UNITED STATES INCOME AND PRODUCTION (Industrial Production Points) Scenario Income Wartime Income Starting Money Starting Additional Income (Value of Territories) Level 1936: At Peace 6 6 63 Starting July 1939 +D12 per turn until reaching wartime income of 63. 1939: At Peace 16 16 63 Bonus income once at War. PEACETIME BONUS INCOME UNITED STATES OVERVIEW (Cannot exceed wartime income) Japan completes Battleship, Aircraft Carrier or Light Carrier. (Per Ship) +3 Japan declares war on USSR. (Other than border skirmish) +D6 Japan declares war on China. (1936 Only) +5 Japan declares war on any other Neutral. +2D12 Japan declares war on Great Britain or France. +5D12 Germany is at War with Britain/France. +5 Axis Possess London. +25 Germany declares war on USSR. +D12 Italy declares war on Great Britain/France. +5 Home Country United States land zones contiguous with Washington DC. (The lower 48 states.) War Status USA is at peace with all. It may not declare war until it reaches its wartime income of 56. Peacetime Actions The USA may not move or build forces outside of its Home Country (and adjacent sea zones) until at war or as allowed by income level. Monroe Doctrine The USA may declare war on any major power that declares war on/Attacks any zone in the Western Hemisphere. (N. America or S. America – inclusive of Islands.) Alignment USA may attempt to Align Pan-American Nations once USA is at war with a major power. (See table 4-5.) Surrender The USA surrenders if Washington DC, Chicago, New York and San Francisco are captured. WARTIME BONUS INCOME For control of contiguous USA (lower 48 states) v1.3 12 INCOME DETERMINED ACTIONS U.S. Income Abilities 15 IPP U.S. may Close Panama Canal to Axis Powers. Lend-Lease to Major and Minor Powers who are at war with a Major Power. 35 IPP U.S. May reinforce Pacific Islands (send units, build militia, bases and fortifications) U.S. Pacific Fleet may move in Pacific to Hawaii. (SZ 68) U.S. ships may perform Escort duty for Allied Convoy Lines in the Atlantic Ocean. 50 IPP U.S. and Germany may engage in naval combat within “2” zones of US coast. 63 IPP May declare war on any Minor Power and certain Major Powers as able. US may move ships between Atlantic and Pacific. TURN PHASES 1. PRODUCTION Repair units Lend-Lease Research technology Purchase units 2. COMBAT MOVEMENT Move units into combat Combat related actions 3. COMBAT Resolve all combat 4. NON-COMBAT Move units not in combat Strategic rail movement 5. PLACE UNITS AND COLLECT INCOME Order of Play 1. Germany, 2. Soviet Union and Communist China, 3. Japan, 4. Great Britain, Far East Command, ANZAC, 5. France & Free France, 6. Italy, 7. United States, Nationalist China QUESTIONS AND ANSWERS UNITED STATES SPECIAL ABILITIES Can USA Lend-Lease to: Answer: Neutrality Patrol: If Germany and Great Britain are at war, the U.S. may use its air and naval forces to attack submarines within “1” of the U.S. Coast. China KMT Once KMT is at war with a Major Power. Call to Arms: If at any point enemy land units attack the lower 48 contiguous USA, all regular infantry cost 2 the following turn. Britain / France At 15 IPP Canadian Factory: Great Britain may receive lend-lease money and equipment from the United States at the Canadian factory site. The Canadian factory may produce any unit on the US player’s sheet with the US player’s permission. USSR Once the USSR is at war with the Axis. American Army Nation Guard Mobilization: During the first turn the USA is at war with a Major Power all land combat units cost -1 IPP to purchase. Can USA Declare War on: Answer: Any Neutral The Allies must pay 10 IPP to declare war on a minor. The cost can be shared. The US must reach full production first. UNITED STATES VICTORY OBJECTIVES Condition Scoring Monroe Doctrine Score 1 victory objective if there are no Axis or Soviet land units in the Western Hemisphere at game end and no land zone in the US Home Country has been in Possession of an Enemy player during the game at any time. Contain Fascism Score 1 victory objective if at end of game Germany and Italy are within their borders as of the start of the scenario. Axis and their aligned minors Yes. Once USA reaches full production. It can’t declare war on an Axis power that has not yet declared war on another nation during the game. The USSR The USA may declare war on the USSR under any of the following conditions: A. USSR violates the Monroe Doctrine, B. USSR declares war on Great Britain / France, C. Germany or Japan has surrendered. Contain Communism Score 1 victory objective if world-wide there are less than 3 new nations or former colonies possessed by the Comintern at end of game. Britain, France, Nat. China No Pacific Security Score 1 victory objective if the US ends the game with twice as many capital ships in the Pacific as Japan. Communist China Yes Maintain the Empire Score 1 victory objective if you the US ends game in Possession of all of its original territories as of 1936. Vichy France Yes, if USA is at war with Germany Technological Superiority Score 1 victory objective if the U.S. has Heavy Bombers, Jet Aircraft, Strategic Rockets, and Long Range Aircraft technology at end of game. LAND UNITS Att Def $ Notes AIR UNITS Att Def $ Notes Build in non-factory site FIGHTER 6(3)* 6/(3)* 4 10 Air superiority 4 Infantry upgrade, Can tow artillery TAC BOMBER 7 5 4 11 Target Selection “1-3” (Ground/Naval) 2 4 Avail. July 1939, pair to blitz MED BOMBER 7(1)* 4 5 11 Strategic Bombing 1D6 - Facility 2 2 3 STRAT BOMBER CB(1)* 2 6 12 Avail. July 1939, Strat bombing 2 D6 3 3 1 4 First strike, pair with infantry AIR TRANSPORT N/A N/A 6 9 Transports units, Airborne assault ANTI-AIRCRAFT 3 3 1 4 Up to 3 rolls, first round only LIGHT ARMOR 4 3 2 4 MED. ARMOR 6 5 2 6 Avail. January 1940, Blitz $ INFANTRY 2 4 1 3 MILITIA 1 2 NA 2 MOTORIZED 2 4 2 MECHANIZED 3 4 CAVALRY 3 ARTILLERY SPECIALIST INF Att Def (#)* Interception combat, CB = Carpet Bombing: 3 Attacks @2 Att Def $ Notes ADV. ARTILLERY 4 4 1 4 First strike *Build limit: 2 per turn ADV. MECH 4 5 2 4 Blitzes with armor at 2:1 ratio HEAVY ARMOR 8 7 2 +2 Blitz, Target selection 1 JET AIRCRAFT 8(5)* 8(5)* 4 12 CB(2)* 3 6 15 Strategic Bombing 3D6 4 4 3 7 Multiple special rules TECH ADVANCES MOUNTAIN 2 4 1 4 +1 Defense in mountains, No Attacker penalty MARINES 2 4 1 4 No double casualties ELITE MARINES 3 5 1 5 No double casualties, build 2 per turn AIRBORNE 2 2 1 3 Airborne assault SEA UNITS Att Def HEAVY STRATEGIC ADV. SUBMARINE (#)* Interception combat, CB = Carpet Bombing: 5 Attacks @2 $ Notes FACILITIES $ Cannot be built during game Max D. Notes TB DESTROYER 2 2 2 NA MINOR FACTORY 5/5 5 DESTROYER 4 4 3 7 Shore bombardment 1 FACTORY UPGRADE 5/5 NA Converts minor to major factory CRUISER 6 6 3 3/4/4 Shore bombardment 2 MAJOR FACTORY 5/5/5/5 20 Builds 5 units BATTLESHIP 8 8 2 5/5/5/5 Shore bombardment 4 AIR BASE 5/5 5 Extends range by 1, scramble IOWA CLASS BB 9 9 3 7/6/6/6 Avail. 7/39, Shore bombardment 5 NAVAL BASE 4/3/3 5 Adds +1 to the movement LIGHT CARRIER NA 1 3 3/3/3 Carries 1 aircraft SHIPYARD 5/5/5 8 Build and repair Cap. Ships, nav base CARRIER NA 2 3 4/4/4/4 Carries 2 aircraft, Capital ship SUBMARINE BASE 3 3 Naval base for submarines SUBMARINE 3 3 3 6 Multiple special rules COASTAL ARTILLERY 8 NA First 3 shots @ 3 at attacking ships COASTAL SUB 2 2 1 NA Multiple special rules 5/5 NA Combat bonus rnd 1 of combat, +2 all NA NA 2 7 TRANSPORT Transports 1 inf + 1 other unit FORTIFICATION Builds 1 unit land units 2 attacks @ 5 first rnd © Historical Board Gaming UNITED STATES 1936 SETUP FACILITIES LAND UNITS AIR UNITS SEA UNITS WASHINGTON 1 Shipyard (SZ43) 1 Major Factory 1 Air Base 1 Infantry SZ43: 1 Coastal Submarine, 1 Transport, 2 Cruisers, 2 Battleships, 1 Aircraft Carrier (with 1 fighter, 1 tactical bomber) NEW YORK 1 Air Base 1 Shipyard (SZ 30) 1 Major Factory 1 Infantry SZ30: 1 Coastal Submarine, 1 Transport, 3 Destroyers GREAT PLAINS 1 Major Factory 1 Light Tank SOUTHEAST 1 Minor Factory NEW ORLEANS 1 Shipyard (SZ71) TEXAS 1 Major Factory 1 Shipyard (SZ71) PANAMA PHILLIPINES PACIFC NORTHWEST 1 Coastal Artillery (SZ103) 1 Militia SZ75: 1 Destroyer, 1 Transport 1 Naval Base (SZ90) 1 Militia SZ90: 1 Destroyer, 1 Transport 1 Air Base SAN FRANSISCO 1 Air Base 1 Shipyard (SZ64) 1 Major Factory MIDWAY ISLAND 1 Submarine Base (SZ62) HAWAII SHIP & FACILITY PRODUCTION CHART 1 Medium Bomber 1 Tactical Bomber 1 Infantry SZ29: 1 Coastal Submarine, 1 Transport,1 Destroyer SZ64: 1 Coastal Submarine, 1 Submarine, 1 Transport, 2 Destroyers, 1 Cruiser, 2 Battleships 1 Shipyard (SZ68) 1 Air Base 1 Aircraft Carrier – Position 3 (Owe 12) 1 Cruiser – Position 3 (Owe 8) © Historical Board Gaming UNITED STATES 1939 SETUP FACILITIES LAND UNITS AIR UNITS 1 Shipyard (SZ43) 1 Major Factory 1 Air Base 1 Infantry NEW YORK 1 Air Base 1 Shipyard 1 Major Factory 1 Infantry 1 Artillery GREAT PLAINS 1 Major Factory APPALACHIA 1 Major Factory SOUTHEAST 1 Minor Factory WASHINGTON NEW ORLEANS 1 Shipyard (SZ71) TEXAS 1 Major Factory 1 Shipyard (SZ71) 1 Coastal Artillery (SZ103) 1 Militia PHILLIPINES 1 Naval Base (SZ90) 1 Coastal artillery (SZ 90) 1 Infantry 1 Air Base 1 Shipyard (SZ 64) 1 Major Factory MIDWAY ISLAND 1 Submarine Base (SZ62) HAWAII SHIP & FACILITY PRODUCTION CHART SZ30: 1 Coastal Submarine 1 Transport 3 Destroyers SZ75: 1 Destroyer 1 Transport 1 Air Base SAN FRANSISCO 1 Shipyard (SZ68) 1 Air Base 1 Submarine 1 Transport 2 Cruisers 2 Battleships 1 Aircraft Carrier (with 1 Fighter and 1 Tactical Bomber) 1 Strategic Bomber PANAMA PACIFC NORTHWEST 1 Fighter SEA UNITS 1 Infantry 1 Marine 1 Fighter 1 Medium Bomber SZ90: 1 Destroyer 1 Transport SZ29: 1 Coastal Submarine 1 Transport 1 Destroyer SZ64: 2 Submarines 1 Transport 2 Destroyers 2 Cruisers 2 Battleships 1 Aircraft Carrier Carriers (with 1 fighter & 1 tactical Bomber) 1 Militia EASTERN USA PLACEMENT: 1 Battleship – Position 4 (Owe 15) 1 Destroyer – Place Units Box WESTERN USA PLACEMENT: 1 Aircraft Carrier – Position 4 (Owe 12) 1 Submarine – Place Units Box © Historical Board Gaming
© Copyright 2025 Paperzz