The Big One

WWII Wargame Rules

by Paul Cooper and Bill Banks



Note: Counters, Map, and Charts are unavailable on MapWeb.com--RL

I. Introduction

The Big One is a grand strategic game utilizing armies or army groups, air forces, and fleets. The game covers the entire conflict in Europe, North Africa, and the Middle East. Victory is achieved by controlling the continent of Europe. There are two players or sides in the game. The Axis controls Germany, Italy, and all friendly minor countries. The Allied player controls France, Great Britain, the Soviet Union, and the United States when it enters the conflict.

Brief Sequence of Play
A. Strategic Warfare
B. Production
C. Axis Player Turn

    1. Movement Phase
    2. Combat Phase

D. Allied Player Turn
    1. Movement Phase
    2. Combat Phase

E. Armored Action
    1. Axis Phase
    2. Allied Phase

F. Supply
G. End of Turn Adjustment

II. Basic Concepts

A. Components

    120 die-cut counters, 1 map, and 1 six-sided die needed; players must provide their own

B. The Map

The map is overlaid with six-sided hexagons to regulate combat and movement. Special off- map, boxes along the map edges permit fleets (and units aboard them) to move long distances by sea in the Atlantic, Indian Ocean ("Capetown"), Red Sea, and Persian Gulf.

C. Definitions

1. Major Power countries in the game are France, Germany, Great Britain, Italy, the Soviet Union, and the United States. All other countries are considered minor powers. Each power has a capital, marked in red letters. The USSR has three capitals, all of which must be controlled in order to conquer or liberate the country.

2. A neutral power's units do not move, and it does not participate in production. Countries that begin the game neutral are listed in the "Game Set-Up" on p.20. Certain powers (Italy, Axis minor powers, Vichy France, USSR) have limited forms of neutrality; see Special Rules (X). Switzerland cannot be entered by land units for any reason, but air units may fly over it.

2. Units refer to the individual game pieces representing military forces. An air unit or fleet is said to be ready for action if it is "right side up." Air units rotated 180 degrees may not fire until they are re-rotated right side up at the start of the next friendly player turn. Fleets cannot move or fire until this happens.

3. Each Game Turn covers an entire season, and includes both the Axis and Allied Player Turns. See the Turn Sequence (111) and Detailed Sequence of Play (p.16).

4. The Turn Record Chart records the progress of the game and notifies the players when certain game units become available for purchase. The Combat Chart resolves all types of combat that can occur in the game. The Terrain Chart indicates how much each type of hex or hexside costs to enter or cross and how the defender's terrain affects the attacker's result in combat. The Production Costs chart lists the number of production points needed to create new units found in the friendly off-map force pool or to upgrade reduced units still in play.

5. Each unit possesses a Zone of Control (ZOC) that includes all hexes within a specified distance from the unit. Land, air, and naval units each have a different sized ZOC. See Zones of Control (ME).

6. A side controls a city or port if its units were the last to occupy or pass through it. Players may need to write down which side currently controls each port and city.

D. Units

1. Land units can move only into land and coastal hexes. They may never enter an all- sea hex or cross an all-sea hexside, unless they are being transported by a naval fleet. Land units can be any of the following:

  • Armor: The spearhead of any attack force; may move twice each game turn. At this scale, armor includes all motorized troops, not just those in tanks.
  • Infantry: Less mobile than armor, but less expensive to produce
  • Artillery: Provides special offensive and defensive firepower
  • Paratroops: Infantry that can move normally or perform an "airdrop" (VIA)
  • Forts: Special defensive positions that cannot move, advance, or retreat

2. Air units are the most versatile units in the game.

  • During Strategic Warfare (IV), an unrotated air unit may perform city bombing or intercept bombers. A naval air unit aboard an Allied fleet may help defend against a convoy attack in the Atlantic box.
  • In addition, an air unit may perform one of the following missions during the rest of the same game turn: air strike against enemy air units and fleets in a single hex, or combat support of land units. After performing either mission, rotate each air unit to indicate it cannot perform another mission until it is re-rotated at the start of the next friendly player turn.
  • Air units performing any combat do not move to and from a target hex. The hex must be in the air unit's Zone of Control (11.E.3).

3. Fleets can enter any hex and cross any hexside that is not entirely land.

  • Fleets from both sides can enter and exit the Atlantic box in the top left corner of the map. Only Allied fleets can enter and exit the Capetown, Red Sea, and Persian Gulf boxes.
  • A fleet may attack other enemy fleets in a single hex or support friendly land units involved combat. Fleets performing combat do not move to and from a target hex. The hex must be in the fleet's Zone of Control (II.E.2).
  • One land or air unit can be transported by a fleet belonging to any friendly power, but the unit being carried may do nothing while aboard unless it is a naval air unit. Naval air units perform exactly like any other air unit, even while aboard a fleet. Place the unit being transported directly under the fleet carrying it.

E. Zones of Control (ZOC)

1. A land unit exerts a ZOC into all directly adjacent hexes it could enter using normal movement (VI.A.). When moving during a friendly player turn, a land unit must cease all movement upon entering an enemy land unit's ZOC; it can move no further that phase. A land unit cannot move directly from one enemy land ZOC to another. Movement during Armored Action (VIII.A) is different. Land units do not exert a ZOC when being trans- ported by fleets.

  • A land unit can always advance after combat (VII) into an enemy land ZOC, but cannot retreat into one unless the hex also contains a friendly land unit.
  • If a land unit moves, retreats, or advances into a coastal hex containing an enemy fleet, the fleet must immediately displace to the nearest sea or coast hex free of enemy units.
  • If a moving, retreating, or advancing land unit places an enemy air unit in its ZOC and the air unit's hex contains no land unit, the air unit immediately displaces to the nearest land hex free of enemy units or enemy land ZOC.

2. A fleet has a ZOC that extends three hexes in all directions that affects only enemy fleet movement, plus all units tracing supply (II.H). A fleet that moves adjacent to an enemy fleet and is in the enemy fleet's ZOC must stop and move no further that phase. A fleet cannot move directly from one adjacent enemy fleet ZOC to another.

  • A fleet can always advance after combat into an enemy fleet ZOC, but cannot retreat into one unless it also contains a friendly fleet or is not adjacent to an enemy fleet.
  • A moving, retreating, or advancing fleet is subject to a "transit attack" (VI.C.5)

3. An air unit has a ZOC that extends a number of hexes out from the unit in all directions equal to its printed range (either 3 or 6). The ZOC determines what hexes an air unit can bomb, intercept, strike, or support.

  • An air unit that moves, retreats, or advances into an enemy land unit's ZOC immediately displaces to the nearest hex free of any enemy units and enemy land ZOC.
  • The movement, retreat, or advance of fleets into an enemy air ZOC makes them subject to a "transit attack" (VI.C.5).

4. A unit's ZOC never extends into hexes it cannot enter. Friendly units always ignore ZOCs of neutral and friendly units. ZOCs never extend across a neutral country's border until the instant it is invaded (II.G).

F. Stacking

1. A hex may contain the following friendly forces. Count the number of units, ignoring their condition (full strength or reduced):

  • one fort
  • one artillery unit
  • one air unit
  • two other land units (armor, infantry, paratroop)
  • two fleets (plus their cargo)

2. Stacking limits must be met by both sides at the end of Production, each movement and combat phase of a Player Turn, and at the end of the Axis and Allied phases of Armored Action (VIII). Any number of units may occupy or pass through a hex at other times, subject to movement (VI) and ZOC (II.E) rules. Excess units are eliminated immediately by the owner.

3. Units on opposing sides do not normally stack together. Units conducting an airdrop or amphibious assault (VI.A.4) can end their movement in a hex containing any type of en- emy units. In both cases, the condition lasts only until enemy fleets and air units are dis- placed and combat in the landing hex is resolved. If both sides still have units in the same hex at the end of combat, all surviving attacking airdropped units must retreat to an adja- cent hex. All surviving amphibious land units must return to a fleet. Each unit unable to do so is eliminated. Attacking fleets (with or without units aboard) must retreat to the nearest friendly-controlled port hex. Each fleet unable to do so chooses any hex not occu- pied by enemy units within its printed movement range.

G. Invasions, Conquest, and Liberation

1. An invasion occurs when one side moves any land or air unit (not a fleet) into any land or coastal hex belonging to a neutral country. The opponent immediately gains control of the invaded country's forces and cities not already controlled by the invader. British, French, and US units may not invade any neutrals except Vichy France (X.B.2) after US entry. Each neutral the British or French invade prior to US entry delays US entry by one game turn. Vichy France, Italy, and the USSR are treated differently at various times; see special rules (X).

2. A country is conquered if the side that did not control the country at the start of the game controls all capital cities inside the country at the end of a game turn and can trace a supply line (ILH) from each captured city to any friendly-controlled capital. All units be- longing to a conquered country are removed from the map and cannot be produced until the country is liberated. Each of its production cities can be used by one of the conqueror's major powers, if a supply line can be traced to the selected major power's capital. Since no Axis units may enter the land portion of the Atlantic box, conquest of the US is not possible.

3. Liberation occurs when the side that did not conquer the affected country occupies its capital city and traces a supply line. A liberated country's units are added to the liberator's force pool. If it is a major power, friendly production cities are used to produce the power's units. If France is liberated, French cities are used for British production if they qualify (V.A.1).

H. Supply

Supply is checked before a land unit moves or fights. Fleets and Air units check supply dur- ing Supply (IX) near the end of a game turn. Certain production cities must trace supply to be used for Production (V). Each unit (except forts) or production city must trace a supply line of any length to a friendly-controlled capital in its home country.

1. A supply line can be traced through all-sea hexes, but each transition between land and sea must occur in a coastal hex containing a friendly-controlled port.

2. A supply line can exit but may not enter a land or coastal hex containing an enemy land ZOC but no friendly land unit. It also can exit but not enter a sea or coastal hex contain- ing an enemy fleet ZOC but no friendly fleet. Supply can be traced through hexes contain- ing only air units and air ZOC.

3. A supply line cannot be traced directly to the US. A US unit traces to any one of the fol- lowing, as long as it is under friendly control: London, Paris, Algiers, or Rome.

4. A unit that cannot meet all the requirements is out of supply and has all its factors halved (dropping fractions).

III. Turn Sequence

Each game turn in The Big One consists of the steps listed on the right. Begin the Autumn 1939 turn with the Axis Player Turn; skip Strategic Warfare and Production.

IV. Strategic Warfare

Air units may bomb production cities or intercept enemy city-bombing missions. Axis surface and submarine fleets in the Atlantic off-map box may make a convoy attack, while Allied fleets and air units aboard fleets engage the Axis fleets in sea combat (VII.C)

A. City Bombing

Beginning with the Axis, each side alternates selecting an enemy production city.

1. The bombing side may select any unrotated friendly air units that exert a ZOC into the target.

2. The opponent may then select any unrotated friendly air units with a printed range of "3" that have the target in their ZOC to intercept the bombers. Ignore all enemy units and ZOCS.

3. Air combat occurs between the bombing and intercepting sides. Use the "Air vs. Air" line on the Combat Chart and follow the combat procedure listed under "Combat Phase" in the Detailed Sequence of Play, except that the bombing side's strength is halved (dropping fractions).

4. Surviving bombers attack the target city. Find the appropriate column on the "Bombing" line of the Combat Chart that matches the bombing side's total regular combat strength. Shift the column one to the right if any strategic air units (with a range of "6") are involved, and roll the die. Any loss result means the target city does not contribute anything during the upcoming Production period.

B. Convoy Attack

Following city bombing, the Allies announce how many US production points are being sent to Britain and the USSR for Lend Lease (X.C). Either before or after regular sea combat is resolved (see 2 below), any Axis surface and submarine fleets in the Atlantic box may then announce a convoy attack.

1. Only fleets in the ocean portion of the Atlantic box containing the ship symbol may participate, along with any Allied naval air units aboard, in regular sea combat. Follow the procedure under "Resolving Combat" in the Detailed Sequence of Play on p.16.

2. Improved Allied convoys and Anti-Submarine Warfare (ASW): On or after Spring 1943, the Convoy Attack occurs after regular sea combat is resolved, and all losses and retreats are applied. Prior to that, the Convoy Attack occurs before sea combat. Also on or after Spring 1943, one Allied air unit in mainland Great Britain, Ireland, or the land part of the Atlantic box can support sea combat in the ocean portion of the Atlantic box, regardless of the air unit's printed range. (This unit is in addition to naval air units aboard fleets in the ocean portion of the box.)

3. To resolve a convoy attack, use the "Convoy Attack" line on the Combat Chart. Roll the die on the appropriate Combat Value column. If a convoy attack causes any losses, the Axis decides which Allied production points scheduled for delivery to Britain or the USSR are lost.

V. Production

Each production city on the map creates one production point per game turn, unless it has just been successfully bombed (IV.A), or is currently neutral and is not received as a Ger- man bonus point (V.A). Production points can be used to purchase new units or to upgrade (strengthen) reduced units still on the map that can trace a regular supply line (II.H). Production points gained in one game turn cannot be saved for use in later turns. Unused points are lost. All units not permanently eliminated from play are kept in a side's force pool off the map. Units listed on the Game Record Track are added to the force pools at the beginning of that turn's Production and are immediately eligible for purchase.

A. Production Points

1. The side that controls a major power uses production points created by cities within its borders to build or upgrade that power's units. Any other production cities the side controls that are located in minor powers and unconquered or unliberated major powers are also used to provide production points. Each city must be a controlled major power's capital or be able to trace a supply line (II.H) to one. Only units belonging to the major power that owns the capital can use the city's point. US units are treated differently (see below).

2. Certain major powers receive bonus production points each turn.

  • Britain receives 2 points (overseas Dominions) plus another for Iraq (oil) each turn it is under Allied control (X.E). All are subject to convoy attack (IV.B).
  • The US has no production cities, but receives 10 points each turn. These can be used in the land portion of the Atlantic box or be delivered to Britain (and the USSR once it enters the war) as Lend Lease (X-C).
  • Germany receives one point for Bucharest (oil) if Rumania is neutral or under Axis control, one for Stockholm (steel) if Sweden and Norway are neutral or under Axis control, one for Poland (Nazi-Soviet Pact) if currently conquered by the Axis and the USSR is neutral (X.D.1), and one for Iraq (oil) if Axis-controlled (X.E).

3. Minor powers never use production cities, even their own. Instead, each unconquered or liberated minor power receives a bonus production point during a Winter turn's Production Phase, which can benefit only the minor power's own units.

4. Costs for creating and upgrading units are listed in the Production Costs chart on the map. A full-strength unit can be built "from scratch" if enough production points are available to the unit's home country.

B. Order and Placement

1. Each major power produces in the order listed in the Game Set-up. In Winter, first the Allied minor powers and then the Axis minor powers spend bonus points after all major power production is complete.

2. Newly-produced major-power land and air units are placed inside their home country, on or adjacent to a friendly-controlled production city. Fleets appear in any port within their home country. The placement hex cannot be enemy occupied, an enemy- controlled city or port, or in an enemy land unit ZOC unless a friendly land unit is present in the hex. New US units are always placed in the land portion of the Atlantic box. Stacking limits apply at the end of Production.

3. If a minor power has no friendly-controlled production city within its borders, the unit is placed in any hex inside the country not occupied by enemy units.

4. The Free French armor unit (X.B.1) can be placed in any Allied-controlled production city in Britain or France. It can also be placed in Algiers (1614) or Toulon (1711) if the city is under Allied control. The unit is treated as British for all purposes.

5. Unnamed forts can be placed in any hex of a friendly-controlled country containing no enemy land units. Displace enemy fleets and air units from the hex (ILEA). A fort with a city name must be placed only in that city, which must be friendly-controlled. The French Maginot fort cannot be rebuilt once destroyed. A new fort must be in a friendly capital, or trace a supply line to one (II.H).

C. Upgrading Reduced Units

1. A land or air unit already on the map can be upgraded if it can trace a supply line (II.H) to any friendly major power capital- US units in the land portion of the Atlantic box can always be upgraded if US points are available. US units elsewhere on the map that qualify must use British production points (which can include bonus points from Dominions, Iraq, and Lend Lease). Units with one side blank are always treated as reduced and cannot be upgraded.

2. A fleet can be upgraded if it is in a friendly port hex that is also a production city or from which a supply line can be traced to any friendly production city.

VI. Movement

Each unit moves across the map using the Movement Factor printed on its counter. The number of movement points a land unit spends entering a hex varies; see the Terrain Chart. A side may move some, none, or all of its units during the movement phase of each friendly Player Turn. Units must obey ZOC rules (II.E) during movement and stacking limits (II.F) at the end of the phase. Armored units can move again during Armored Action (VIII).

A. Land Units

Land units can enter any land or coastal hex, including a straits hex (2710, 2907, or 2916). Only land units transported aboard fleets may enter all-sea hexes and cross all-sea hexsides. Airdrops, Rail Movement, and Amphibious Landings are described in the right column and on p. 18.

B. Air Units

Any air unit (rotated or not) can move during the movement phase of a friendly Player Turn. It can move up to double its printed range. Each hex costs one point; ignore all extra terrain costs. No hex containing an enemy land unit or land ZOC can be entered, unless it also also contains a friendly land unit.

C. Fleets

1. Each hex a fleet enters costs one point; ignore any extra terrain costs, land units, and air units. A fleet cannot enter all-land hexes, cross all-land hexsides, or enter hexes containing enemy fleets. (Note: the hexside between hexes 1603 and 1703 can be crossed.) It can enter a straits hex (e.g. 2710) or end movement in any sea or coast hex if it contains no enemy units of any kind. Fleets can end movement "at sea"; they are not required to put into port.

2. Denmark Straits: No Allied fleet can enter hex 1703 except when performing an Amphibious Assault (VI.A.4) until Norway is under Allied control. No Allied fleet can enter hex 1704 or 1705 until Denmark is under Allied control and the hex is not occupied by any Axis unit.

3. Only fleets with enough movement factors remaining (plus any cargo) can enter and exit map-edge boxes. It costs 30 movement points to move in either direction between the Atlantic box and any hex on the west map edge. The same is true between the Capetown box and the west map edge. It costs nothing to move between any map hex listed in a box and the box itself A fleet spends 30 points to move to any box whose name appears in the box it currently occupies. Axis fleets may enter and exit only the Atlantic box, due to lack of logistical support facilities outside Europe.

4. Each surface fleet can transport one land or air unit at a time. Ignore the condition (full or reduced) of the fleet and its passenger. Both units must begin a friendly movement phase in the same port hex or box. A fleet transporting a unit can end movement outside a port. Submarinefleets cannot carry any units at anytime.

5. Transit Attacks: Unlike other units, fleets can be attacked while moving. See column at left for details.

VII. Combat

Combat is voluntary for the attacker (the side performing the combat phase). Each attack must be directed at a single hex, and all units in the hex must defend if they can. Air and fleet units cannot attack land units by themselves, but they can support a land combat. Fleets can attack other fleets by themselves, and air units can attack other air units and fleets. Combat is resolved, the winner (if any) is determined, the loser retreats, and the winner advances.

A. Land Combat

1. All land units except forts can attack any hex into which they exert a ZOC. The attacker selects a target hex and indicates which eligible land units will participate.

2. The attacker selects for "combat support" any eligible air and fleet units that exert a ZOC into the target hex. The winner adds its surviving air strength to the friendly land unit total. Total air and fleet support cannot exceed a side's total land strength; excess support strength is ignored.

3. Each side totals its land strength.

  • Only the defender counts fort strength.
  • Each side uses the Land vs. Land line on the Combat Cham Follow the procedure under Combat Phase in the Detailed Sequence of Play.
  • Only land units can absorb loss points at this stage; air units and fleets cannot. 4. At the end of the combat, rotate each air unit 180 degrees to indicate that it cannot fire again until it is re-rotated at the beginning of the next friendly player turn.

B. Air Combat

Any air unit may attack all enemy air units in a single hex within its ZOC or attack all enemy fleets in a hex within its ZOC. If additional enemy air units are assigned to the hex, these will also have to be attacked. Any number of air units can combine to attack an enemy- occupied hex. Air units do not physically move to the target hex. Resolve combat following the procedure under Combat Phase in the Detailed Sequence of Play.

1. Air units cannot attack a hex containing only enemy land units unless it is in support of Land Combat (VILA).

2. If air and fleet units are attacking together and the target hex contains any enemy fleets but no land units, treat it as Sea Combat (VII.C).

3. If any enemy air units are present in a target hex, combat must be resolved between air units first, using the Air vs. Air line on the Combat Chart. If the attacker wins, its surviving air units may attack enemy fleets in the target hex. See Resolving Combat in the Detailed Sequence of Play.

4. At the end of the combat, rotate each air unit 180 degrees to indicate that it cannot fire again until it is re-rotated at the beginning of the next friendly player turn.

C. Sea Combat

A fleet may attack any one hex in its ZOC containing enemy fleets. Fleets do not move to the target hex. Any number of qualified fleets may combine to make an attack. Follow the procedure under Combat Phase in the Detailed Sequence of Play.

1. Fleets in a hex containing friendly-controlled port may not be attacked by any fleets, but they can be attacked by air units alone (VILB).

2. Air units on both sides may be assigned to provide support, including each unrotated naval air unit (either aboard a fleet or on land) that exerts an air ZOC into the target hex. Air support does not physically move to the target. If only one side sends air support, it is added automatically. If both sides have air support, they fight on the Air vs. Air line of the Combat Chart. The winner adds its surviving air streD,,th to the sea combat. Air strength in excess of fleet strength actually involved in combat is ignored.

VIII. Armored Action

The Axis performs an Armored Action phase first, followed by the Allies.

A. Movement

All armored units may move over land. They obey normal movement rules (VI), except as follows:

1. Armor pays an extra movement point to enter an enemy land ZOC. Armored units may move from one enemy land ZOC to another as long as they have the needed movement points to do so.

2. Airdrops, Amphibious Landings, and Amphibious Assaults are not allowed, but Rail movement (VI.A.2) is.

B. Combat

Following armored movement, all friendly land units plus any unrotated fleets and air units may attack and defend just as in normal combat (VII).

IX. Supply

Fleets and air units do not check supply when they move or fire. They always use their full combat and movement factors. During the Supply portion of a game turn, each fleet and air unit must trace a supply line to a supply source (II.H). Allied fleets in an off-map box are always in supply, as are Axis sub fleets if the Axis controls any port on the map. Those that cannot trace a line of supply are flipped over to their reduced sides. A unit that is al- ready reduced is eliminated.

X. Special Rules

A. Italy and Axis Minor Powers

1. Italy behaves as a neutral country (II.C.1), except that the Axis officially controls it and can move Italian units in any way it wishes. Italy remains neutral until it is invaded, until its units enter or until attack any other power, or the start of the Winter 1941 turn, whichever comes first. The Axis can transport Italian units aboard the Italian fleet between Italian ports without violating Italy's neutrality. Italian territory includes Albania (2311), Sardinia (1812), Rhodes (2913), and Libya. The Axis receives points from Italian production cities once neutrality ends, unless it invaded Italy.

2. Each Axis minor power listed in the Game Set-Up on p.20 begins under Axis control. The Allies cannot invade Finland, Hungary, Rumania, or Bulgaria until an Axis unit enters or leaves the country.

B. Vichy France and Free France

1. The instant the Axis captures Paris, France is conquered and Vichy France is created. All Axis units are removed from French overseas territories and the portion of France south of the dotted brown line and are placed in the nearest friendly-controlled city or port hex regardless of distance or supply lines. Place the French Col infantry unit in Algiers and the French fleet in Toulon, both at full strength. Upon elimination, these units are permanently out of play. All other French units are permanently eliminated from play the instant France is conquered, except the Free French lst armor unit, which becomes available as shown on the turn track and is treated as a British unit for all purposes.

2. Vichy France is treated as a neutral; but unlike other neutrals, the Allies can enter its territory once the US enters the war. The instant the Axis invades or the Allies occupy either Toulon (1711) or Algiers (1614):

  • All French units on the map become Allied (not Axis) for all purposes.
  • Toulon becomes an Allied production city unless it is occupied by any Axis units.

3. Vichy is considered liberated by the Allies (or conquered by the Axis) when Toulon is captured. Each French territory marked (Fr) on the map becomes liberated (or conquered) as well, unless its capital is physically occupied by enemy units. Each territory changes sides the instant an enemy unit enters its capital.

C. Lend Lease

1. The US can send as many production points as it wishes from its total of 10, up to the maximum permitted each turn. The Turn Record Track indicates the turn on which the maximum number changes. Continue using that number until the next increase in the perturn maximum occurs on the turn track.

2. All points go to Britain until the USSR enters the war, at which point the Soviets can begin receiving as many as 2 of the 4 points each turn Iran is not Axis-controlled. Otherwise, the USSR is limited to one point per turn. Within these limits, the Allied side chooses the destination of each point at the beginning of the Strategic Warfare Phase.

3. If an Axis convoy attack (IV.B) sinks any points, the Axis decides how many of them are Lend Lease and distributes the losses among the Lend Lease points intended for the British and Soviets.

D. Soviet Union

1. The Soviet Union is neutral until the Winter 1942 turn or until the Axis invades, whichever comes first. (The Allies may not invade the USSR.) No Soviet units can move, attack, or be created while the USSR is neutral. Once neutrality ends, the Allies may operate and produce Soviet units normally. (This rule covers Soviet action securing eastern Poland, seizing the Baltic states, and redrawing the Russo-Finnish border during 1939-41. This is why half of Poland begins the game already inside the USSR.)

2. While neutral, the USSR receives two production points, which can be used to upgrade existing units. If no reduced units are available, the points are lost.

3. Soviet units cannot stack with, attack with, or receive combat support from any other Allied power's units at any time during the game.

E. Iraq

No units on either side may enter Iraq until it rebels. Starting in Winter 1941, the Axis begins each turn with a rebellion die roll. If the result is 5 or 6, Iraq rebels: place the Iraq unit in Baghdad.

1. The Axis earns a bonus point during Production (V.A.2) each turn that Iraq is not under Allied control. Iraq also receives a bonus point during Winter Production (VA.3), which can be used only for the Iraq combat unit.

2. The rebellion ends and Iraq is conquered when the Allies capture Baghdad. Once conquered, no further rebellions can occur. Britain receives the production point for Iraq, but not the Winter Production bonus point. The Axis must capture Baghdad to liberate Iraq and to regain the regular production point plus the special Winter Production point.

Victory

After the Spring 1945 turn, check to see which side has won and by how much. Ignore overseas territories belonging to major powers (e.g. Libya, Egypt, Iraq, Malta, Gibraltar) when determining the number of powers controlled, unless they are specifically mentioned by name.

A. Allied

  • The Allies achieve total victory if no power on the map is controlled by the Axis.
  • The Allies achieve a major victory if Germany is the only Axis-controlled power.
  • The Allies achieve a minor victory if Germany and one other power are Axis- controlled.

B. Axis

  • The Axis achieves total victory if all powers on the map (ignoring Sweden, Switzerland, Spain, Turkey, and Persia) and Egypt are Axis controlled.
  • The Axis achieves a major victory if Germany, Hungary, Rumania, and at least 3 other powers are Axis- controlled.
  • The Axis achieves a minor victory if the Axis controls Germany and at least two other powers.

Game Set Up

Place each country's units on the map in the order listed below. "At Start" units are placed on the map before play begins. Units with an "(R)" begin on their reduced sides (marked with a white stripe). "Available" units are placed off the map in a pile called the "force pool" and can be produced as the game progresses. Eliminated units are also added to the force pool as play proceeds. All units not listed in either section are added to the appropriate force pool when indicated on the Turn Record Track.

A. France (Fr)

1. At Start: hex 1608 - Maginot fort. Anywhere in France - 1, 2, 3, Alp infantry (all R), lst air unit (R). Algiers (1614)- Col(onial) infantry (R). Toulon (1711) - fleet (R).

2. Available: 4th infantry

B. Soviet Union (SU)

1. At Start: All units except forts reduced. In USSR, in or adjacent to a hex containing a border with Germany, Poland, Hungary, and Rumania 1T and 2T armor; 1, 2, 3, 4, 5, 6, 7, 8 infantry; 1st and 2d air units. Moscow (2603)Moscow fort. Leningrad (2302)- fleet, Leningrad fort. Sevastopol (2807)Sevastopol fort.

2. Available: 1st paratroop; 3d and 4th air units.

C. Great Britain (GB)

1. At Start: Anywhere in Britain - 1st armor (R), 1st RAF air unit, Bomber Command RAF air unit (R). Scapa Flow (1402)- Home fleet. Gibraltar (1215)- Gibraltar fort (R), Gibraltar fleet. Alexandria (2815)- Mediterranean fleet. Cairo (2917)- Sth armor (R). Malta (2115) - Malta fort (R).

2. Available: 2d armor, 2d and 3d RAF air units, Channel fleet.

D. United States (US)

1. At Start: none.

2. Available: 1, 5, 7, 9, 15 armor; 8, 9, 12, 15, Sac air units; 8th, 10th, 12th fleets.

E. Italy (It)

1. At Start: Anywhere in Italy - lst armor (R), 2d and 3d infantry (both R), 1st air unit. Taranto (2211)- fleet. Tobruk (2415) - N.A. infantry.

2. Available: none.

F. Germany (Ge)

1. At Start: Anywhere in Germany and adjacent to German-Polish border, including hex 2105 - 1st and 2d armor; 4,10,14 infantry; 1st air unit. Anywhere in Germany - 1, 7, 18 infantry; 2d air unit. In any German port - surface fleet (R); 1st submarine fleet (R). Hex 1708 - fort (R). Hex 1707 - fort (R).

2. Available: 3, 4, 5 armor; 6, 9, 15, 17 infantry; 1st artillery; 1st paratroop; 3, 4, 5 air units; 2nd and 3rd submarine fleets; fort.

G. Axis Minor Powers

Axis places the infantry units of Finland, Hungary, Rumania, and Bulgaria anywhere within their borders.

H. Neutral Powers

The Allied side places the infantry units of Portugal, Spain (2 units), Belgium, Netherlands, Poland (2 units, both reduced), Sweden, Yugoslavia, Greece, Turkey (2 units), and Persia inside the borders of their home country. Place Sweden's fleet in Stockholm (1902).


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