United States (v1.3) - Historical Board Gaming

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