his surface and submarine fleet against the
CliF option 6 1 2 3 Commonwealth convoys and escorts in the North Atlantic. Jay has
every (full) 5 CPs 1 1 1 played US entry option 29 (see 13.3.2) and has naval units in the 3
each (mod.) a2s factor (incl. on undamaged 1 1 1 box there. Both sides commit all their units to the naval combat.
CVs) included during fine, rain or snow Heinz finds Jeremy’s fleet. After the combat if Heinz wants to abort,
all his units must (as he committed his subs) and if the Allies want to
The non-SUB side uses these factors to attack the SUBs. You do this
abort both must even though the US fleet wasn’t included in the
in the same way as a surface naval combat except that you use the combat (they were committed).
ASW row of the naval combat chart and only count the SUBs as
‘Enemy Ships’. If any units at war with each other remain in this sea area, go back to
step 2 in the combat sequence (see 11.5.1) and run through the
CoiF option 7: (ASW) From Jan/Feb 1943 onwards all units still use the
sequence again. This continues until one side has no units at war with
41-42 column. [Designer’s note: The late game merchant war may
any units on the other side in this sea area, or until the search rolls
require you building your ASW units (see 22.16)].
don’t produce another combat.
The SUBs also attack in the same way as a surface naval combat
except that they use the SUB row of the naval combat chart and only 11.6 Opponent’s naval combat
enemy naval units in the 0 sea-box section count as ‘Enemy Ships’. After your side has resolved combat in all their selected sea areas, any
Losses inflicted by the non-SUB side can only be taken on the SUBs major power on the other side can try to initiate combat (see 11.5.2)
that attacked them (owner’s choice). For every 3 surprise points you in any other sea areas your side moved a non-SUB unit into or within
spend, you may select the target SUB instead of the owner (see (but not through) in your naval air missions step or your naval
11.5.6). movement step, provided that unit is at war with at least one other
Losses inflicted by the SUB side may be any included naval unit if unit in the sea area. Your opponents can't pick an area that has already
the SUB player spends 3 surprise points. Otherwise every odd (1st, been selected this impulse.
3rd, 5th etc.) loss must be convoy points (CoiF option 7: including Your opponent simply points to areas, one by one, and, in each of
ASW, see 22.16); and every even loss must be either convoy points them, turns a unit face-down and follows the sequence in 11.5.1. If a
(CoiF option 7: including ASW), a CV or an SCS in the 0 sea-box unit your opponent turned face-down during the naval movement step
section (owner’s choice). Once there are no further convoys to suffer in an interception attempt (see 11.4.6) is still in the sea area, he or she
losses, all remaining losses inflicted by the subs are ignored. may attempt to start a naval combat there without turning another unit
Example: over.
Example: Jeremy has finished all the naval combats he wanted to
start. He didn’t try to start a combat in the Eastern Mediterranean
where Maria’s Italian fleet is at an advantage against an escorted
TRS Jeremy moved there during his naval movement step. Maria
turns the Vittorio Veneto face-down in an attempt to exploit her
advantage. Triumphantly, she rolls a 1 and starts the combat.
11.7 Strategic bombardment
Strategic bombardment missions allow aircraft to attack enemy
production and resources.
To strategically bombard:
1. your opponent flies combat air patrol to potential target hexes;
2. you fly all your selected attacking bombers and escorting fighters
to the target hexes (PiF option 8: announcing altitude and time
of day, see below);
3. your opponent flies intercepting fighters to the target hexes;
Playing with no options, it’s fine weather in 1942 and Heinz has 4. you fly intercepting fighters to the target hexes;
gained 11 surprise points in a naval combat. He has spent 4 of them 5. fight any air-to-air combats;
to choose a submarine combat. He has 3 SUBs included, totalling 8
6. DiF option 3: surviving bombers suffer anti-aircraft fire from
attack factors. Jay has 10 convoy points, 1 BB, 1 CA and a 3 air-to-
AA and flak (see 22.2);
sea factor A-25A NAV included. Jay attacks with his 7 ASW factors
7. surviving bombers attack the target hexes;
(0 for the BB, 2 for the CA, 3 for the NAV and 2 for the convoys)
against 3 enemy ships. He gets 2 ‘D’ results and 1 ‘A’ result. Heinz 8. return all remaining aircraft to base and turn them face-down.
rolls against his SUBs’ defence factors to determine the outcome. Target hexes
Heinz then attacks the convoys with 8 SUB attack factors against 4 A target hex can be any enemy controlled hex that contains a printed
enemy ships. He spends another 4 surprise points to increase his oil or useable (see 13.6.2) factory (TiF option 30: or saved oil, TiF
attack by two columns (up to the 15-19 column). This gives him 1 'X', option 31: saved build points, option 32: facility, or TiF option 33:
1 ‘D’ and 3 ‘A’ results. The ‘X’ result sinks 5 convoy points (it would printed rail line). You can’t target a hex that only contains general
only be 3 if playing SiF option 5). Jay could take the ‘D’ result resources or printed forts and roads.
against his CL rolling for damage. However, Heinz spends his last 3
surprise points to damage the second convoy instead. The third loss PiF option 8: (Altitude) When flying a strategic bombardment mission
is an ‘A’ result which must be applied against the damaged convoy. (only) you must also announce whether it is a high or low (which includes
The remaining 2 ‘A’ results are ignored as there are no convoy points medium) altitude mission (low altitude if not announced). Use the
remaining to take any losses. markers included with Planes in Flames to show high altitude strategic
bombardment missions.
Only bombers with a white cloud may fly high altitude missions and you
may not fly a low and high altitude mission into the same hex in the same 11.8 Ground strike
step.
Ground strike missions allow bombers to attack enemy land and
Fighters with a black cloud (low altitude fighters) may not fly, escort or aircraft units on the ground. If you are successful, the enemy units
intercept high altitude missions. Fighters with a white cloud (high altitude will be more vulnerable to attack by land units.
fighters) may do so without penalty. To ground strike:
Fighters with no cloud may fly, escort or intercept high altitude missions 1. your opponent flies combat air patrol to potential target hexes;
but with a penalty (see 14.3.2, Combat values). [Designer’s note: even 2. you fly all your selected attacking bombers and escorting fighters
though many aircraft were capable of flying at high altitude, their to the target hexes (DiF option 3: and also announce any of your
performance at height was poor]. ART ground striking adjacent hexes, see 22.2);
CAP must be included in the combat if it is able to, and ignored if not. 3. your opponent flies intercepting fighters to the target hexes;
PiF option 8: (Night) When flying a strategic bombardment mission 4. you fly intercepting fighters to the target hexes;
(only) you must also announce whether it is day or night (daytime if not 5. fight any air-to-air combats;
announced). Use the markers included with Planes in Flames to show 6. DiF option 3: surviving bombers suffer anti-aircraft fire from
night strategic bombardment missions. AA and flak (see 22.2);
7. surviving bombers attack the target units.
Your side may not fly a day and a night mission into the same hex in the
8. return all remaining aircraft to base and turn them face-down.
same step. CAP must respond to either.
Fighters may fly, escort or intercept day or night missions but see 14.3.2, The strike
Combat values for the combat effect of flying at night. After any air-to-air combat (see 14.3), each bomber attacks each face-
The bombing up enemy land or aircraft unit in the hex.
After any air-to-air combat, see 14.3 (DiF option 3: and anti-aircraft Roll 1 die for each attack. If the result is less than or equal to the
fire. see 22.2), total the strategic factors of all surviving bombers. aircraft’s modified tactical factors, the ground strike is successful.
Halve these factors attacking a hex in rain or snow (PiF option 8: Turn the target unit face-down. Weather (see 14.2.3) and terrain (see
and/or flying at night, cumulative). 14.5) may affect an aircraft’s tactical factors.
Locate the total on the strategic bombardment table and roll a die. Example:
Add 1 to the die roll if it is a low altitude day mission that did not
fight any air-to-air combat (DiF option 3: or anti-aircraft fire) this
impulse.
PiF option 8: (Altitude) Subtract 1 if it is a high altitude mission.
Cross-reference the (modified) roll with the (modified) strategic
factors. If the target is an oil hex, that number of oil resources is lost
from the hex for the turn.
If the target is a factory hex, that number of production points will be
lost from the factory owner’s production point total (see 13.6.3) for
the turn (FiF option 40: or target units being built at that factory, see
13.6.10).
However, you can’t lose more production points from a hex in a turn
than could be produced in that hex, or more oil than there are oil
resources there.
Ignore asterisks (*) if not playing option 32 or 33 (see below).
Example: 4 Commonwealth bombers with 20 strategic factors attack
Lille which is functioning as a German factory. The Germans do not
fly any aircraft to oppose them. The die roll is an 8 modified to 9. On 2 of Kasigi’s Japanese CVs, the Ryujo and Soryu, launch a ground
the 19-24 column of the strategic bombardment table, this produces strike against a Commonwealth corps and HQ in the resource hex
a result of 4*. So, 4 points are lost, which in this case is 1 production northwest of Singapore (A0823). The weather is rain. The carrier
point (since the hex has only 1 functional factory). The spare points planes have 1 and 2 tactical factors respectively (see 14.4).
are lost unless there are any other targets in the hex. These are halved for rain and halved again for jungle, leaving 1/4
Option 32 (facility destruction): After implementing the above result, and 2/4 factors. The Ryujo carrier plane rounds to 0, so can’t
each asterisk ‘*’ in the result destroys 1 facility (see order of loss below). succeed, while the Soryu rounds to 1. Kasigi rolls 1 die against each
Destroyed facilities may not be repaired. unit and rolls a 3 against the INF corps and a 1 against the HQ. The
Option 33 (factory, rail and oil destruction): Alternatively, each asterisk HQ is turned face-down.
‘*’ in the result destroys 1 printed factory, rail or oil resource (see order When the defending units are surprised (see 15.1), roll an extra die
of loss below). Destroyed printed factories, rail lines and oil resources against each target. If any roll is less than or equal to the aircraft’s
may be repaired (see 13.6.7). modified tactical factor, the ground strike succeeds.
Use the factory markers to show reduced factories. In the example, the Option 8: (Tank busters) Tank busters have their tactical factor printed
red factory in Lille is destroyed in addition to the production point loss. in a red circle. Add an extra die if the aircraft is a tank buster and the target
TiF option 32: (rail facility destruction) Destroyed rail hexes become unit is MECH, ARM or HQ-A.
roads. Destroyed built roads are placed back in the force pool (you can’t Option 49: If offensive points are spent on an HQ within range of the
destroy printed roads and you can’t repair built ones). Use the “no-rail” aircraft during an air action (see 16.3.2) or ART during a land action (see
side of the counter to show damaged (printed) rail hexes. 16.3.3) you also roll an extra die.
Where there is more than 1 target in the hex the order you apply the These rolls are all cumulative.
numbered results are: production points (see 13.6.2), printed oil Example: during a surprise impulse, a tank buster ground striking a
resources (13.6.1), (TiF option 32: oil or resource facility), (TiF MECH with the benefit of offensive points would roll 4 dice.
option 30: saved oil), (TiF option 31: and finally saved build points).
Where there is more than 1 target in the hex the order you apply
11.9 Rail movement
asterisk ‘*’ results are (option 33: printed blue factories, red Rail movement lets you move land and aircraft units and blue printed
factories, oil resources), (option 32: built factories, oil or resource factories over long distances.
facility, rail, road, factory specialisation, shipyard facilities), (option How to rail move
33: then finally printed rail hexes).
You may rail move a unit or factory if it is at a station. A station is starts producing again in May/Jun.
any city hex, port hex or hex with an HQ. Every rail hex is a station
Limits
when railing an HQ.
If you chose an air action, you may only rail move aircraft. If you
You may move the unit or factory from one station to any other
chose a land action, you may only rail move land units (SiF option
station, over any distance. However, you may only move along a
51: Frogmen) and factories. If you chose a combined action you may
railway line. Your side must control each hex you enter and you must
rail move factories, land units and/or aircraft.
remain on your line (e.g. if moving by rail from Gibraltar (W2513) to
W2514, you could only continue into W2414, not Cadiz or Seville). How long the move is determines how many rail moves it counts as:
You may only change lines at junctions (e.g. W2415 is connected by
Rail Movement Cost
rail to every adjacent hex bar W2316).
move where? unit factory
Your rail move can only enter or leave a hex in an opponent’s ZoC if
it is a station containing a friendly land unit both before and after the Same or 1 map away 1 2
rail move. Its move must stop when it enters an opponent’s ZoC. 2 maps away 2 3
Example: 3 maps away 3 4
Example: To rail move an aircraft from the Western Europe map to
the Pacific map would cost 3 rail moves. It would take 4 rail moves
to rail a factory this far.
To work out how many maps away the destination is, use the furthest
map away (e.g. railing a land unit from Baku (A2841) to Vladivostok
(P2942) counts as 2 maps away, not 1). Similarly, if you are railing
to or from a hex that is on two maps (e.g. Mukden, A0141), you count
as railing to or from the map further away.
Rail moves do not also count as a land move or an air mission.
11.10 Land movement
Land movement is the normal way land units move around the maps.
Only face-up land units can make a land move.
You may only move a unit once in each land movement step.
11.10.1. How to move land units
You may move your land units one by one, or stack by stack, as you
choose. You must finish moving the unit(s) you are moving before
you may start moving another unit. Co-operating (see 18) major
powers and/or minor country units stacked together may move
together (provided their owners agree of course).
If you move a stack of land units together, each unit in the stack uses
up 1 land move. You may drop units off from the stack in any hex it
Anna wants to rail move Zhukov adjacent to German occupied enters but you can’t pick up other units as you go.
Kharkov (E1235). She can’t move Zhukov to E1135 due to the ZoC A unit making a land move moves from its starting hex to an adjacent
from the German corps in E1033. She can’t move him to (Soviet hex. Then it may move to another adjacent hex, and so on until it runs
controlled) E1335 as there are no Soviet units there before the rail out of movement points.
move, so she moves (via Kursk) to E1336 (which already contains a
Each unit has its movement points printed on its counter. Each hex it
Soviet INF).
enters will use up one or more of those points depending on which
A unit can rail move across a straits hexside if there is a rail line in map it is on, the terrain in the hex (and sometimes the hexside crossed to
the hex on either side of the straits. Only one unit a side can rail move enter it), the weather in the hex and whether the unit is motorised or not (see
across each straits hexside each impulse. 11.10.2).
Option 12: (limited access across straits) A unit may only rail move Sometimes a unit will have unused movement points but not enough
across a straits hexside if any adjacent sea area contains no enemy units to enter the next hex. You may always move the unit into that next
capable of blocking supply, or you can trace supply through any adjacent hex but you must then turn it face-down.
sea area.
You may move a unit which starts its move out of supply but you
Units must turn it face-down when you finish moving it.
You may only rail move a unit if it is face-up. After ending its rail A unit must always end its move when it enters an opponent’s ZoC
move, turn the unit face-down. (exception: it can continue moving if it then overruns a land unit in
Factories the next hex ~ see 11.10.6). You may move a unit which starts its
move in an opponent’s ZoC directly into another (even a ZoC of the
You may rail move any blue factory you control in your home country same unit).
if:
(a) an enemy in-supply land unit is currently in this home country Whenever a land units enters an enemy hex and clears that hex of
and on the same map as the factory; or enemy units if any (whether by movement, overrun ~ see 11.10.6,
(b) a factory in this home country on the same map was destroyed invasion ~ see 11.13, paradrop ~ see 11.14 or advance after combat ~
by strategic bombardment during this or the previous turn. see 11.15.5), the hex changes control (see 2.5.3).
Factories must always end their rail move at a city hex in their home 11.10.2. Terrain & weather
country and only at one that currently has fewer than 2 blue factories Terrain effects
already.
The movement point cost for a land unit to enter a hex and cross
Use the factory markers to show the removal of factories at one place certain hexsides is listed on the terrain effects chart (TEC, see Asia
and their arrival at the other. map) based on terrain and map scale. Note that the hexdots continue
The railed factory is not available for production until the second turn under the TEC and the shortest distance from Australia to the
after it finishes its move. For example, if you move it in Jan/Feb, it mainland of Africa is 26 hexes/hexdots from A0405 to Lourenzo
Marques (A3005). 11.10.6. Overrun
HQ-A, ARM, MECH, (DiF option 2: armoured and motorised Land units can sometimes destroy (or capture) enemy units and
engineers, DiF option 3: self-propelled and motorised artillery, DiF markers during movement. They do this by declaring an overrun and
option 14: supply units) and MOT use the motorised cost on the then entering the enemy hex. Only enemy controlled hexes or enemy
terrain effects chart to enter each hex. partisans (see 13.1) may be overrun.
All other land units use leg movement costs. The move type for each You may only conduct an overrun with a single unit, or with a single
unit is specified on the Unit costs & characteristics chart (see 28.) stack of units that started the land movement (or Advancing after
combat, see 11.15.5) step together.
Weather
Double the movement cost of land units moving into a hex in rain, Overrunning land units
storm or blizzard. A unit may only overrun a land unit if it is in supply both when it
Option 15: (winterised movement) During each land movement step starts moving and in the hex just before it overruns.
(only) it costs an extra movement point for a non-winterised unit to enter You may only overrun land units that are in a clear or desert hex that
the first hex in snow. is not a city hex (non-city ports are OK). Overrunning across a river,
Winterised units are MTN, (DiF option 2: ski divisions), Swedish, canal or straits hexside halves the overrunning units’ attack factors as
Finnish, Norwegian, and white print Soviet units. normal (exception: engineers, see 22.1.1.
All terrain and weather effects are cumulative. You can’t overrun a land unit in a fort hex (TiF option 32: or hex
containing a fort marker) across a fort hexside.
Special hexes and hexsides
At least one of the overrunning units must be an ARM, MECH or
Moving into an opponent’s fort hex permanently destroys the fort. A
HQ-A unit.
fort hex is a hex containing a printed fort symbol.
If the defending units include an ARM or HQ-A unit (DiF option 3:
Land units (except MTN) may not cross an alpine hexside. MTN units
or AA or AT), you can only overrun them if you have more ARM or
may cross an alpine hexside at the cost of +1 movement point, but
HQ-A (DiF option 2: divisions counting half).
may not trace supply across them.
If the defending units do not include an ARM or HQ-A unit (DiF
Land units (except MAR) may not move across an all-sea hexside
option 3: or AA or AT) but do include a MECH unit, you can only
(except at a strait). They may only cross a lake hexside if it is frozen
overrun them if you have either:
(see 8.2.1). MAR units may cross an all-sea or unfrozen lake hexside
• an ARM or HQ-A unit; or
at the cost of +1 movement point, but may not trace supply across • more MECH units.
them. Units may move and trace supply across straits hexsides
(exception: see option 12: limited access across straits). You can only overrun if you have odds of at least 7:1 in one adjacent
hex at the moment of overrun. These odds can be affected by supply
MTN units pay 1 less movement point to enter mountain hexes on the (see 2.4.3), weather (see 11.15.5), hex and hexside terrain (see
Asian, Pacific and American maps. 11.15.1) and offensive points (see 16.3.3) like any standard (1die10)
Japanese infantry class units pay 1 less movement point to enter a land combat (see 11.15). Your final odds are always 7:1 if you are
jungle hex. overrunning units with a total of 0 factors (e.g. partisans).
Option 25: (Railway movement bonus) A land unit pays 1 less Overrun odds are not affected by aircraft (they may not fly ground
movement point (minimum 1 on the Europe maps in Fine and Snow, 2 support in an overrun).
otherwise, and 2 or 3 respectively on all other maps) to enter a hex when
it moves or advances after combat along a railway (but not a road or Units overrunning enemy land units which total more than 0 combat
straits). This reduction occurs after you apply any overrun movement factors pay double the normal terrain cost to enter the hex being
modifier (see 11.10.6). overrun (after weather effects). Turn them face-down if they exceed
their movement allowance.
All these modifiers are cumulative and occur after you apply any
weather effects. You may continue moving the units after they overrun but if they are
in an opponent’s ZoC they can only do so by further overrunning.
Example: In rain it costs 3 movement points to move from E1027 to
E1127 (even if playing option 25). Example:
11.10.3. Enemy units
You may only move a land unit into a hex containing a unit from the
other side if you do so by paradrop (see 11.14), invasion (see 11.13),
or overrun (see 11.10.6).
11.10.4. Neutral major powers
You can only move a land unit of a neutral major power into any hex
controlled by:
• that major power and its controlled minor countries; or
• a minor country it is at war with.
The only exception is the US (see 13.3.2, US entry options 7 & 44).
11.10.5. Active major powers
You may move a land unit controlled by an active major power into any
hex controlled by:
• that major power and its controlled minor countries; or
• another active major power on the same side (or its controlled
minor countries); or
• a major power or minor country it is at war with
There are some exceptions:
• land units can’t move into the home country of a non co- The German LVII ARM & XX INF corps want to overrun the face-
operating country on the same side unless they satisfy the foreign down Soviet 3 MECH army in snow. The Soviet unit is black print and
troop commitment limit (see 18.2) on entry; and to put it out of supply at the moment of overrun, Heinz moves the stack
to E1533 via E1632. and announces an overrun. Being out of supply
• no unit (land, air or sea) can enter a country controlled by another
the Soviet army’s combat factor is only 1, but because it’s behind a
major power on their side without their permission.
river, the German units are halved to 9. The overrun odds are 7:1
(9:1, down 2 odds because of snow). The Soviet army is destroyed
and the German units move into its hex which costs 2 movement ATRs returned to base;
points (1 doubled for the overrun) bringing the total to 5 (3+2) so the 11. you move intercepting fighters to the return-to-base hexes;
XX INF is turned face down but the LVII ARM corps spends its last 12. fight any air-to-air combats;
movement point moving to E1534. 13. DiF option 3: surviving ATRs suffer anti-aircraft fire from AA
Overrunning aircraft units and flak (see 22.2);
14. any cargo still on the ATRs now unloads;
If an opponent’s land unit moves or advances after combat into a hex 15. return all remaining fighters to base and turn them face-down.
containing your aircraft
Aircraft that return to base at step 9 can only take part in step 12 air-
• destroy all your face-down aircraft (PiF option 46: and their
to-air combat if they are ATRs.
pilots); and
• rebase your face-up aircraft (see 11.16) and turn them face-down. The transport
Exception: even face-up aircraft (PiF option 46: and pilots) are An ATR may carry any one of:
destroyed if the units overrun are surprised (see 15.1) • a PARA or MTN unit (of any size); or
Overrunning naval units • DiF option 2: an INF, GAR or ski division (see 22.1); or
• SiF option 51: 1 frogman (see 22.10).
If an opponent’s land unit moves or advances after combat into a port
DiF option 14: 2 ATRs stacked together may air transport 1 supply unit
containing your naval units, they must rebase. Before they do, roll for
(see 22.3). You complete the transport provided at least 1 ATR survives.
each face-down or surprised naval unit there.
You may unload the cargo either at the target hex, or keep it with the
If you roll 5 or higher you keep control of the unit. If you roll a 1 (FiF
ATR and unload it when the ATR returns to base.
option 40: or less, see 13.6.10 Overrunning production locations),
the overrunning major power (the UK in the case of the Turn the ATR face-down after completing the mission. However,
Commonwealth) takes control of it until destroyed (except partisans only turn the cargo face-down if it commenced the impulse out of
which destroy naval units they overrun). Place it in the Repair pool. supply or the ATR was aborted in either air combat.
On a roll of 2 ~ 4, it is destroyed. Example: Ju-Ming’s Nationalist Chinese have launched an offensive
SiF option 5: If a naval unit is captured, its replacement naval unit(s) (if and cut supply to a Japanese MTN corps in Wuhan (A0436). In the
any, see 4.1.3) is also captured. Axis air transport step, Kasigi tries to extricate his unit by flying his
L2D 6 movement points to Wuhan, to pick up the MTN. Ju-Ming flies
CVPiF option 45: If a CV is captured or destroyed its carrier plane (PiF an I-16 to intercept it and Kasigi then flies in his Ki-27 as an
option 46: and pilot), if any, is destroyed. intercepting fighter. The ATR is aborted by the air-to-air combat and
The owner then immediately returns to base (see 13.4) all naval units Kasigi returns it (and the MTN unit) to base at Nanking (A0336) and
surviving the overrun that they kept control of, and then turns them turns both of them face-down.
face-down. They may not embark units during this move. They may Option 8: (Air transport) Any aircraft with a white range circle can fly
be intercepted as they rebase and must attempt to fight through from an air transport mission, even if it is not an ATR.
the 0 sea-box section if intercepted. If they can’t reach such a base Option 8: (Large ATRs) Large ATRs were capable of transporting
within double their range (ignoring their movement allowance), heavier equipment. They are marked with a white INF corps symbol. A
destroy them instead. large ATR may transport:
Example: Germany occupies Leningrad (E2050) while controlling • up to 2 of any units an ATR can carry; or
Copenhagen (W0442) and Kiel (W0640). The Allies control no ports • 1 infantry class corps sized unit (except HQ, MAR, MOT or
in the Baltic Sea so all surviving Soviet naval units in Leningrad are PART), or
destroyed. • DiF option 14: 1 supply unit.
You only pay the normal terrain cost to overrun a hex containing only A large ATR pays twice normal movement costs while transporting
naval and/or aircraft units. anything more than a normal ATR can carry.
Example: The US C-54 air transports a MTN corps and INF division
Overrunning saved oil & build points (TiF options 30 & 31) from Manila (A0228) to Taihoku (A0133) using all its 20 mps. After
You gain control of all saved oil and build points you overrun. If overrun unloading the units, it returns to base to Saigon (A0726).
by a partisan they are instead destroyed (see 13.1.3).
11.12 Debarking land units at sea
Overrunning facilities (option 32)
You may only debark from a face-up TRS or AMPH.
All opponents’ facilities that are overrun are destroyed except oil and
DiF option 20: (SCS transport) Divisions may debark from an SCS as if
resource facilities. They produce oil or general resources for whoever
it were an AMPH.
controls them (see 13.6.6). You may only destroy an oil facility during
strategic bombardment (see 11.7) or facility destruction (see 13.8). Each face-up land unit in a sea area (being naval transported ~ see
11.4.5) may only debark into a friendly controlled coastal hex
11.11 Air transport (subject to co-operation, see 18), or a coastal hex occupied by a co-
Air transport missions allow you to transport some land units to a operating partisan, in that sea area.
friendly hex (or a hex occupied by a partisan you co-operate with), HQs, MAR and units landing from AMPHs may debark into any coastal
by air. Only face-up units may be air transported. hex. Any other unit may only debark into an open port (see 8.2.1) or
To fly an air transport mission: a hex containing a co-operating HQ. An HQ may debark first allowing
1. your opponent flies combat air patrol to potential target hexes; other units to debark on top of it this step.
2. you fly your selected ATRs (with or without their cargo) and
escorting fighters to a target hex or hexdot; Each land unit which debarks in this step counts as 1 land move. A
3. if the target hex is one where the ATRs may stack and the ATRs debarking unit must end its move in the hex it debarks in. If that hex
are not yet fully loaded you may pick up (more) cargo; costs it more movement points than it has, turn the unit face-down.
4. your opponent flies intercepting fighters to the target hexes; Otherwise, it debarks face-up.
5. you fly intercepting fighters to the target hexes; Debarking units are always in supply in the impulse they debark.
6. fight any air-to-air combats; Turn the transporting naval unit face-down at the end of the step that
7. DiF option 3: surviving ATRs suffer anti-aircraft fire from AA a unit debarks from it.
and flak (see 22.2);
8. surviving ATRs may unload some or all of their cargo provided 11.13 Invasions
they are in a friendly hex where the ATRs and cargo may (prior Invasions allow land units to attack enemy controlled or enemy
to debarkation) legally stack; partisan occupied coastal hexes from an adjacent sea area. You may
9. return all remaining aircraft to base (except any CAP not yet not invade an enemy controlled hex that contains a friendly partisan
involved in air-to-air combat this step) and turn them face-down; (you may be able to debark there however, see 13.1.3).
10. your opponent flies intercepting fighters to the hexes where your
The Unit costs & characteristics chart (see 28. in the Campaigns’ have a normal ZoC.
Booklet) shows which units may invade. MAR (DiF option 2: and Paradropping units must attack the target hex in the land combat step
eligible divisions) may invade from a TRS or AMPH. All other eligible (see 11.15). Non-paradropping units adjacent to that hex may also be
units may only invade from an AMPH. included.
DiF option 20: (SCS transport) Eligible divisions may invade from an
SCS as if it were an AMPH. 11.15 Land combat
DiF option 2: ARM & MECH divisions (see 22.1) with a marine symbol After you have finished any paradrops, your land units may attack
may also invade from a TRS (not an AMPH or SCS). enemy land units they are adjacent to. Combat is not compulsory
You may only invade an enemy controlled or enemy partisan (unless you are invading or paradropping).
The land combat sequence is:
occupied coastal hex that has at least one all-sea hexside touching
1. declare all attacks,
upon the sea area where the TRS/AMPH is located and the coast to
2. defender announces which notional units are to be ignored (if
be invaded must also touch upon that sea area.
any);
Example: Liverpool (W1839) may be invaded from either the 3. add offensive shore bombardment;
Faeroes Gap and/or Bay of Biscay but A0619 may only be invaded 4. add defensive shore bombardment;
from the South China Sea, not the East Indian Ocean sea area. 5. announce offensive HQ support (option 13);
You may only invade with face-up units. Their TRS or AMPH must 6. announce defensive HQ support (option 13);
be in the 2, 3 or 4 sea-box section and must be controlled by a country 7. fly and resolve ground support missions;
at war with the owner of the hex or partisan being invaded. 8. the land combats are then resolved one by one (attacker choosing
You may not invade a hex in storm, snow or blizzard. the order of resolution).
To invade, move your land units from their TRS/AMPH onto the Each land attack allows you to attack 1 stack of enemy land units.
target hex. Put part of each invading unit over the all-sea hexside it is There is no limit on the number of units that may take part in each
attacking across (this matters for forts and fort hexsides, see 11.15.1). attack. Overruns are not land attacks.
Invading units are in supply for the rest of the impulse. If you attack a hex with units from several major powers, each of
those major powers has made a land attack.
Invading units have no ZoC into the invaded hex until it is empty of
enemy (including notional, see 11.15.1) units. They have no ZoC into 11.15.1. Declaring combats
adjacent hexes for the impulse of invasion. Thereafter, they have a You declare all your attacks now. To declare an attack, point to the
normal ZoC. defending hex and identify every land unit that will attack it (option
Turn the transporting naval unit face-down at the end of the step that 49: and which of these units will receive HQ benefits, see 16.3.3).
a unit invades from it. The target hex must be enemy controlled (or contain an enemy
Invading units must attack the invasion hex in the land combat step partisan) and contain a land unit (even if only notional, see below) -
(see 11.15). Non-invading units adjacent to that hex may also be you can’t attack aircraft and naval units in land combat (they may be
included in the combat. overrun ~ see 11.10.6).

11.14 Paradrops Eligible land units


PARAs are land units that have the additional ability of being able to You may only attack a hex with face-up land units. To attack, you
fly into an enemy controlled, or enemy partisan occupied, hex without must either be adjacent to the target hex, or invading and/or
moving by land through the intervening hexes. You may not paradrop paradropping units into it.
into an enemy controlled hex that contains a friendly partisan (you Each land unit may only attack once per impulse (in addition to any
may be able to air transport there however, see 13.1.3). number of overruns, see 11.10.6). A land unit may not attack if its
PARAs may only fly a paradrop mission if they start the mission face- combat factors are in brackets.
up, in supply and stacked with an ATR. An ATR cannot fly a You may attack with some units that are eligible and not with others
paradrop mission if it isn’t carrying a PARA. - it’s up to you. One land unit in a hex could attack one hex, while the
DiF option 2: The Commonwealth 51st air-landing and German 5th second unit in the hex attacks a different hex.
mountain divisions may also paradrop if accompanying a PARA in a Non co-operating units may not declare an attack of the same hex in
second ATR (see 22.1.1). the same step (see 18.2). If more than one non co-operating country
Option 8: (Bomber ATRs) Any aircraft with a white wishes to attack the same hex in the same step, the major power
range circle can fly a paradrop mission, even if it is not controlling the most adjacent (modified, including paradrops and
an ATR provided it doesn’t have a ‘no paradrop’ symbol: invasions) land factors that could attack may declare an attack first.
To fly a paradrop mission: If they do not, the major power controlling the second most factors
1. your opponent flies combat air patrol to any that could similarly attack may declare an attack next and so on.
hexes. Supply
2. you fly all your selected ATRs, the PARAs they start with, (AiF,
Units can’t attack if they are out of supply when you declare or
PatiF & PoliF opt. 57: Air Cav) and escorting fighters to the
resolve the combat.
target hex;
3. your opponent flies intercepting fighters to the target hexes; Defending units that are out of supply when resolving combat defend
4. you fly intercepting fighters to the target hexes; with their full combat factors if they are face-up. If they are out of
5. fight any air-to-air combats; supply and face-down, they have (before modifications):
6. DiF option 3: surviving ATRs suffer anti-aircraft fire from AA • 3 combat factors if they are white print corps sized units; or
and flak (see 22.2); • only 1 factor if they aren’t.
7. surviving PARAs (AiF, PatiF & PoliF option 57: and Air Cav) Terrain
drop into the target hex.
8. return all remaining aircraft to base and turn them face-down. Halve the combat factors of a MTN unit that attacks across an alpine
hexside. No other land unit may attack across an alpine hexside.
You can’t paradrop into a lake hex (unless frozen ~ see 8.2.1).
MAR units are halved attacking across a lake or all-sea hexside. No
Paradropping units are in supply for the rest of the impulse.
other land units may attack across a lake or all-sea hexside (except at
After any air-to-air combat (see 14.3), surviving paradropping units straits).
drop into the target hexes. They have no ZoC into the target hex until
All land units are halved attacking across a river or canal (exception:
it is empty of enemy units (including notional units). They have no
engineers, see 22.1.1).
ZoC into adjacent hexes for the rest of the impulse. Thereafter, they
All land units except MAR are halved attacking across a straits Japan declares war on the Commonwealth and Kasigi attempts to
hexside or when invading. All MAR are halved if they are invading invade Lae (P2318) with the SNLF MAR from the 2 section and the
from a TRS. Kwantung MOT from the 3 section of the Bismarck sea. The 1 PARA
DIV (from Divisions in Flames) paradrops on the hex.
Third the combat factors of a unit that attacks into a fort hex across a
printed fort hexside (exception: engineers). Only the Commonwealth notional unit is defending, but Port Moresby
is occupied by the Sydney MIL. The weather in the Bismarck Sea is
TiF option 32: Fort markers only halve, not third, the attacker.
fine while in the South Monsoon its rain.
There is no effect when you attack out of a fort hex (TiF option 32: The notional unit is usually worth 1, but you add 1 for the adjacent
or a hex containing a fort). CW corps, 2 because a land unit is invading from the 2 section (the
A PARA that drops into a hex is not attacking across any hexside. 1* shore bombardment modifier becomes 2 due to rain) and 1
Therefore, you don’t halve or third its factors due to a river, canal or because a land unit is invading from the 3 section. You subtract 1
fort. because it is a surprise impulse. This total of 4 doubles to 8 due to the
Triple the combat factors of MTN units defending in mountain hexes. mountains.
Double the combat factors of other units defending in mountains. Kasigi regrets not invading from a closer port, allowing an invasion
from a higher sea-box section (if they had both invaded from the 4
Double the combat factors of units defending in swamp hexes.
section, the notional unit would have only been worth 1 factor
Invasion & Paradrop combats (and notional units) doubled to 2.
Each hex defends against an invasion and/or a paradrop with 1 At the end of the attack declaration step, you can state that your
notional land unit, in addition to any actual land unit(s) in the hex. notional unit is to be ignored (you might do this to avoid the combat
The notional unit is the same nationality as any country with a real modifier, see 11.15.5, or to prevent breakthroughs by units attacking
unit in the hex (owner’s choice if more than one). If there are no real in conjunction with the invasion/paradrop). If you do, and there are
units, it is the same nationality as the country that controls the hex. no other friendly land units in the hex, there is no attack and the
The notional unit’s (modified) combat factor is: attacker occupies the hex as if debarking onto a friendly controlled
hex (see 11.12).
Notional Unit Combat Factor
Reason
Chinese attack weakness
Value
Communist Chinese units fought well during World War II. Nationalist
1 Notional unmodified combat factor
Chinese units also fought well when defending their homes but were too
+1 defending in a city hex;
factionalised to co-ordinate effectively on the offense. Thus halve the
+1 defending in the home country of the major power
combat factors of Nationalist Chinese land units that are attacking (DiF
(not minor country or territory) controlling the hex;
option 3: not bombarding, see 22.2).
+1 if it is not stacked with a land unit, but is in the ZoC
of a friendly unit(s); Modifiers
+sbm the shore bombardment modifier (see 11.15.2) of the All modifiers are cumulative.
sea-box section of each invading unit (modified by
Example:
the weather in the defending hex);
-1 if it cannot trace a basic supply path of any length
(see 2.4.2); and
-1 if surprised (see 15.).
These modifications are cumulative but the notional unit can never
have fewer than 0 combat factors.
Add the notional unit’s (modified) combat factor to those of any land
units in the hex.
The notional unit is treated like a normal unit for all purposes during combat
except that it only has a ZoC into its own hex and is always face-down.
Example:

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.

13. End of Turn Stage


The end of turn stage involves a little bit of tidying up before you start
the next turn. More importantly, this is the stage where you build In Nov/Dec 1943, Heinz has 2 German INF, a NAV and a face-down FTR
more units as reinforcements for later turns. in Greece which he attacked and conquered in Mar/Apr 1943. There is
When you have completed this stage, the turn is over and you proceed already a partisan unit in Greece. The partisan rolls are a 1 and a 6 (both
to the next turn. of which include Greece), so Heinz’s garrison value in Greece (2+1+0) is
halved to 1.5. The partisan number for Greece is 6, halved to 3 because it
13.1 Partisans is the same calendar year that Greece was declared war on. So to get a
Partisans are units that can appear in countries you have conquered (and in partisan, Jeremy has to roll less than or equal to 3. He adds 1.5 to the roll
some you are still fighting). Some countries can have partisans no matter for the Axis garrison value and subtracts 1 because of the partisan already
who controls them. there. The net modifier is +0.5, so Jeremy has to roll a 1 or 2 to succeed in
13.1.1. Getting partisans gaining a partisan (a die roll of 3 is modified to 3.5 rounded up to 4).
At the start of this step, roll a die and locate the result on the partisan table. 13.1.2. Setting up and controlling partisans
This will specify 9 countries or regions (e.g. Siberia and S. America) Partisans in ‘green’ countries are set up and controlled by the major power
eligible for partisan activity this turn. Where a region consists of more than that controlled their country before it was conquered (or still control it if it
isn’t yet conquered). Chinese controlled partisans are always Communist into other regions) but may never leave it. They are always in supply but
controlled. French partisans are controlled by the Free French unless it is they only have a ZoC in the hex they occupy. Partisans are not winterised
completely conquered, after which they are controlled by the USSR. (see 11.10.2, Weather).
Partisans in ‘red’ countries are set up and controlled by the nearest major ‘Green’ partisans only co-operate with other units from their own country.
power currently at war with the major power that controls the country. The ‘Red’ partisans only co-operate with other partisans.
nearest is the major power whose capital (even if enemy controlled) is Add 1 to each partisan unit’s combat factor if it is defending in a forest or
closest to the minor’s as if flying between the two (see 14.1.1). If no major jungle hex. Partisans suffering an ‘S’ or ‘B’ result are destroyed instead.
powers are at war with the controlling major power, then the nearest major
power on the other side controls the partisans. If control of a ‘red’ country ‘Green’ partisans are always at war with all major powers (and their aligned
changes, control of its partisans may immediately change too. minors) on the other side even if the partisan's controlling major power is
not. ‘Red’ partisans are always at war with the major power (and all
Example: A partisan is set up in French controlled Indo-China. countries on its side) that controls their country, even if the partisan's
Germany and Italy are at war with France but Japan is not. The controlling major power is not.
partisan is controlled by Italy (Hanoi (A0731) to Rome (W0520) is
97 range, Berlin (W0437) is 103). Germany installs a Vichy Partisans are not removed from the map when their country or controlling
government (see 17) and Indo-China goes Vichy. Vichy is neutral so major power is conquered (see 13.7.1) or Vichied (see 17.). If their
the partisan becomes Communist Chinese controlled (Chungking, controlling major power has been completely conquered, partisans may still
A0635, is closer to Hanoi than Delhi, A1834). move and fight every turn as if their controlling major power had chosen a
land action.
The player controlling the partisan draws it randomly from the force pool
and must place it in any enemy controlled hex in its country that is not in an 13.2 Entry markers
enemy ZoC. If there are no such hexes, put the partisan back into the force
In this step, major powers with neutrality pacts that have a common
pool. If no partisans are left in the force pool, you may choose to remove
border (see 9.2) may pick an entry marker (the side with the initiative
any partisan from the map (even if only just set up)
choosing first). Entry markers either increase your offensive garrison
13.1.3. Partisan effects values, to see if you can break a neutrality pact, or increase your
Partisans don’t control hexes. However, they can interrupt the benefits of defensive garrison values, to resist a pact being broken. Germany may
controlling a hex they occupy. If a partisan is in a hex: pick 2 markers. Any other major power in one or more pacts may pick
• enemy major powers can’t reinforce or move units (except by one except Japan which may only pick a marker if she did not pick
overrun ~ see 11.10.6, or invasion see 11.13 or paradrop, 11.14), one last turn.
facilities or resources into the hex; You put the markers on your common border with the major power
• enemy major powers can’t use any resources or factories in the you have the neutrality pact with. If you have more than one neutrality
hex; pact, you have to choose which border to put your marker on. You
• enemy major powers can’t trace supply into the hex; may then look at the marker.
• land units (not their transports) of a ‘green’ partisan’s nationality
(only) may debark from air (see 11.11) or sea (see 11.12) Next, you must decide whether the marker will be offensive or defensive.
transport into the hex as if they did control it, without fighting a If you place it as an offensive marker, place it with its number face-down.
notional unit. They may not invade (see 11.13), nor paradrop, see If you place it as a defensive marker, place it with its number face-up.
(11.14); After you place your marker(s), you may either:
• enemy facilities (other than oil), aircraft and naval units in the • move 1 marker from one border to another; or
hex are overrun (see 11.10.6); and • turn over 1 marker (converting it from offensive to defensive or
• saved oil (TiF option 30) and build points (TiF option 31) may vice versa).
be destroyed. Example: The USSR has pacts with Germany and Japan. Anna
Example: places 1 marker face-up on the German border. She then moves a
face-down marker from the Japanese border to the German border.
Germany is deep inside
It will require another turn for Anna to turn that marker face-up so
the USSR when a
that it can play a part in defending the USSR against the German
Ukrainian partisan is
hordes.
placed in German
controlled Odessa You may always look at your own offensive markers but can’t show
(E1728). The face down them to anyone else (even on your own side).
Ju-88A4 is destroyed and If you run out of markers, add the next available year’s markers to the
the face-up Bf-109F2 pool. When these are all used, every major power randomly returns
must return to base. half its offensive and half its defensive markers to the force pool.
During production, Record the value of the markers you return and show them to the other
resources can’t be traced players to verify their value. The recorded values still modify your
through Odessa. garrison values. If you want to turn over a marker but have none left
Next turn the Allies get the on-map, you can turn over one of those you removed. Randomly draw
first impulse and the a marker from the pool - show the other players that it doesn’t exceed
USSR wants to air your recorded total, then put it on the map. If it exceeds your recorded
transport the I GD MTN total, you can’t turn over a marker after all - put it back into the pool.
corps based in Kursk There are some new markers to add to the marker pool at the start of
(E1337) into Odessa. Her each year.
Li-2 in Moscow (1344)
can’t do it as you can’t 13.3 US entry
return to base both the The US will begin some campaigns as a neutral major power.
MTN and the transport to Although not involved in a neutrality pact, the USA still requires
the hex at the same time entry markers to be able to go to war.
(11.11 sub-step 14).
Its progress towards war is governed by the number of markers it has
However, the TB-3
stacked with the MTN in in 4 pools, the US entry pools and the US tension pools. By
Kursk can unload the manipulating the markers in these pools, the US will be able to go to
MTN during sub-step 8 of 11.11 and then return to base wherever she can war with the Axis powers once it has judiciously applied pressure to
reach (including Odessa as it is now in the firm control of I GD MTN). control war-like Axis tendencies.
Partisans may move anywhere within their home country (even moving There are 2 US entry pools and 2 US tension pools - a Japan version,
and a Germany/Italy version, of each. choice to its corresponding tension pool.
The campaign set up (see 24) tells you how many markers start in Example: The US entry level against Japan is 34 and against
each pool. Germany/Italy is 35. The US cannot select fireside chat as Jay doesn't
have an entry level of 35 against all three Axis major powers.
13.3.1. Entry markers
However, in a previous turn the US froze Japanese assets (US entry
The US entry level is changed by the entry markers you draw. You option 23) and may now select oil embargo (US entry option 31). Jay
will have an entry level against Japan and another against Germany rolls a 10. No marker is moved from the Ja entry pool to its tension
and Italy. This is explained in 9.4. pool and the US may pick another option against the Japanese.
Only you will know your entry levels, although your opponents will The US has a tension of 17 against Germany/Italy and 18 against
make guesses based on the US entry options you choose. Japan, sufficient against all three major powers for Jay to pass war
You can look at your own markers after you have committed them to appropriations (US entry option 34). Jay rolls a 3 which requires him
a particular pool but you can’t show them to anyone else (even on to move 2 entry markers from the Ge/It and/or Ja entry pool into its
your own side). corresponding tension pool. He could pick 1 marker from each entry
pool but decides to pick 2 markers (randomly) from the Ja entry pool
Regular entry markers and moves them to the Ja tension pool, only looking at the markers
Each turn randomly choose 1 entry marker from the common entry after both have been placed there.
marker pool. From Jan/Feb 1942 onwards, draw an extra marker. Jay cannot pick another option as 2 options have been chosen against
Each marker you pick may go into either the Japan entry pool or the Japan and the first option chosen against Germany/Italy resulted in
Germany/Italy entry pool (your choice). a marker moving from any entry pool to a tension pool.
Some US entry actions give the US an extra marker draw. These are You may only choose each entry option once. Record the entry
noted on the US entry actions chart. Draw 1 extra marker a turn for options you choose on your builds chart.
each of these that applies. The extra marker must go into the entry Immediately the US is at war (see 9) with Japan (and after paying the
pool marked for that action (e.g. the extra marker for the Axis tension cost if the US declared war, see the ? entry option below), the
conquering the United Kingdom must go into the Germany/Italy US is treated as having chosen every available unchosen entry option
pool). aimed solely at Japan (e.g. if the Burma Road is not closed, ‘Re-open
Once you are at war with Germany, Japan and Italy, you stop drawing Burma Road’ is not available to be chosen). You still roll for each of
markers and you return all markers in the US entry and tension pools these options on an option by option basis but don’t have to move a
to the common entry marker pool. marker to the tension pool when called for unless you want to.
Action entry markers The same applies to all Ge/It options when the US is at war with
Germany and Italy. If either Germany or Italy is conquered, the US
You will also add entry markers during a turn if major powers take only needs to be at war with the other to gain this benefit.
certain actions (see 13.3.3).
When the US is at war with every unconquered Axis major power
13.3.2. US entry options (other than Vichy), you are treated as having chosen every available
The US entry options chart lists political choices available to you. entry option (except US entry options 37 and 44).
Each option is targeted against Japan (Ja), Germany/Italy (Ge/It), or
The entry options
all 3 (if neither is specified).
The US entry options (directed at (if specified) and tension) are:
If you want to choose a US entry option, you must be at a high enough
1. Chinese build aircraft (Ja 3) - You must choose this option
entry level (see 9.4, The entry and tension pools) against the target
before China can build any aircraft.
major power(s) to pick it. The entry level is marked on the left-hand 4. Intern French CV (6) - You may only choose this option if the
side of the entry options. CV Bearn is Vichy controlled (see 17). It is now Free French. If
During this step each turn you may always pick 1 option against Japan it is not in the force pool, immediately place it in the construction
and/or 1 against Germany/Italy. You may choose a second option pool (CVPiF option 45: destroying any carrier plane, PiF
against either or both Japan and Germany/Italy if the first option option 46: and pilot, that it’s carrying). However, it may only be
chosen against that major power did not move a marker to the tension built (see 13.6.5) after Vichy collapse (see 17.4.5).
pool. If the first option is directed against all three, you may only pick 7. Occupy Greenland & Iceland (Ge/It 9) - You immediately
a second option against Germany/Italy and/or Japan if the first option declare control of Greenland and Iceland. When you do, move
didn’t move a marker to any tension pool. any other Allied units in Greenland or Iceland to the production
When picking an option, you must turn over enough markers to prove circle to arrive as reinforcements in 2 turns. You may only
that you have reached the required entry level. In the cases of US choose this option if an Axis major power has declared war on
entry options 22 (Gear up production) and 34 (Pass war Denmark, and no Axis land unit is in Greenland or Iceland.
appropriations), you must also show that you have enough tension to 9. Resources to China (Ja 4) - Allied major powers can’t give
play the option. After showing your opponent, turn the markers face- resources to China until you choose this option. In future turns,
down again. each major power may give up to 5 resources a turn (no limit
once that major power is at war with Japan). The US may use its
Options with an ‘*’ have a prerequisite option(s) which must have convoy points to transport anyone’s resources to China.
been chosen in a prior turn. Before this option is chosen the Burma Road may only be used
Also to the right of the entry option is a number in parentheses. This to transport Chinese resources and build points to and from her
is the tension cost of that entry option. It may be modified by certain factories. After it is chosen, the Burma Road may also be used to
US entry options (see entry options 14, 26 and 35 below). For each move resources and build points (not rail movement) into China
10 tension points the US entry option costs, randomly choose a (not out).
marker from a US entry pool and move it to the corresponding tension 11. US east coast escorts (Ge/It 7) - After you choose this option
pool. If there are any remaining tension points, roll a die. If the roll is and while not at war with all Axis major powers, up to 5 US CVs
less than or equal to the remaining points, move another random and/or SCS in the 0 section of the US East Coast sea area may
marker from an entry pool to the tension pool. take part in any combat round in which Allied convoys are
included, without declaring war. There is no US entry effect for
If the entry option is aimed at a particular major power (including US
the naval combat itself.
declarations of war), you must move a marker from its entry pool to
12. Selective Service Act (4) – Until you choose this option the only
its tension pool. If there are no markers in the entry pool, the USA land unit you may start building each turn is 1 infantry or cavalry
may never declare war on that pool’s major power(s). class unit. From now on you may start building up to 2 infantry
If the entry option is not aimed at any particular major power, you class units or 1 other land unit per turn. There is no restriction
must move a randomly chosen marker from an entry pool of your on the number or class of units you may build while active.
13. Embargo on strategic materials (Ja 5) - The US only convoys While you have at least such a fleet located at Pearl Harbor and
3 resources (TiF option 30: 2 of which are oil) to Japan per turn the entry option is aimed only at Japan, you may increase or
instead of 4. Japan no longer needs to supply the USA with a decrease the tension cost by up to 3 before rolling the die.
build point. Example: Jay picks US entry option 9, Resources to China. This
14. Edward R. Murrow reports from London (Ge/It 3) - Before has a tension cost of 4. Because the option is aimed at Japan and
rolling for all future US entry options aimed solely at Ge/It, the there is a sufficient US fleet in Pearl Harbor, Jay can modify that
US may change the tension value of the option by +/- 1. tension cost by up to 3 before rolling. So he could increase it to
15. Resources to western Allies (Ge/It 6) – The US can’t give a maximum of 7 or decrease it to 1. Jay (strangely) chooses to
resources to the Commonwealth or France until you choose this increase the tension cost to 5, then rolls his die.
option. In future turns the US can give up to 5 resources per turn 27. Lend lease to western Allies (Ge/It 9)* - The US can’t give
each to the CW and France (unlimited while the USA is at war build points (see 13.6.4) to the Commonwealth or France until
with Germany). While neutral, US convoy points can’t be used you choose this option. In future turns the US may give up to 5
to transport these resources unless US entry option 32 is chosen. build points a turn to each of the CW and France (unlimited while
16. Gift of destroyers to CW (7) - The next 10 SCS the the USA is at war with Germany). While neutral, US convoy
Commonwealth starts, completes or repairs while the USA is points can’t be used to transport these build points unless US
neutral costs 1 less build point each (min. 0). An SCS that is entry option 32 is chosen.
started and completed would count as 2 of the 10 SCSs. Prerequisite: US entry option 15.
17. Lend lease to China (Ja 5)* - Allied major powers can’t give 28. Truman committee formed (5)* - The US can’t produce 4-turn
build points (see 13.6.4) to China until you choose this option. LNDs while neutral until this option is chosen. The US is no
In future each Allied major power may give up to 5 build points longer restricted in the number or class of any units she builds
a turn to China (unlimited while at war with Japan). The US may (see 13.6) each turn. The US may now destroy isolated (TiF
use its convoy points to transport its build points to China from option 31: and disband) units (see 4.3) while neutral.
the USA. Prerequisite: US entry options 12 & 22.
Prerequisite: US entry option 9. 29. North Atlantic escorts (Ge/It 8)* - After you choose this option
18. Occupy Azores (Ge/It 8) - In any future turn that Gibraltar or and while not at war with all Axis major powers, up to 5 US CVs
Madrid is Axis controlled, or if the year is 1943 or later, the USA and/or SCS in the 0 section of the North Atlantic sea area may
may declare control of the Azores during its declaration of war take part in any combat round in which Allied convoys are
step (see 9.6, in addition to any minor country it may align this included, without declaring war. There is no US entry effect for
step) even if Portugal is neutral, provided no Axis unit is in the the naval combat itself.
Azores. If you do, move any non-US units in the Azores to the Prerequisite: US entry option 11.
production circle to arrive as reinforcements in 2 turns. 30. Lend lease to USSR (Ge/It 11)* - The Allies can’t give or
19. Resources to USSR (Ge/It 8) - The Allies can’t give or receive receive build points to or from the USSR until you choose this
resources to or from the USSR until you choose this option. In option. In future turns the US, CW and/or France may give or
future turns, the US, CW and/or France may each give or receive receive 1 build point each per turn to or from the USSR while
1 resource per turn to or from the USSR while the USSR is at the USSR is at war with any Axis major power. This increases to
war with any Axis major power. This increases to 5 each per turn 5 each per turn while Germany and the USSR are at war and
while Germany and the USSR are at war and unlimited while the unlimited while the US is also at war with Germany. US convoy
US is also at war with Germany. US convoy points can’t be used points can’t be used to transport these build points while the US
to transport these resources while the US is neutral. is neutral.
20. US land-based air escort (Ge/It 6) - The USA may commit Prerequisite: US entry option 19.
land-based air units to escort Allied convoy points in the 0 sea- 31. Oil embargo (Ja 9)* - Japan no longer receives any resources
box section in any sea area where the USA is allowed to escort from the US nor from the Netherlands East Indies while it is
convoy points. neutral or Allied controlled. You need no longer maintain a
21. Reflag merchant ships (6) - USA may now (not later) lend lease convoy chain to Japan.
up to 15 US on-map convoy points to active Allied major Prerequisite: US entry option 23.
powers. These points may be given to one or more Allies, but the 32. US refutes naval war zones (9) - The USA may use its own
total can't exceed 15. Return the 15 US convoy points to the force convoy points to ship any resources and/or builds points that it is
pool, and add the same number of recipient convoy points on the lend-leasing, to any Allied major power. Any US convoy points
production circle to arrive as reinforcements next turn. that could be carrying resources to an Allied major power may
22. Gear up production (9) - US production multiple increases by be attacked by any Axis unit at war with the potential recipient
0.25. US AMPHs may not be built until this option is chosen. even if that Axis major power is not at war with the USA.
You may only choose this option if you have a tension level of 33. Close Panama Canal (8) - naval movement through the Panama
at least 11 against Germany, Italy and Japan. Canal is now restricted (see 11.4.4).
23. Freeze Japanese assets (Ja 7)* - The US only needs to supply 34. Pass War Appropriations Bill (13)* - The US production
Japan with 2 (TiF option 30: oil) resources a turn in this and multiple increases by 0.25. The Italy-US trade agreement (see
later turns. 5.1) ceases.
Prerequisite: US entry option 13. Prerequisite: US entry option 22 and a tension level of at least
24. Re-open Burma Road (Ja 4) - If the Burma Road was closed by 17 against Germany, Italy and Japan.
political pressure (not military control), it is re-opened when you 35. Fireside chat (5) - For all future US entry options, before rolling
choose this option. for tension the USA may change the tension value by up to +/-
25. Repair western Allies’ ships (5) - After you choose this option 2. This is cumulative with US entry options 14 and 26.
the US may repair Commonwealth and French naval units. 36. CW reinforces Pacific (Ja 15)* - Allied land and aircraft units
Option 39: repairs count against US gearing limits. (TiF option 32: and fortifications) can’t set up in or enter
FiF option 40: (Factories in Flames) they may only be Malaya (A0923), Hong Kong (A0331, TiF option 54: apart from
repaired in the unit’s home country. its TERR, see 22.7) or any Commonwealth controlled territory
26. Relocate fleet to Pearl Harbor (Ja 6) - Until you choose this on the Pacific map until:
option the only Allied naval units that may base at Honolulu or • you have chosen this option; or
Pago Pago are TRSs and CONVs. • Japan is at war with the Commonwealth; or
To avoid the +2 modifier for declaring war on Japan you need to • an Axis land unit (other than a partisan) has entered Malaya,
base a fleet in Honolulu, at the moment of declaration, of at least Singapore, Hong Kong or any CW Pacific map territory.
(a) 2 US CVs, each with an air component (see 14.4) of at Prerequisite: US entry option 26.
least 4 (CVPiF option 45: and each carrying a carrier 37. Atlantic islands transferred to USA (Ge/It 12)* - the
plane), and Commonwealth immediately transfers control of Bermuda,
(b) 4 (SiF option 5: 8) US BBs. Jamaica and St Johns to the USA as US aligned territories.
AiF option 1: Furthermore, British Guyana becomes a US 13.3.3. US entry actions
aligned minor country and Antigua, Barbados, the Bahamas, Actions both sides take before the US is at war with every Axis major
Cayman Is, Newfoundland, Port of Spain, and St. Vincent power can hasten or delay its entry.
all become US aligned territories.
Prerequisite: US entry options 16 & 27. Prior to the US being at war with Germany, Japan and Italy, whenever
38. Arm merchantmen (9)* - After you choose this option and a major power takes any action specified on the US entry actions
while neutral, up to 5 US CVs and/or SCS in the 0 section of any chart, you should check the US entry cost of that action. If the cost is
sea area may take part in any combat round in which Allied positive, you may have to randomly choose 1 or more markers from
convoys are included, while still remaining neutral. There is no the common marker pool and put it in one of your entry pools. If the
US entry effect for the naval combat itself. cost is negative, you may have to randomly choose 1 or more markers
Prerequisite: US entry option 29. from an entry pool and return it to the common marker pool.
39. Call up the National Guard (15) - US reserve units (see 9.7) If the action has "(Ge/It)" after it, place or remove the marker
may be set up in any future reinforcement stage even while into/from the German/Italian entry pool. If the action has "(Ja)" after
neutral. it, place or remove the marker into/from the Japanese entry pool. In
40. US reinforces Guam (Ja 12) - Allied land and aircraft units can’t all other cases, the US player may choose either entry pool.
set up in or enter Guam until either you have chosen this option
For every 10 US entry points the action costs, randomly select 1
or an Axis land unit has entered Guam or the Marshalls (see
marker. If there are any remaining points, roll a die. If the roll is less
13.3.3) first. Thereafter, there is no restriction.
than or equal to the remaining points, select another marker.
41. US reinforces the Philippines (Ja 13) – While neutral, until you
choose this option the only Allied units that may be in the Example: Japan occupies Indo-China. This has a US entry cost of
Philippines at any one time are Philippines units, HQ-I 12. So, you add 1 marker from the common marker pool to the Japan
Macarthur, convoy points, and up to 2 other naval units. entry pool. Roll a die and compare it to the remaining 2 points. If you
Thereafter, there is no restriction. roll a 1 or 2, you put a further marker into the Japan entry pool.
42. US guarantees the Pacific (Ja 19) – After picking this option, You may only pick markers for each action once, regardless of the
each time the Japanese declare war on the Commonwealth, number of times that the action occurs, unless the chart notes
France, the Netherlands or Portugal, the USA must attempt to otherwise.
declare war on Japan in the US’s next declaration of war step. Whenever the US can’t take a marker from an entry pool when
The US subtracts 4 (minimum one) from this roll (only) in required, the US loses 1 turn's regular entry markers (see 13.3.1) for
addition to any other modifiers for this declaration of war each marker not removed. Furthermore, if an Allied major power
attempt.
triggered the removal, it may never claim any territory (see 19.6),
This option may only be chosen if at least one of the CW, France,
give or receive any build points or resources from the US (see 5), or
the Netherlands or Portugal is not at war with Japan.
co-operate (see 18) with her, for the rest of the game.
43. Allies access the Netherlands East Indies (Ja 17)* - You may
only choose this option if: Example: In Sep/Oct 1939, Germany declines Soviet claims on
• US entry option 31 has been chosen; and Bessarabia. The USSR declares war on Rumania and rolls a 6
• Germany or Italy have declared war on the Netherlands and requiring 2 markers to be removed from an empty Ge/It entry pool.
• the NEI (see 19.9) is Allied controlled. The USSR may never claim the Finnish borderlands nor receive any
44. US occupies Northern Ireland (Ge/It 13) - You may declare US lend lease for the rest of the game. The US will not get any regular
control of Northern Ireland during any future Allied declaration US entry markers in Sep/Oct and Nov/Dec 1939.
of war step that the Commonwealth controls every hex in France then declares war on Italy and needs to remove another
Northern Ireland provided the Commonwealth agrees. Northern marker from the Ge/It pool. The US would now not get any regular
Ireland becomes a US aligned territory. Move any other Allied US entry markers in Jan/Feb 1940. France (and Free France) suffers
units there to the production circle to arrive as reinforcements in the same effects as the USSR and also cannot co-operate with the
2 turns. From now on the US may use the Belfast factory and USA for the rest of the game.
Belfast becomes a primary supply source for the US. The entry actions
FiF option 40: (Factories in Flames) All CW units on the Belfast
track may only be completed by the USA, no new CW units may The actions on the chart are mostly self-explanatory. Those that aren’t
be placed there (except naval repairs, see 13.6.10 Damaged and are:
incomplete naval units, and units in Belfast’s construction pool)
and no US units may be started in Belfast (apart from naval 1. Japan aligns Indo-China (Ja) - Japan aligns (see 9.6) French
repairs) while any CW units are in a box higher than the 2 box. Indo-China provided it is Vichy controlled (see 17.2) and there
45. Military manoeuvers (15) - while neutral the USA may choose are no Allied non-partisan units there. Japan does this by
any action type (see 10) each impulse (not just combined). announcing it during an Axis declaration of war step. Move any
46. US may build ahead its units (12) - The USA may build ahead Vichy units in French Indo-China to the Free French force pool
its units (see 13.6.5) while neutral. (TiF option 54: except its TERR which is removed from the
48. US may declare war on any minor country (22) - The US may game and replaced by the Japanese Indo-China TERR). All
declare war on any minor country. hexes in French Indo-China are Japanese controlled.
50. Unrestricted naval warfare (25)* - US naval and aircraft units 3. Japan militarizes Marshalls (Ja) – No Japanese unit may set
at sea may freely attack (including initiating combat), and be up in any hex in the Marshall Is. or on the border of the Marshalls
attacked by, any active Axis naval and aircraft units without sea area unless this has already been rolled for (see 24.4.3). If
being at war with them. You still can’t port attack, shore not, you roll for this action as soon as Japan moves a unit (TiF
bombard, ground strike, strategically bombard, or fly ground option 32: or builds a fortification) there.
support. 5. Japan aligns Madagascar (Ja) - Japan aligns Madagascar
You may escort Allied convoys in any sea area with any number provided it is Vichy controlled (see 17.2) and there are no Allied
of SCS or CVs. non-partisan units there. Japan does this by announcing it during
You may now move any number of naval units together as 1 an Axis declaration of war step. Japan must have aligned French
naval move, instead of counting each unit as a naval move. Indo-China (see US entry action 1) in a previous turn. Move any
Prerequisite: US entry option 38. Vichy units in Madagascar to the Free French force pool (TiF
? US declares war on a major power (25) - Rolled immediately option 54: except its TERR which is removed from the game
each time the US successfully declares war on a major power and replaced by the Japanese Madagascar TERR). All hexes in
(see 9.4). The chits must come from the entry pool of the major Madagascar are Japanese controlled.
power declared war on (and placed in its tension pool). 6. Japan forces closure of Burma Road (Ja) - the Burma Road is
one way that the Allies can transport resources (see 13.3.2, US
entry option 9) and build points (US entry option 17) to China.
The Axis may close it by physical occupation but Japan may also 7-8 While neutral, Norway has a trade agreement (see 5.1) with
close it by diplomatic pressure during any step. Germany supplying her with its resource each turn. Furthermore,
If Japan does this, an Allied major power can’t transport if an in-supply German land unit occupies London during any
resources or build points to China via the Burma Road or French declaration of war step she may align Norway.
Indo-China until it is at war with Japan or the USA chooses US 3-6 Norway is undermined for not taking decisive action to counter
entry option 24. China may still use the road to transport its own this insult to her sovereignty. When next aligned, Norway sets up
resources. 1 less INF corps than normal. Place the unit not set up on the
You only roll a die for diplomatic not physical closure of the road production circle to arrive as a reinforcement next turn.
and when controlled by any other major power it may be used by
0-2 Place 10 Commonwealth (CoiF option 7: 5 of them tanker) CPs
them irrespective of whether it is closed or not.
on the production circle to arrive as reinforcements next turn. If
10. Japan occupies Chinese city (Ja) - each time a Japanese
Norway is later aligned to any major power her units are set up
controlled land unit occupies (or reoccupies) a Chinese
(see 19.4.1) less 10 (CoiF option 7: 5 of them tanker) CPs.
controlled city in China there is the possibility of US outrage
(e.g. the occupation of Nanking). You also roll for each Chinese While Norway is neutral:
city gained by Japan when it conquers China (see 13.7.1), but not (a) she has a trade agreement with the Commonwealth
those gained through Chinese surrender (see 13.7.6). supplying her with its resource each turn; and
12, 13, 22, 24 & 25. Multiple major power declarations of war – (b) Oslo is considered CW controlled solely in regards to naval
If both major powers declare war on the same major power in the movement into and out of the Baltic (see 11.4.4).
same impulse you only roll once, otherwise roll for each * -1 to die roll if a face-up undamaged CW CV (CVPiF option 45:
declaration of war. The second roll only costs half if the other with a carrier plane) is in the 4 section of the North Sea sea area and
major power is already at war with that major power (e.g. if Italy no face-up German SCS or CV is in any section of the North Sea or
and France are already at war, the Commonwealth could declare Norwegian Sea.
war on Italy for only -9, not -18).
Regardless of the roll the Norwegian coast is mined. From now
15. Axis invades the United Kingdom (Ge/It) - the Axis has
on if the last impulse of any turn is blizzard or snow in the Arctic
invaded the UK as soon as any Axis land unit occupies any hex
weather zone, Germany may only ship Swedish resources (see
of the United Kingdom at the end of any Axis land combat step.
5.1) through the Baltic Sea that turn if Oslo is Axis controlled or
18. Axis controls Gibraltar (Ge/It), Singapore (Ja) or Suez Canal
there are equal to or more Axis SCS in the North Sea than Allied.
– the Suez Canal is considered occupied immediately that the
[Designer’s Note: this represents that the iron ore transported
Axis control any hex adjacent to the Suez Canal.
through neutral Norwegian waters during winter would cease
19 & 30. Minor aligned - this occurs when the minor country
given a heavy British naval presence unless German
voluntarily aligns with a major power (see 9.6). A minor country
minesweeping was given a substantial escort].
that joins a side because a major power declares war on it (see
9.5) doesn’t count. The Norwegian coast is also mined (without requiring a roll)
20, 31 & 32. Major Power declares war on neutral minor - roll while Norway is Allied controlled.
once for each major power declaring war on this minor this 13.4 Return to base
impulse.
21. Allies support attacked minor (Ge/It) - the Allies have Units at sea can return to base during this step. If they do they will be
supported an attacked minor country if there are at least 4 in- available to move again during the next turn. Those that stay at sea
supply Allied corps-sized units in the minor’s original will only be able to stay in the sea area next turn or move back to a
unconquered home country during the Allied minor support step port.
of the same turn an Axis major power declared war on it. Soviet Units may return to base during naval movement, after aborting from
units in east Poland don’t count and neither do the minor’s own combat, and during this step. You return units to base like a normal
units. naval move (or naval air or naval air interception mission) except in
26. USSR controls East Poland (Ge/It) - see 19.5.1. reverse.
27. USSR controls Nazi-Soviet Pact areas (Ge/It) - see 19.5.2.
34, 35 & 36. Search and seizure - see 13.6.1 Each unit returning to base is limited by its movement allowance
37. Japanese unit first enters any hex or sea area on (Ja) – (reduced for the sea-box section it is occupying) and by its range.
A unit must return to base during this step if it is:
European maps (excl. Red Sea) +12 • any unit (except convoy points) of a neutral major power; or
Americas map(s) +24 • a TRS or AMPH (DiF option 20: or SCS) with a cargo on board;
Roll once per map when first entered but only if Japan is not or
currently at war with the Commonwealth, France, the • any unit (except CPs (CoiF option 7: and ASW)) in the 0
Netherlands or the US. section.
38. Closing Suez Canal - During any naval movement step that they Any other of your units may return to base if you like. Convoy points
control Suez, the Commonwealth may announce that they are (CoiF option 7: ASW and Milchcows) are the only units in 0 sea-box
closing the Suez Canal (see 11.4.4). sections that may stay at sea. If they do return to base, they won’t be
39. Mining Norwegian coast (Ge/It) – Once per game, provided the able to convoy resources during this turn’s production step.
USA and Norway are both neutral and Paris is Allied controlled, Both sides (side with initiative first) must decide which units to return
then at the start of any Commonwealth naval action (see 10.1) to base and which to keep at sea.
the CW may turn face-down any face-up CW SCS in the 4
section of the Norwegian Sea sea area (this does not count as a If you decide to keep a unit at sea you must immediately move it into
naval move or combat) and announce that they are mining the the next lower section of the sea-box (except CPs which stay in the 0
Norwegian Coast. section). If you instead decide to return a unit to base, move it into
The Commonwealth player rolls a die: the surrounding sea area next to its sea-box section.
After both sides make these decisions, units return to base (side with
Norway Reaction table
initiative first). Naval units returning to base can be intercepted (see
roll* Political impact 11.4.6) but only by units staying at sea. Only the intercepted units,
10 Norway immediately becomes a German aligned minor country units staying at sea, and aircraft that fly naval interception may take
(see 9.6) with no US entry penalty (ignore US entry action 19). part in an interception combat.
9 Same as a roll of 0-2 but with Germany gaining all the benefits, If intercepted you must attempt to fight through from the 0 sea-box
not the Commonwealth. Furthermore, if an in-supply German section (see 11.4.6).
land unit occupies London or Moscow during any declaration of
war step she may align Norway. 13.4.1. Aircraft
To return an aircraft at sea to base, put it into any hexdot in the sea
area and then fly it from there to any hex within range (even if it flew 13.5 Final reorganisation
into the sea area during naval air interception, see 11.5.3) it can base
Turn all face-down units face-up (including units out of supply, and
at (remembering to reduce its range by the cumulative movement cost
those that have stayed at sea).
of the sea-box section it came from and that the maximum cost for
the first hex (rather than hexdot) entered is 2 ~ see 11.3). Option 35: (Isolated reorganisation) Neutral units and units at sea (DiF
option 14: and supply units along with 1 unit each supply unit is stacked
Aircraft flying extended range (see 14.1.1) may return to base up to with) are now turned face-up. Turn each other unit face-up unless it is out
double their range. All other aircraft returning to base must return to of supply and it cannot trace a basic supply path (including overseas, see
a base within range. 2.4.2) of any length back to a primary supply source for that unit.
13.4.2. Where do units return to base? 13.6 Production
A neutral unit can only return to a base controlled by its country or
Production allows you to build new units and to repair damaged naval
by its controlling major power. In the case of a neutral major power
units. How much you can build depends on the resources and
unit, you may also return it to a minor country base controlled by that
factories your major power controls.
major power.
Each factory that receives a resource makes 1 production point. You
Subject to foreign troop commitments (see 18.2), a naval unit of an
multiply this by your production multiple to give you build points.
active major power (or a minor aligned to an active major power) can
Build points are what you spend to buy new units.
return to any base controlled by an active major power (or by a minor
aligned to an active major power) on its side. 13.6.1. Resources
A base for naval units is any port where the naval unit can stack and Resources are printed on the map. The total resources in each country
for aircraft it’s any hex the aircraft can stack (see 2.3.1). If there is are recorded on the factory and resources table.
none the unit (PiF option 46: and its pilot) is destroyed. There are 2 types of resources - general resources and oil resources.
Turn units (and their cargoes) face-down when they return to base. Oil and general resources are the same, except for strategic
bombardment, see 11.7 (TiF option 30: and moving oil dependent
13.4.3. Units remaining at sea
units, see 10.3).
After all desired units have returned to base, units remaining at sea are
TiF option 32: (oil facilities) Each major power has oil facilities that
destroyed if there is no base available that they could return to if required.
represent its actual and potential synthetic oil industries (turning coal into
Where some units could return to base the owner of the base decides which. fuel oil). There are also hex-specific oil facilities that represent known
Example: At the end of the return to base step an Italian G50 and German reserves of natural resources yet to be developed that anyone can build
FW-190 D9 (both range 4) are in the Eastern Mediterranean’s 2 sea-box (see 13.6.6).
section. The only friendly base within range is Italian controlled W0311 Once built, each oil facility point (synthetic and hex-specific) produces 1
(Syracuse and W0312 are enemy controlled). Maria destroys the FW-190. oil per turn for whoever controls the hex (e.g. if Jay built the Houston 2-
You are not destroyed if you have a base available to return to but could not point oil facility (M0916), Houston would produce 8 (6+2) oil per turn!).
return now to the base due to non-co-operating units currently occupying TiF option 32: (resource facilities) Hex-specific resource facilities are
the hex. treated exactly like oil facilities except that they only produce 1 general
Example: resource each turn (rather than oil).
Germany declares war on Denmark. 5 French SCS respond by moving into You may use any resource you control in the production step (you
the Baltic’s 3 sea-box section. Later in the turn Germany occupies don’t need to have controlled it at the start of the turn) if you are able
Copenhagen (W0442) and Aarhus (W0643) while the II British INF corps to transport it to a useable factory in that step.
debarks into Frederikshavn (W0645). You may only use 1 resource for each factory in the hex you transport it to
(TiF option 30: but unused oil may be saved there, see 13.6.9).
Example:

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.

Automatic victory 14.1 Aircraft movement


You now check to see if you have won an automatic victory. Your You may move aircraft by naval transport (see 11.4.5) and rail
side can win an automatic victory if the major powers on your side movement (see 11.9). Mostly though you will move them by flying a
control all of the following cities on the maps you are playing with: mission. The weather can affect which missions you can fly (see
14.2.3).
Berlin, Canberra, Chungking, Delhi, London, Moscow, Paris, Cape
Town, Rome, Taihoku & Tokyo.
14.1.1. Range is up to you. The limits for each major power are set out on the
The range of each aircraft unit is presented in the yellow or white activities limits table (see Combat charts).
circle on the front of the counter. 14.2.2. Mission eligibility
Each hex or normal hexdot an aircraft enters uses up 1 point of its Aircraft may only fly a mission if they are face-up. Face-down units
range in Europe, 2 points on the Pacific scale and 6 points in off-map in a sea area can still take part in naval air combats. Out of supply
hexes and large hexdots, regardless of weather, terrain, stacking aircraft may only fly rebase missions.
limits, enemy units or their zones of control.
This table explains which aircraft may fly which mission:
When an aircraft has used all its range (or can’t enter the next hex or
hexdot because it has insufficient points left) it must stop moving. Air Missions
An aircraft may fly a mission to any hex it can reach within its range. Mission Who can fly it
If it is flying a naval air or naval air interception mission, it must fly air re-supply ATRs (option 8: any aircraft with a
to any hexdot in the target sea area. Then it goes into a section of the white range circle)
area’s sea-box depending on how many movement points it has left air transport ATRs (option 8: any aircraft with a
(see 11.3). white range circle)
An aircraft that is out of supply (see 2.4) may only fly a rebase combat air patrol FTRs and carrier planes
mission (see 11.16). escort FTRs and carrier planes
Reduced range ground strike aircraft with a tactical factor
Any aircraft flying a naval air interception mission (see 11.5.3) or any ground support aircraft with a tactical factor
fighter flying an interception mission flies with only half its printed interception FTRs and carrier planes
range flying towards the target hex or sea-box section. They all have naval air aircraft (other than carrier planes)
their normal range when returning to base. with a naval air factor and FTRs
FTRs flying as bombers also fly with half their range. You may rebase naval air aircraft (other than carrier planes)
them only half their range after the mission. You should turn them interception with a naval air factor, and FTRs
sideways in the target hex to mark the bomber role. FTRs flying into
paradrop ATRs (option 8: any aircraft with a
a sea area keep their full range (except in naval air interception
white range circle that doesn’t have a
missions) even if you want to use them as bombers.
‘no paradrop’ symbol)
Extended range port attack aircraft with a naval air factor
Bombers with extended range may double their printed range (both rebase aircraft with a range greater than 0
to the target and when returning to base). If they do, rotate them strategic aircraft with a strategic factor
clockwise 90° in the target hex or sea area to mark the fact. bombardment
A bomber using extended range has only half its naval, tactical and
strategic factors (PiF option 24: except A-bombs, see 22.17). 14.2.3. Weather
Example: The only missions you may fly to a hex or sea area suffering storm or
blizzard is a rebase or naval air (or naval air interception) return to
base mission.
Halve the air-to-sea, tactical and strategic factors of aircraft in a sea
area, or attacking a hex, in rain or snow. If the aircraft is suffering
anti-aircraft fire, apply this halving after the AA results are applied.
14.2.4. Return to base
After the mission is completed, return surviving aircraft to any
friendly hex within their range (doubled if they were flying at
extended range). Carrier planes return to the sea-box section they
flew from. Turn all units that return from a mission face-down.
Naval air and naval air interception missions are different - each
A US B-17F wants to fly a rebase mission (see 11.16) from Fortaleza
aircraft stays in the sea-box section and keeps its current facing.
in Brazil (Americas mini-map) to Marrakech (W2907). This costs 6
movement points to move into the adjacent large orange hexdot in the Rebase missions are also different - you do not turn the rebasing
Mouths of the Amazon, then another 6 to the orange hexdot adjacent aircraft face-down after the mission is over.
to Liberia in the Cape Verde Basin, another 18 mps (3 hexdots) to the 14.2.5. Fighters
orange hexdot adjacent to the Spanish Sahara, 6 more to the large
orange hexdot in the Cape St Vincent sea area, 6 more to Mogador A FTR or carrier plane that flies a combat air patrol, interception or
(see 2.1.1) and finally 2 mps to Marrakech, a total of 44 mps. escort mission is called a ‘fighter’.
A B-17F has a range of 8, extended to 16. Rebase is normally double Combat air patrol (CAP)
this, but as there are no Axis units in the sea areas entered and all the
A fighter can fly a combat air patrol mission at the point specified in
hexes friendly controlled, its range is tripled to 48. The B-17 makes
the rules about the mission type.
it with petrol to spare. Note that she could instead have rebased via
the Central Atlantic (the distance is the same). A fighter flying CAP is attempting to anticipate an attack on a
threatened location. Generally, you should only use it if the target hex
14.2 Aircraft missions is likely to need fighter protection and your fighter could not fly
14.2.1. Limits interception to the hex. Of course, you may also want to use it as a
short range (albeit face-down) rebase.
Every major power (even an inactive one) that did not choose a pass
action can fly any number of escort, interception, combat air patrol, A fighter flying CAP uses its printed range.
ground support and naval air interception missions. Escorting
If you chose an air action, you can fly an unlimited number of all A fighter can fly an escort mission at the point specified in the rules
other air missions. about the mission type.
If you chose a naval, land, or combined action, you can fly only a An escorting fighter uses its printed range.
limited number of those other missions, although which ones you fly
An escorting fighter only has to reach the target hex of the aircraft it
is accompanying. It does not need to start or end the impulse stacked bombers’ air-to-air ratings).
with it and does not have to ‘pick it up’ along the way. If you have no fighter group, your air-to-air strength equals the air-
Intercepting to-air rating of your front bomber only.
A fighter can fly an interception mission at the point specified in the A bomber with a bracketed air-to-air rating is unarmed. If an unarmed
rules about the mission type. A fighter flying interception has only bomber is your front bomber and is being used to determine your air-
half its printed range flying to the target hex but can use its full range to-air strength, you don’t roll dice. You only use its rating to reduce
to return to base after the mission. your opponent’s air-to-air value. Such bombers just have to hope they
get cleared through.
Option 43: (En-route aircraft interception) Instead of only being able to
intercept a bomber at its target hex, this option lets you intercept it along Option 8: (Fighter bombers) If your front bomber is a FTR, reduce its
the way. Announce your target hex. If your opponent wants to intercept air-to-air rating by 1.
you en-route, move your bomber up to 4 movement points (i.e. 1, 2, 3 or Option 8: (Twin-engined fighters) In day missions if your front fighter
4). Then move it up to another 4 points. Keep repeating this until you has an orange air-to-air rating, it achieves one result worse than normal
reach the target hex. when engaged in combat against the front enemy fighter that itself does
After you reach one of these way stations, you may fly escorting fighters not have an orange air-to-air rating. In these cases an AX result becomes
there. Your opponent may then fly interceptors. You may then fly a DX, a DX becomes an AA, an AA becomes a DA and so on. A DC
interceptors to the way station. Then you fight a normal air-to-air combat. result is unaffected.
After the air-to-air combat, surviving bombers can continue on to the next PiF option 8: (Night) In night missions (see 11.7), if your front fighter is
station. Surviving escorting fighters can continue on with them but only not a night fighter (those aircraft with a black circle around its air-to-air
if their range is sufficient to reach that station. Escorting fighters that don’t rating) it achieves one result worse than normal. Thus an AX result
continue, and all intercepting fighters, must return to base. Bombers don’t becomes a DX, a DX becomes an AA, an AA becomes a DA and so on.
need to continue - they can choose to return to base after each combat. A DC result is unaffected. Fighters other than the front fighter contribute
nothing to their side's air-to-air strength during night missions unless they
After the mission is over you return to base normally, there are no way
are night fighters.
stations on the way back.
PiF option 8: (Altitude) In high altitude missions (see 11.7), if your front
14.2.6. Bombers fighter doesn’t have a white cloud reduce its air-to-air rating by 1.
An aircraft that flies any mission except combat air patrol, All modifiers are cumulative.
interception or escort, is called a ‘bomber’ (even if it is an ATR,
carrier plane or FTR). Resolving the combat
The relevant section of the rules explains how you conduct each Consult the Air combat table. The air-to-air combat sequence is:
bombing mission. 1. The inactive side rolls 2 dice and adds them together.
2. Cross-index the dice roll with the column containing the inactive
14.3 Air-to-air combat side’s air-to-air combat value, and implement the result.
The mission rules will tell you when to fight any air-to-air combat. 3. The active side rolls 2 dice and adds them together.
You only fight one if both sides have aircraft present and either has a 4. Cross-index the dice roll with the column containing the active
fighter amongst them. side’s combat value, and implement the result.
5. The active side can voluntarily abort the air-to-air combat.
14.3.1. Arrangement 6. The inactive side can voluntarily abort the air-to-air combat.
Resolve air-to-air combats one at a time. Losses from the inactive side’s roll do not affect the combat value the
For each combat, divide your aircraft into 2 groups - bombers and active side uses. However, the active player must suffer any result
fighters. before knowing what their own roll is.
The mission sequence will usually separate units into fighters and If you decide to voluntarily abort the air-to-air combat, apply an abort
bombers for you but in naval air combats (see 11.5.9) you may be result (see 14.3.3, AA result) to every aircraft you have remaining
able to choose whether a particular unit will be a bomber or a fighter. (exception: in naval air combat, aircraft that voluntarily abort return
In those cases, both sides must decide simultaneously (and secretly) (face-down) to their sea-box section).
which of their FTRs and carrier planes will fly as bombers and which It is possible for both sides to voluntarily abort the same combat.
as fighters. You may change these roles from one naval combat round
to the next but not during a naval combat round. 14.3.3. Combat results
Arrange each group into a line from front to back. Usually it is better The combat results are:
to place your best air-to-air rated fighter unit at the front of your Air Combat Results
fighter group and your best bombers (in terms of bomb factors) at the
back of your bomber line. The front unit in each group is the only unit Result Effect
that can be adversely affected by combat (unless playing with Bounce AX The dice roller chooses whether to destroy the
combat, see 14.3.3), until it is destroyed, aborted or cleared through, opposing front bomber or front fighter. Any unit
thus exposing the 2nd unit in the next round. being air transported by the destroyed unit is also
destroyed.
14.3.2. Combat
If the chosen unit is a carrier plane and you aren’t
You fight each air-to-air combat in a series of rounds. This series playing CVPiF option 45, put a “No planes” marker
continues until every aircraft on one side is either destroyed, aborted on the CV and return it face-down to its sea-box
or cleared through. section (see 14.4, Shot down carrier planes).
If a side starts a round with no fighters, all opposing bombers are DX As “AX” except that the side that didn’t roll the dice
immediately cleared through to the target. chooses whether to destroy their own front fighter or
After air-to-air combat (if any) is over, all bombers that have been front bomber.
cleared through to the target carry out the bombing mission. AA The dice roller chooses whether to abort the
Combat values opposing front bomber or front fighter.
Your air-to-air combat value for each round = your air-to-air strength If the aborted aircraft is a carrier plane the owner
- your opponent’s air-to-air strength. must return it to its sea-box section. Otherwise the
owner returns the unit to any friendly hex within
You calculate your air-to-air strength at the start of each round. It is range (exception: an ATR already returned to base
equal to the air-to-air rating (see Unit Description chart) of your front must abort to that hex, see 11.11)
fighter, plus 1/10th the air-to-air rating of each other fighter (you ignore
Turn an aborted aircraft (and any unit being
transported by it) face-down. Neither player voluntarily aborts, so a new round of combat is fought.
DA As “AA” except that the side that didn’t roll the dice The CV Gibraltar’s carrier plane is now the front fighter. The
chooses whether to abort their own front fighter or Commonwealth air-to-air strength is reduced to 5 while the Axis air-
to-air strength is 3 (the SM-79II NAV being the new front bomber).
front bomber.
The Commonwealth thus has a combat value of “+2” (5-3) and Italy
AC The dice roller chooses any one opposing bomber to has a combat value of “-2” (3-5). Maria rolls a 4 on the -2 column
clear through to the target. It need not be the front which is a result of ‘DX’. As the CW unit is a CV, place a no planes
bomber. Remove it from the line-up and place it on marker on it, return it to the 3 sea-box section and turn the Gibraltar
the target. If there are no enemy bombers, ignore the face-down (see 14.4, Shot down carrier planes). Jeremy returns fire on
result. the +2,3 column and rolls a 9 which is no effect (‘-’).
DC As “AC” except that the side that didn’t roll the dice As there are no CW fighters left, the last Italian bomber is cleared
chooses which of their own bombers to clear through to attack Jeremy’s naval units. Since no one has fighters left,
through. the air-to-air combat is over. The air-to-sea part of the combat
— no effect. commences (see 11.5.9).
Option 8: (Jets) Aircraft with a green air-to-air rating are jets. In each
Note: Your units never suffer an effect when you roll dice in an air- round of air-to-air combat, if your opponent’s front fighter isn’t a jet and
to-air combat - any result you get only applies to opposing units. your front bomber is, then if it survives the round you may immediately
Example: clear it through (in addition to and after any other aircraft cleared through
this round). If both sides are eligible, the active side decides whether to
clear through its jet bomber first.
Bounce Combat (option 44)
When the (modified) result of any air-to-air combat is “AC” or "DC", and
the defender (the player not rolling the dice) has any fighters remaining
in the combat, they may choose to have the result implemented normally
or instead convert the result into a "bounce" combat.
If the defender chooses a bounce combat, you interrupt the air-to-air
combat sequence to immediately fight a bounce combat. To fight a
bounce combat, the defender selects any one of their fighters and any one
opposing aircraft that remains in the combat. If “AC” the opposing
aircraft must be a fighter, if any. If “DC” (or there are no opposing
fighters) the opposing unit may be any aircraft. These 2 aircraft fight one
round of air-to-air combat.
Jeremy moves Commonwealth naval and aircraft units into the For this combat, you calculate the air-to-air values normally except
Eastern Mediterranean which already contains Italian naval and (a) the bouncing fighter gains +1 to its air-to-air rating; and
aircraft units. After the search dice rolls, a naval air combat occurs. (b) only the air-to-air rating of the 2 aircraft involved is used
Jeremy and Maria secretly sort their aircraft into fighter and bomber (ignore all back-up fighters).
groups. Jeremy decides to use his best carrier plane (CV Gibraltar) The results of the bounce combat are applied as per the air combat table,
as a fighter and his other carrier plane (CV Audacious) as a bomber. but can only affect the 2 planes involved. After this combat, if the
He places his Aus Beaufighter in front of the CV Gibraltar. He places bouncing fighter is not aborted or destroyed it must be placed at the rear
the CV Audacious as the front bomber with his Aus Beaufort behind of the line of fighters. If the bounced aircraft is a fighter and is either
it (once again, Aussies save the day!). cleared through or not affected, it returns to its prior place in the fighter
Maria only has one FTR (the G.50) and therefore makes it her front lineup. If the bounced aircraft is a bomber and the result is no effect, it
returns to its prior place in the bomber lineup.
fighter. She decides to protect her NAV and so places her Ca-314B
TAC as the front bomber and her SM-79II NAV behind it. After the bounce combat, as long as both sides still have aircraft
They calculate their air-to-air combat values. Jeremy has an air-to- remaining, you resume the air-to-air sequence of play but without
recalculating your combat value for this round.
air strength of 6.5 (6 + 5/10ths for the carrier plane) while Maria has
an air-to-air strength of 4. Therefore, Jeremy has a combat value of Example:
“+3” (6.5-4, rounding up) and Maria has “-2” (4-6.5, rounding up).
There are no shifts to apply due to surprise (see 11.5.6) and they are
not playing with any optional rules.
Maria (being the inactive player) rolls first on the -2 column of the
air-to-air combat table. She rolls a 6 with 2 dice, giving a result of
‘DA’. Jeremy must immediately decide whether to abort his front
fighter or bomber. He aborts his front bomber (CV Audacious) which
returns to the 3 sea-box section, and turns face-down. He then replies
on the +2,3 column and rolls an 18, giving an ‘AX’ result. He chooses
to destroy the Italian G-50 fighter.
Neither player voluntarily aborts thus a new round of combat is
fought. Maria has no fighters left so Jeremy’s remaining bomber (the
Beaufort) is cleared through to attack the enemy naval units.
Jeremy’s air-to-air strength is unchanged. Maria however only has
the SM-79’s (the front Italian bomber) air-to-air rating of 2 (bombers
behind the front bomber never count towards the air-to-air strength). Heinz flies 2 bombers escorted by 3 fighters in a massive aerial assault
Therefore, the Jeremy’s combat value is “+5” (6.5-2) and the Italian on Kursk (E1337) in support of Operation Zitadelle. Anna responds with
combat value is “-4” (2-6.5). Maria rolls a 16 on the -3,4 column 3 bombers in ground support escorted by 2 FTRs. Anna fires first. Her
giving a result of ‘AA’ which can only affect the front fighter (the air-to-air value is -1 (7.6-8.3) and rolls an 11, a 'DC'. Heinz decides not
Beaufighter) as the Beaufort is already cleared through. The to clear through a bomber, but instead bounces Anna’s La-5FN with his
Beaufighter returns to Malta (W0410) and turns face down. Jeremy FW-190A2. Both have an air-to-air strength of 7 but the bouncing
replies on the +4,5 column with a 10 giving a result of ‘AC’ allowing aircraft gets +1 so Heinz’s air-to-air value is +1, and Anna’s -1.
him to choose one enemy bomber that is cleared through to attack the Anna rolls another 11 clearing the FW190A2 through (which has no
Commonwealth naval units. He decides to clear through the front effect), while Heinz rolls a 2, destroying the La-5FN. The FW-190A2 now
(weakest) bomber, the Ca-314B. returns to the rear of the German lineup of fighters, and Heinz rolls his
normal air-to-air value using his original +1 (8.3-7.6) value for this Stacking
round. Following the implementation of Heinz's roll, the first round of
A carrier plane does not count as a separate unit for stacking purposes
air-to-air combat is concluded. Each player now decides whether they
when it is on a CV (e.g. for foreign troop commitment (see 18.2) a CV
will abort the combat or continue this air-to-air combat.
with a carrier plane only counts as 1 unit). You show that a carrier plane
Option 8 (Jets): If your front fighter is a jet and your opponent’s isn’t is on a CV by stacking it directly above the CV. A carrier plane can only
then: stack on one of its own CVs (not another major power’s).
(a) if you chose a bounce combat you may always choose any
remaining aircraft as if you have a “DC” result; and The CV’s air component determines which carrier planes can be on the
(b) if you are bounced then you may fight the bounce combat CV. Only 1 carrier plane may stack on a CV at any one time, and only if
with your front fighter rather than the aircraft chosen by the plane’s class is the same size as or smaller than the CV’s air
them. If your fighter survives the bounce combat you must component.
immediately place it at the rear of your line of fighters. Most carrier planes will list 2 or 3 years inside coloured boxes on the back
of their counter. The coloured boxes determine the plane’s class in those
14.4 CVs and later years. The seven classes are:
CVs are naval units and move and take part in naval combats in
Carrier Plane Class
accordance with the naval rules (see 11.4 and 11.5). However, a CV’s
Class Colour
air component is an aircraft (called a ‘carrier plane’) for all purposes
1 Light blue
unless otherwise specified in the rules.
2 Orange
Carrier Planes 3 Green
Carrier planes may fly air missions in the same manner as other 4 Royal blue
aircraft and, like FTRs, may fly each mission as a fighter or bomber. 5 Red
Each mission (or round of naval air combat) you fly you must allocate 6 Violet
its air component between its air-to-air rating and its air-to-sea 7 Black
factors. Its tactical factors are half, and its strategic factors 1/10th, of The top box on the back of the counter is the carrier plane’s initial class.
its air-to-sea factors. It’s the same as the class shown on the front of the counter. It also
Example: specifies the year the plane enters your force pool. The other boxes
determine the plane’s later classes and the years that it switches to them.
Jay flies a ground support mission in the Philippines.
When its class drops, the carrier plane can fit onto a smaller CV.
He flies the CV Essex allocating its 5 air component as
2 air-to-air rating and 3 air-to sea factors giving it 1.5 Example: In Jan/Feb 1939 Kasigi adds a class 4 D3A1 carrier plane
tactical factors for this mission. into the Japanese force pool (because of the 39 printed in the blue square
on the back of the counter). In 1939 the D3A1 can only fly from 4 air
The range of Japanese carrier planes is 2+ their CV’s air component. component or bigger CVs (e.g. the Kaga). From the start of 1940, the
All other carrier planes’ range equal their CV’s air component (e.g. D3A1 could fit on the Hiryu (due to the 40 inside the D3A1’s green
in 1939 the CV Essex and Soryu both have a range of 5). square). From the start of 1942 onwards it could fit on the Junyo.
From Jan/Feb 1942 onwards add 1, and from Jan/Feb 1944 add 2, to Carrier planes may be embarked and debarked from CVs in the same
the air component of every CV (exception: CVPiF option 45, see manner as TRSs (see 11.4.5) except that it must be a CVP from that major
14.4.1). power and the owner chooses whether a CV in port debarks its carrier
Carrier planes may fly all missions except air supply, air transport, plane at the end of its move (or return to base, see 13.4).
paradrop, rebase, naval air or naval air interception. Example: the CV Canada in New York stacked with a British, Canadian
A carrier plane may only fly air missions from a sea-box and only if and US CVP could load the British or Canadian, but not the US CVP.
its CV is undamaged and face-up. It can never fly missions from a CVPiF option 45: A CV may carry 1 carrier plane of any size but if its
port (not even to intercept enemy aircraft attacking its CV). A carrier class is greater than the CV’s air component then the carrier plane may
plane does not fly naval air missions but it can take part in naval air not fly any mission nor fight naval air combat, and the CV may only
combats in its sea area, even if its CV is face-down. embark or debark the carrier plane while the CV is in a port.
A carrier plane may fly a mission to any hex in range. Measure the CVPiF option 45: You may stack up to 2 carrier planes on each CV,
range from any hexdot in the CV’s sea area (it’s usually best to pick provided that the sum of the classes of all carrier planes stacked on a
the hexdot closest to your target). A carrier plane may fly, and return, single CV is no more than that CV's air component. Each carrier plane
from any mission in the Port attack step (see 11.2), even if it is out of may conduct missions separately from the other carrier plane based on
range, provided the port is in the carrier plane’s sea area. the same CV, and each carrier plane counts separately against air mission
activity limits.
After a carrier plane has completed its mission, or aborted from
CVPiF option 45: A carrier plane’s class becomes one less 2 years after
combat (see 14.3.2 & 14.3.3), it returns to its sea-box section (see
its last coloured box (e.g. continuing the previous example, the D3A1
14.2.4). Turn the CV face-down (exception: CVPiF option 45, see could fit on any Japanese CV from Jan/Feb 1944 onwards).
14.4.1).
Naval combats
Shot down carrier planes
A face-down carrier plane can take part in a naval air combat but only if
If a carrier plane is destroyed place a “No planes” marker on the CV it is flying from an undamaged CV in that sea area. Carrier planes can
and return it face-down to its sea-box section. The CV itself is not never fly a naval air mission from a CV into another sea area.
damaged and operates normally for all purposes except it can’t fly
until the “No planes” marker is removed (see 13.6.5, Naval units). Landing
CVPiF option 45: CVs are not affected by carrier plane losses, they have When a carrier plane that flew from a CV returns to base, it must return
their own units (see 14.4.1, Damage to CVs). to one of its CVs it can fit on in the same sea-box section it flew from. If
there is no available CV it can return to, it (PiF option 46: and its pilot)
14.4.1. Carrier plane units (CVPiF option 45) is destroyed.
Each CV’s (CoiF option 7: and I-400 & CVE’s) carrier plane is now
A carrier plane that aborts from an air-to-air combat returns immediately
represented by a separate unit.
to a CV. All other carrier planes that flew from a CV must return to base
Values after all results against naval units are implemented but before aborting
naval units return to base (see 11.5.8).
A carrier plane has the values shown on the
counter, not those calculated from the CV’s Like other aircraft, carrier planes that abort from combat (see 14.3.2 &
air component. The CV’s air component does not increase over time as 14.3.3) or return from any mission (see 14.2.4) are turned face down.
in the standard game. However, you never turn the CV face-down because its carrier plane flew
a mission or as a result of air-to-air or anti-air combat.
Land-based carrier planes 14.6.2. Pilot training
When not stacked on a CV, carrier planes may only ever fly rebase Pilots cost 2 build points and take 3 turns to train (PiF option 46:
missions. alternatively you may spend 3 build points to build a pilot in which case
it only takes 2 turns to train).
Damage to CVs Use the “pilots in training” markers to show how many pilots you are
If the carrier plane gets shot down, the CV is unaffected, it merely has no training.
planes any more. In the reinforcement stage add the number of your reinforcing pilots to
If a carrier plane is on a CV that aborts, the carrier plane aborts with it. your major power’s total on the markers track.
You then turn them both face-down.
14.6.3. Markers track
If a CV is damaged, carrier planes can still land on it but can no longer
fly from it. When a damaged CV is placed into the repair pool, put its The markers track (see turn record chart) records the number of
carrier plane (PiF option 46: and pilot), if any, onto the production circle unallocated pilots on the map.
to arrive as a reinforcement next turn. Add a pilot to your total:
A carrier plane (PiF option 46: and the pilot) on a CV which is destroyed, • for each aircraft you move from the map to the production
is destroyed too. circle (see 13.6.5) or reserve pool (see 14.6.1);
• for each ‘pilot in training’ who arrives as a reinforcement
Rebasing (see 14.6.2);
During the aircraft rebase step you may rebase a face-up carrier plane up • for each pilot who doesn’t die when their aircraft is destroyed
to double (or triple, see 11.16) its range from its CV to a hex or another (see 14.6.4); and
CV, or vice versa like any other aircraft. • TiF option 31: for each aircraft disbanded (see 4.3).
If the CV is at sea, include the cost to move into or out of the sea-box Subtract 1 pilot from your total whenever you put an aircraft onto the map
section (counted as though flying a Naval Air mission, see 11.3) unless (except minor aircraft you are setting up, see 19.4.1) or when you retrain
you are rebasing the carrier plane between 2 CV’s in the same sea-box a pilot (see 14.6.5).
section (e.g. to rebase between 2 of your CVs in the 3 section would cost 14.6.4. Pilot deaths
0 movement points but to rebase to your CV in the 2 section would cost
If an aircraft unit is destroyed, the pilot can die with it. This happens if the
9 movement points (6 to leave the 3 section and 3 to enter the 2 section).
aircraft was destroyed:
Rebasing carrier planes within the one port costs zero air missions. • in a sea area where that side has neither a naval unit nor a
Moving into port port;
• by an orange air-to-air combat result and the combat was
When a CV ends its move in port, it turns face-down (see 11.4.2). Turn over any sea area or enemy controlled hex;
its carrier plane face-down if the CV moved into the port during the
• by a red air-to-air combat result;
action segment and started the step at sea.
• due to overstacking;
14.5 Terrain • by anti-aircraft fire (see 11.5.9 & 22.2);
Halve an aircraft’s tactical factors when ground striking or ground • by being overrun (see 11.10.6);
supporting into a forest, jungle or swamp hex. Halve each side for ground • by being in its home country when it is conquered (see 13.7.1
support; halve each unit for ground strikes. & 19.5.1);
• and it is a minor country aircraft not added to its controlling
Terrain and weather (see 14.2.3) effects are cumulative and are calculated
major power’s force pools (see 19.4.2);
after AA (see 22.2) fire is resolved.
• because it cannot return to base (see 13.4.2);
14.6 Pilots (PiF option 46) • CVPiF option 45: because the CV its stacked on is
In World in Flames, each aircraft unit comes with inherent air and destroyed (see 14.4.1);
ground crews (we just call them ‘pilots’). In Planes in Flames, pilots are • PiF option 47: if it is marked with a black death’s head (see
separate from their machines and must be trained separately. The number 14.7); or
of pilots limits the number of aircraft allowed on the map. CVs are not • option 48: while flying a kamikaze mission (see 14.8).
affected by the pilot rules, unless you are playing with CVPiF option 45 If an aircraft is destroyed but the pilot survives, increase your pilots on
as well (see 14.4.1). the markers track by 1.
14.6.1. The reserve pool 14.6.5. Retraining pilots
Instead of putting reinforcing aircraft onto the map, you put them into the In a production step, you may convert pilots to build points. Simply give
reserve pool. For each pilot in your total on the markers track (see 14.6.3), yourself 1 extra build point for each pilot you subtract from your total on
you may select 1 aircraft and put it on the map, as a normal reinforcement. the markers track.
You don't have to do this, you may keep aircraft in the pool and pilots on
the track as you see fit. 14.7 Flying bombs (PiF option 47)
After you have finished putting on new reinforcements, you may remove Some aircraft were specifically designed to be flown once only. In effect,
face-up aircraft from the map and put them into the reserve pool. They they were flying bombs. These units are marked with a death’s head
must be on a city in their home country to do this. For each aircraft you symbol. Add these units to the game only if playing this option.
move to the pool, increase your pilots on the track by 1. You may rail move your flying bombs and they may be transported by
Example: TRS. However, they never return to base from any mission except a
rebase. They are always destroyed instead.
Heinz has 2 pilots on
the markers track at If the death’s head symbol is printed in black, the pilot automatically dies
the start of the with the aircraft. If the symbol is white, the pilot survives if a pilot would
reinforcement stage. normally have survived.
He takes 2 aircraft The Japanese MXY-7 Ohka can’t fly any missions by itself. Instead, it can
from the reserve pool only fly a mission if it is stacked with any G4M or G8M aircraft. Both of
and puts them on the them fly the mission, using the G4M or G8M’s range (and only counts as
map, reducing his one mission, see 14.2). Once you reach the target hex (or sea-box
pilots on the track to section), you must return the G4M or G8M to base and turn it face-down
0. Then he removes immediately (i.e. before you resolve any air-to-air combat).
the obsolete He-51
from Berlin (W0437) 14.8 Kamikazes (option 48)
and moves it to the The Japanese player may declare a kamikaze attack in any naval air
reserve pool, increasing his pilots on the track to 1, ready for next turn. combat (see 11.5.9) after air-to-air combat but before anti-aircraft fire.
You can nominate any or all of your bombers as kamikazes (even those (b) fly a naval air interception mission to a sea area where the only
with a death’s head ~ see 14.7). friendly units there are either neutral or surprised.
Double the surviving air-to-sea factors of kamikaze bombers after anti- Anti-aircraft factors from surprised units are halved if directed
aircraft fire. exclusively against bombers controlled by a major power that
After the air-to-sea attack is resolved, destroy all kamikazes and their declared war on it.
pilots. Put a “No planes” marker (see 14.4) on a kamikaze CV (unless Land units
playing CVPiF option 45, see 14.4.1).
Land units are not halved when attacking a surprised land unit across
15. Surprise a river or canal hexside (even if some other unit in the hex is not
surprised). They still suffer the adverse effects of invasions and
Major powers and minor countries are surprised when a major power
attacks across straits hexsides.
declares war on them, even if they are already at war with someone
else. However, they are not surprised by a country they are currently Surprised HQs cannot provide emergency HQ supply (see 2.4.3) or
at war with even if they attack in conjunction with units from a major HQ support (see 11.15.3).
power that has just declared war on them. DiF option 3: Artillery (see 22.2) can’t bombard while surprised.
Example: Germany declares war on the USSR in May/Jun 1941. Italy Option 10: Surprised minor country land units only have a ZoC (see 2.2)
declares war on the USSR in Jul/Aug 1941. A German unit is included in into their own hex.
an Italian attack on Soviet units. Those Soviet units are not surprised.
Naval units
Furthermore, they are not surprised by units flying over, or starting
If a port attack or a naval combat at sea only involves units controlled
this impulse in, a hex controlled by a country at war with them last
by major powers declaring war, and the major powers they are
impulse.
declaring war on, the surprised units always get 0 surprise points. The
Example: Continuing the previous example, Soviet units are not surprised attacking major powers get the normal number (this will increase the
by Italian units that begin the impulse in (German controlled) Rumania. number of net surprise points the attacker can spend, if there is any
Finally they are not surprised by units being transported by units combat).
controlled by a major power at war with them. Overrun naval units are more likely to be captured or destroyed when
Example: The Commonwealth and Germany are at war prior to the surprised (see 11.10.6).
impulse the USA declares war on Germany. German units are not surprised Surprised naval units can’t provide defensive shore bombardment nor can
by a US MAR invading from a CW TRS nor a US PARA paradropping from naval units provide defensive shore bombardment to a hex containing only
a CW ATR. surprised units.
The effects of being surprised last only for that impulse (the “surprise
impulse”). 16. Offensive Points (option 49)
15.1 Surprise effects Offensive points represent the assembly of large quantities of supplies
and replacements for a major offensive.
Aircraft units Offensive points are built in multiples of 5 called offensive chits (OC).
Surprised aircraft units cannot fly any mission that is exclusively Each OC costs build points equal to the chit’s points (e.g. a 5 point
against units controlled by major powers declaring war. Therefore, in offensive chit costs 5 bps, a 10 point chit costs 10 bps and so on) and takes
the surprise impulse they can’t: 2 turns to build. Alternatively, you may pay double the chit’s value (e.g.
• fly a ground support mission to a hex being attacked only by units 30 bps to build a 15 point OC) to receive an OC next turn.
controlled by those enemy major powers; Place purchased OCs on the production circle (see 13.6.5) to arrive as
• fly an interception mission against aircraft only controlled by reinforcing offensive points when built (see 4.2.1).
those enemy major powers; or
• fly into a sea area if the only enemy units there are those enemy 16.1 Spending offensive points
major powers’. Each major power may spend offensive points to:
Surprised aircraft units that flew combat air patrol cannot fight if the a) call multiple impulses types at once;
only units that fly a mission to their hex are those controlled by a b) provide benefits to one of your HQs;
major power on the other side declaring war. c) reorganise one or more of your HQs; and/or
d) purchase extra actions during any impulse other than Pass.
Surprised aircraft units already at sea suffer the same effects as
surprised naval units. You may spend any number of offensive points in a turn as you have
available.
If a land unit controlled by a major power declaring war on you enters
a hex containing one of your face-up aircraft, it (PiF option 46: and 16.2 Multiple actions
its pilot) is destroyed, not rebased. If you spend offensive points at the start of the impulse, your major power
Aircraft controlled by a major power declaring war ignore enemy may choose more than one action this impulse. When you do you get the
combat air patrol and cannot be intercepted if they (solely) are flying cumulative total of any action limits (see 10.2) still in force.
a mission exclusively against a surprised hex or unit(s). Example: In a Sep/Oct 1942 impulse Jay chooses a naval land action.
Example: Germany is already at war with France when Italy declares war The US can perform unlimited land and naval actions and a total of 7 air
on her. Italy is already at war with the Commonwealth. Italy launches a actions (3 from the naval action and 4 from the land action). If Jay had
paradrop against a French hex. They ignore all CAP and can’t be made it a land, naval and air action he could perform unlimited land,
intercepted provided no German units are involved in the paradrop. If the naval and air actions and up to 4 land unit/factory and 4 aircraft rail
paradrop is against unsurprised CW units in France, Italy will have to face moves.
Commonwealth CAP and interception. Unit reorganisation cost (11.17.4) is based on the most favourable of all
impulses called.
Bombers controlled by a major power declaring war, roll an extra die
against each surprised unit they ground strike (see 11.8). A success Example: Continuing the above example it would cost the US 1 to
with either die turns the surprised unit face-down. reorganise each naval and land unit and 2 to reorganise each air unit.
Bombers controlled by a major power declaring war double their To call multiple actions you must spend a number of offensive points
ground support factors (see 11.15.4) if the only land units in the target equal to each of the type of actions you have selected:
hex are surprised units. Multiple Action Cost
Aircraft (from any major power) can’t:
(a) fly a defensive ground support mission to a hex where the only Major Air Naval * Land
land units there are surprised; or Power
Germany 5 3 6 but he can only place one in the Hawaiian Islands as only one unit in that
sea area started its turn stacked with Nimitz). During naval combat Jay
Italy 4 4 3 initiates a search in the Marshalls. Jay rolls a 4 and decides to keep it.
Japan 4 5 4 Kasigi then rolls a 2. Jay reduces his marker by 1 and demands a re-roll
and Kasigi rolls a 9. Jay decides to save his remaining point for a
China 3 2 3 subsequent search, but the remaining Japanese ships abort after the first
CW 5 5 5 round of combat. The remaining marker is destroyed.
France 4 4 4 Finally, every naval unit reorganised by that HQ only costs half the usual
reorganisation point cost (see 11.17.4), and the HQ may reorganise naval
USA 5 6 5 units in the sea area adjacent to it.
USSR 5 3 6 Example: Yamamoto is in Truk (P2025). He may reorganise up to 8
* ~ Naval cost is 1 if the only naval units that move (see 11.4), naval units in total anywhere in Truk, and/or the Bismarck, Marianas or
and/or initiate naval combat (see 11.5.2) are subs, (CoiF Solomons sea areas.
option 7: ASW) and/or convoy points. In this case it costs 16.3.2. Air action
2 to reorganise (see 11.17) any other type of naval unit. After paying the appropriate offensive point cost at the start of an air
Example: Continuing the above example this naval land action would action, specify one of your face-up HQs. You gain the following benefits:
cost the US 11 offensive points (6+5). • all aircraft controlled by your major power roll an extra die
in any ground strike mission (see 11.8) they conduct within
TiF option 30: (Oil) the cost in oil is the total of all actions chosen this range of the HQ; and
impulse (see 10.3). • all aircraft controlled by your major power double their
bombing factors in any other air mission (except naval-air or
16.3 HQ benefits naval-air interception) they conduct within range of the HQ
Your HQs can provide combat benefits. Only 1 HQ may be chosen to (DiF option 3: after anti-aircraft fire); and
provide benefits, and only to one action type (naval, air or land), this • every aircraft unit reorganised by that HQ only costs half the
impulse even if you have chosen multiple actions (see 16.2). The cost is usual reorganisation point cost (see 11.17.4).
5 plus twice the chosen HQ’s reorganisation value (e.g. HQ-A Zhukov 16.3.3. Land action
would cost 15 offensive points, while CW HQ-I Gort would cost 9). If
After paying the appropriate offensive point cost at the start of a land
the HQ is Chinese it may only benefit its faction’s units (Nationalist or
action, specify one of your face-up HQs. You may:
Communist).
• double the land combat (DiF option 3: or bombard) factors
An HQ may only provide benefits to units while the HQ is face-up, in- of co-operating land units within range of the HQ when you
supply, and not on a TRS or AMPH. declare an overrun (see 11.10.6) or land combat (see
An HQ may move, fight and/or reorganise units normally during the 11.15.1); and/or
impulse it provides benefits. • DiF option 3: have each bombarding ART (see 22.2) roll an
extra die during the ground strike step (see 11.8).
At the end of your impulse, turn the chosen HQ face-down (if it isn’t
You may do this (in total) to as many of your, and/or co-operating units
already).
in the impulse as twice the HQ’s reorganisation value. You may enhance
If you use offensive points in an air or land action, you can apply some the same unit in a land attack and one or more overruns but it counts
benefits within “range” of the chosen HQ. A hex is within range if it is against the total each time. You may only enhance each unit once per
no further away in hexes and or hexdots than the chosen HQ’s ground strike, overrun or land combat.
reorganisation value (ignoring terrain, weather, neutral countries, enemy
Furthermore, every land unit reorganised by that HQ only costs half the
units and ZoCs). Each Asian and Pacific map hex or hexdot counts as 2
usual reorganisation point cost (see 11.17.4).
hexes for this purpose and each off-map hex counts as 4 hexes.
16.3.1. Naval action 16.4 Reorganise HQs
After paying the appropriate offensive point cost at the start of a naval Immediately after declaring which HQs will receive benefits this impulse
action, specify one of your face-up HQs that is in a port. After naval you may spend offensive points to turn your in-supply HQs face-up now.
movement but before any combats, place numbered production markers Each HQ costs 2 plus the reorganisation value of the HQ to turn face-up
in each sea area containing one or more units that started stacked with the (e.g. HQ-A Zhukov costs 7 offensive points to reorganise while HQ-Gort
HQ. The total value of markers placed may not exceed the HQ’s would only cost 4).
reorganisation value, and the number in each sea area may not exceed the Alternatively, you may reorganise all your in-supply HQs. This costs 20
number of units in that sea area that started stacked with the HQ. offensive points for the Commonwealth, Germany, USA, and the USSR
In each round of naval combat, immediately after any roll (search, air-to- and 15 offensive points for all other major powers.
air, anti-aircraft, or defence) by either side is made, the player conducting
the naval offensive may reduce a marker’s value by 1 to demand a re-roll. 16.5 Extra actions
After all naval combat destroy any remaining markers. Finally, you may also expend offensive points to move individual units
Example: or perform extra actions even in impulses that would not normally allow
them (apart from a Pass impulse)
It costs 2 offensive points to perform each extra air mission, land move,
or to move each naval unit.
It costs 3 offensive points to initiate 1 extra naval search (in a sea area not
already searched for this impulse) or land attack.
Example: It costs 7 offensive points for 2 INF to invade 1 hex in a Naval
impulse.
You may perform as many extra actions as you pay for and you pay for
them as you use them (pay as you go).

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

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