GLOSSARY / INDEX ~ In all cases, the actual rules take precedence over glossary entries.

Size: px
Start display at page:

Download "GLOSSARY / INDEX ~ In all cases, the actual rules take precedence over glossary entries."

Transcription

1 ~ In all cases, the actual rules take precedence over glossary entries. ACTION CUP (2.8) The action cup is an opaque wide-mouthed container (such as an empty coffee mug) used to hold all the counters to be played in a given turn. Counters in the cup are mixed and then drawn at random, one at a time. Unless specifically directed otherwise, inspecting or emptying the action cup is prohibited. SEE ALSO: Action Phase (3.2) ACTION PHASE (3.2) The action phase is the part of the turn when counters are played from reserve or drawn randomly from the action cup one at a time. It ends when the fourth and last crisis marker is drawn from the action cup. SEE ALSO: Action Cup (2.8), Reserve (3.3.4), Crisis (3.3.7), Resolving a Unit or Marker (3.3), Trump (3.3.5) ACTIVE POWER (1.1) An active power is one that has not surrendered and is therefore still in the game. SEE ALSO: Surrender (5.5.3) ADJACENT (2.2) Two areas are adjacent if they share a non-red border or are connected by a black crossing arrow. Two areas connected by a green crossing arrow are adjacent for air units only. SEE ALSO: Crossing Arrow (2.3.4) ADVERSE TERRAIN (2.3.1) Difficult or mountainous terrain represented by a mottled rough pattern. Adverse terrain negates armor superiority and gives the defender a +1 bonus to their final combat roll in land combat. SEE ALSO: Land Combat (10.4) AFTERMATH (10.10) The aftermath of a combat resolves which side may remain in the operation s target area and regroup and which side retreats. SEE ALSO: Regroup (10.12), Retreat (10.11) AID (8.5.2) Aid is the means by which a power (the patron) intervenes on the side of a faction (the client) in a civil war, represented by an offensive marker placed in the country. Aid provides the patron with an interest in the country. The client with the most aid rolls an extra die when resolving the civil war. SEE ALSO: Intervention (8.5), Patron/Client (8.5.1), Interest (5.1), Civil War (11.) AIR BASE (2.3.2) An air base (airfield symbol) allows one air unit to occupy its area, and each adjacent sea area. The occupation limits of an area with a base are increased by the presence of a logistics unit. SEE ALSO: Occupation Limit (7.1), Logistics Unit (7.1.4) AIR COMBAT (10.6) Air combat may occur as a result of a raid operation or to determine air superiority in a land or naval combat. Only air units participate in air combat. SEE ALSO: Raid (9.4), Air Superiority (10.3) AIR MOVEMENT (7.2.3) Air units use air movement to move from one area to an adjacent area. AIR SUPERIORITY (10.3) Air superiority is determined during the resolution of a land or naval combat. The side with air superiority rolls one additional die in the associated land or naval combat. AIR UNIT (2.4.2) An air unit is a tactical air force or strategic air force. Air units can support combat, provide air superiority, and perform sweep operations. Strategic air forces can block LOCs and perform strategic bombing and base capture operations. SEE ALSO: Support (9.6), Air Superiority (10.3), Sweep (9.4.3), Line of Communication (4.4), Strategic Bombing (9.4.4), Base Capture (9.4.2) AIRFIELD (2.2.1) An area is an airfield if it is a land or mixed area, or if it is a sea area containing a naval or air base. Airfields determine what areas can be occupied by air units. Air units must occupy an airfield to eligible for operations or support. SEE ALSO: Base (2.3.2), Occupation Limit (7.1), Operation (9.), Support (9.6) ALLIANCE (6.1) An alliance is a close relationship between two or more powers in the same ideology, formed by a political action. Powers in an alliance share interests and may conduct joint operations. Additionally, belligerent allies are friendly. SEE ALSO: Power (1.1), Ideology (1.1), Political Action (6.), Interest (5.1), Joint Operation (9.8.2), Belligerent (5.6), Friendly (1.1) AREA (2.2) The map is divided into three types of areas: land, sea, and mixed. Units on the map are always located in an area. Units move and attack from area to adjacent area. SEE ALSO: Movement (7.2), Attack (9.1), Adjacent (2.2) ARMISTICE (5.6.2) An armistice ends a war. It may be by mutual consent of the involved powers, or offered by a collapsing power. SEE ALSO: War (5.6), Collapse (5.5.2) ARMOR SUPERIORITY (10.4) If one side in a land combat has more tank armies, it gets armor superiority. A power rolls one fewer die in land combat if the other side has armor superiority. ATTACK (9.1) An attack is a military action used to perform an operation against a target area. Attacks against countries may be restricted or provoke opposing powers. SEE ALSO: Military Action (8.), Operation (9.), Target Area (9.1), Country (2.2.4), Attacking a Country (9.7) ATTACKER (9.1) When resolving combat, the power conducting an operation is the attacker. SEE ALSO: Operation (9.) AUGMENTATION (8.2) At the start of an operation, a power may spend additional military actions to augment that operation. For each additional military action spent, a power adds a +1 bonus to all of its combat rolls for the entire operation. Rulebook ~ v45.3 ( ) ~ Page 1 of 7

2 SEE ALSO: Military Action (8.), Operation (9.) AVAILABLE MARKERS (4.1.1) A power s available markers box holds its flags, offensives, and resource markers, as well as markers associated with special rules for the power (e.g. Lend Lease), when not in use. SEE ALSO: Flag (5.2), Offensive (8.1), Resource (2.3.6) BASE (2.3.2) A base (printed on the map or represented by a marker) allows the owning power to occupy the base s area and adjacent sea areas with naval and/or air units. There are two types of bases: air bases (airfields) and naval bases (ports). A base capture raid operation may change ownership of a base. SEE ALSO: Occupation Limit (7.1), Base Capture (9.4.2) BASE CAPTURE (9.4.2) A base capture operation is a type of raid that targets a sea area containing an enemy or unowned base, with the intention of gaining ownership over it. Fleets and strategic air forces are eligible to be activated for a base capture operation. SEE ALSO: Raid (9.4), Operation (9.), Base (2.3.2) BELLIGERENT (5.6) A belligerent power is one at war with one or more other powers. A power not at war with any other powers is non-belligerent. BONUS OFFENSIVE (6.4.2) A power receives bonus offensives immediately upon increasing commitment to mobilization or total war. One bonus offensive is received by the power for each industrial resource it can trace an LOC to. SEE ALSO: Offensive (8.1), Commitment (4.1), Industrial Resource (2.3.6), Line of Communications (4.4) BREAKING AN ALLIANCE (6.1.4) A power breaks its alliance when it fails to join a war along with its allies, when it collapses or surrenders, or when it accepts an armistice and an ally does not. SEE ALSO: Alliance (6.1), War (5.6), Collapse (5.5.2), Surrender (5.5.3), Armistice (5.6.2) BUILD (4.6) During production, resources may be converted to a number of builds, which are spent to construct new units and upgrade markers. A belligerent power may also convert military actions to builds. SEE ALSO: Production (3.1), Resource (2.3.6), Conversion (4.5), Belligerent (5.6), Military Action (8.) CAMPAIGN (9.3) A campaign is an operation activating one or more friendly armies to attack an adjacent enemy land or mixed area or uncontrolled country. SEE ALSO: Operation (9.), Friendly (1.1), Attack (9.1), Land Combat (10.4), Enemy (5.6), Country (2.2.4), Attacking a Country (9.7) CAPITAL (2.2.2) A power s capital area is its home area titled in red. Capital areas count double for victory points, indicated by placing two cubes instead of one. When a power loses its capital area, it incurs an additional stability test. When a power conquers a capital area, it gains an additional flag. SEE ALSO: Cube (2.4), Victory Point (1.5.1), Conquest ( ), Stability Test (5.5.1) CARRIER SUPERIORITY (10.5) If one side in a naval combat has more carrier fleets, it gets carrier superiority. A power rolls one fewer die in naval combat if the other side has carrier superiority. CHINESE CIVIL WAR (11.2) China begins the game in a state of civil war. Special rules apply to the several areas that comprise China. SEE ALSO: Civil War (11.), Faction Marker (11.2.1), Active/Inactive Status (11.2.2), Resolution (11.2.3), Ending (11.2.4), Chinese Expansion (11.2.5) CIVIL WAR (11.) A civil war is an internal conflict between two factions within a country. Powers may intervene in a civil war to gain control of the country or a diplomatic advantage. SEE ALSO: Faction (11.1.1), Intervention (8.5), Resolution (11.1.3), Ending (11.1.4) CLIENT (8.5.1) A client is a civil war faction with an aid marker. SEE ALSO: Civil War (11.), Faction (11.1.1), Aid (8.5.2) COASTAL AREA (2.2.5) A coastal area is a mixed area, or a land area adjacent to at least one sea area. Naval units may only occupy a land area if it is coastal. All coastal areas are ports. SEE ALSO: Mixed/Sea Area (2.2), Port (2.2.1), Occupation Limit (7.1) COLLAPSE (5.5.2) A failed stability test while unstable results in collapse. Collapse represents a change in government ranging from the formation of a new cabinet to a coup d état or worse. SEE ALSO: Stability (5.5), Stability Test (5.5.1) COLONY (2.2.2) A colony is an area printed in a power s color that has its name in ALL CAPS. An enemy power that conquers a colony does not gain a flag or cause a stability test unless the colony contains a resource. Colonies are ineligible for diplomacy attempts during the surrender procedure. A colony no longer controlled by its original power is treated as a country for all purposes. If its original owner regains control, it returns to colony status. Each power s colonies are: France: North Africa, Syria, Indochina United Kingdom: South Africa, India, Burma, Malaya, Papua, and all of Australia United States: Philippines Italy: Libya SEE ALSO: Conquest ( ), Surrender (5.5.3) COMMITMENT (4.1) A power s commitment measures the degree of its economy devoted to waging war. It determines the power s political effectiveness, force pool limits, and conversion rate, among other effects. It is tracked on the power s status card. SEE ALSO: Effectiveness (5.3), Force Pool Limit (4.1.1), Conversion Rate (4.5). CONQUEST ( ) During a campaign, the attacker conquers and gains control of the target area if they control the only remaining land unit(s) in the area after combat. Conquest can result in gaining flags, stability tests, and placing or removing cubes for victory points. SEE ALSO: Land Combat (10.4), Gaining Flags (5.2.2), Stability Test (5.5.1), Cube (2.4), Victory Point (1.5.1) CONSTRUCTING UNITS (4.6) Rulebook ~ v45.3 ( ) ~ Page 2 of 9

3 During production, a power spends builds to construct units from its force pool. Constructed units are placed in the action cup, in reserve, or on the turn track for next turn. SEE ALSO: Force Pool (4.1.1), Action Cup (2.8), Reserve (3.3.4) CONTROL (2.2.3) An active power controls its home and colony areas that contain no cubes, and any other areas containing at least one of its own cubes. Sea areas are never controlled by any power. Control of an area affects interests, resource collection, deployment, and scoring. Control can change due to diplomacy, conquest, or events. SEE ALSO: Home/Colony Area (2.2.2), Cube (2.4), Diplomacy (6.3), Conquest ( ) CONTROLLED COUNTRY (2.2.4) A power controls a country if it has a cube in it. If the power has a land unit in the country, it is garrisoned; otherwise it is ungarrisoned. SEE ALSO: Control (2.2.3) CONVERSION RATE (4.5) A collected resource may be converted into a number of builds depending on the collecting power's current commitment. Similarly, a played offensive is converted into a number of military actions depending on the playing power s commitment. SEE ALSO: Commitment (4.1), Resource (2.3.6), Build (4.6), Offensive (8.1), Military Action (8.) COORDINATED ATTACK (9.8.1) A coordinated attack uses multiple military actions to activate units in more than one area for a single operation. SEE ALSO: Military Action (8.), Operation (9.) COUNTER (2.4) Each power has a set of printed counters in its color. Counters are divided into units and markers. The number of each power s counters is a hard limit; you cannot make more or substitute other pieces if you run out. Counters not in a specific power's color are neutral and do not belong to any individual power. SEE ALSO: Power (1.1), Neutral (2.4.4), Unit (2.4.2), COUNTRY (2.2.4) A land or mixed area that is not a power s home or colony area. Each area in China is a separate country. A country is controlled if a power has a cube in it; otherwise it is uncontrolled. A country is garrisoned if it contains a power s land unit; otherwise it is ungarrisoned. The presence of a minor army or a non-land unit does not count. CRISIS (3.3.7) Four Crisis markers are put in the action cup at the start of each turn. When each of the first three Crisis markers are drawn, the Crisis Tables are consulted to determine and resolve a crisis event. When the fourth and last Crisis marker is drawn, end the game turn immediately instead of resolving an event. SEE ALSO: Action Cup (2.8), End Phase (3.4) CROSSING ARROW (2.3.4) Two areas connected by a black crossing arrow are adjacent for all purposes. Attacking across a black crossing arrow gives the defense the adverse terrain bonus. Two areas connected by a green crossing arrow are adjacent for air units only. SEE ALSO: Adjacent (2.2), Adverse Terrain (2.3.1) CUBE (2.4) Cubes are used to indicate a power s control of an area, wars, alliances, and failed political actions. SEE ALSO: Control (2.2.3), War (5.6), Alliance (6.1), Failed Political Action (5.4), Neutral Cube (2.4.5) DAMAGED RESOURCE (9.4.4) A damaged permanent resource is unavailable for production. A damaged limited resource is removed from play. Damage markers on permanent resources are removed at the end of the production phase. SEE ALSO: Collecting Resources (4.3.2), Production (3.1) DECLARATION OF WAR (6.2) A power may enter a state of war with a target power by succeeding in a declaration of war (DOW) political action. A DOW is not required to attack an ungarrisoned country. After declaring war, the declaring power must immediately conduct one operation targeting the same power as the DOW. SEE ALSO: War (5.6), Political Action (6.), Country (2.2.4), Operation (9.) DEFENDER (9.1) When an operation is declared, the defender is determined according to the following priority: If the target area is an ungarrisoned country, the country itself. The power controlling the area, if it owns a participating unit. A power with a participating unit in the area (but not controlling the area). If more than one power qualifies, players must agree who will be the defender, or it is determined randomly. The power controlling the area (if the area has no participating units). SEE ALSO: Target Area (9.1), Country (2.2.4), Control (2.2.3) DEPLOYMENT (8.4) Deployment is a military action that allows a power to move some or all of their units an unlimited number of times. Deploying units move one at a time, area by area. SEE ALSO: Military Action (8.), Movement (7.2) DICE (2.7) Cataclysm uses six-sided dice. When you roll more than one die, count only the highest die, then apply any bonuses or penalties. If more than one 6 is rolled, the result before modification is 6 +1 for each additional 6 rolled (i.e. three 6s is a result of 8). The minimum modified result of any die roll is 1. If a power is to roll one die and suffers a game effect requiring it to lose a die (i.e., would be reduced to zero dice), instead the power applies a -1 to the die result. DIPLOMACY (6.3) Diplomacy is a political action that allows a power to attempt to gain control of an ungarrisoned country. The target country must be in the power s (or an ally s) interest. The target country cannot contain a Civil War marker. SEE ALSO: Political Action (6.), Control (2.2.3), Country (2.2.4), Interest (5.1), Civil War (11.) DISASTER (10.8) Powers suffer a disaster when they suffer more losses than they can sustain in a land or naval combat. The losing power(s) must make a stability test. SEE ALSO: Land Combat (10.4), Naval Combat (10.5), Loss (10.9), Stability Test (5.5.1) EFFECTIVENESS (5.3) Rulebook ~ v45.3 ( ) ~ Page 3 of 9

4 Effectiveness represents a power s willingness and ability to form and apply a coherent political policy. The value is based on its current commitment, as listed on its status card and recorded on the Effectiveness Track. Effectiveness determines the number of dice rolled in an effectiveness check, and can never be reduced below one. SEE ALSO: Status Card (2.5) EFFECTIVENESS CHECK (5.3) Political actions, stability tests, and events may require an effectiveness check. The power rolls a number of dice equal to its current effectiveness and if the modified result is 5 or higher, the check succeeds. SEE ALSO: Political Action (6.), Stability Test (5.5.1) EFFECTIVENESS ORDER (3.) The order powers conduct some activities is governed by their relative effectiveness. Production and the End Phase are conducted in order of increasing effectiveness, and trump opportunities are in order of decreasing effectiveness. When resolving ties in decreasing effectiveness order, Fascists must go before Communists, which go before Democracies. In increasing effectiveness order, Democracies go before Communists, which go before Fascists. If two powers in the same ideology are tied in order, the controlling player(s) can decide who goes first. If they cannot agree, determine it randomly. SEE ALSO: Production (3.1), End Phase (3.4), Trump (3.3.5) END PHASE (3.4) When the fourth and last Crisis marker is drawn, the turn is over. Any counters remaining in the action cup are disposed of according to the rules for the End Phase. SEE ALSO: Crisis (3.3.7), Action Cup (2.8) ENEMY (5.6) Powers at war with each other are enemies. Powers in different ideologies are not enemies until they are at war with each other. A counter, cube, or area is enemy to a power if it is controlled by an enemy power. SEE ALSO: Ideology (1.1) EXPANSION (11.2.5) If the Chinese Civil War is resolved while Inactive, no combat occurs. Instead, each faction (GMD first) may attempt to expand using diplomacy into one adjacent ungarrisoned Chinese country with no faction marker. SEE ALSO: Active/Inactive Status (11.2.2), Diplomacy (6.3), Faction Marker (11.2.1) EXTENDED RANGE (7.3.3) The operational range of air and/or naval units may be extended by one during an operation at the cost of a 1 penalty to all combat rolls involving those units. SEE ALSO: Operational Range (7.3), Operation (9.) FACTION (11.1.1) One of two sides fighting a civil war, arbitrarily designated Left and Right. In the Chinese Civil War, the two factions are the Guomindang (GMD) and the Chinese Communists (ChiCom). SEE ALSO: Civil War (11.), Faction Marker (11.2.1) FACTION MARKER (11.2.1) The two factions in the Chinese Civil War, GMD and ChiComs, have faction markers that also count as minor armies. No more than one Chinese faction marker may occupy each Chinese country. SEE ALSO: Chinese Civil War (11.2), Minor Army (2.4.6) FAILED POLITICAL ACTION (5.4) When a power fails an effectiveness check attempting a political action, it may place a cube in the corresponding failed political action box. If the next political action by that power is the same type, apply a +1 bonus to the result of its effectiveness check for each of its cubes in the failed political action box. Diplomacy actions and actions resolved as part of crisis events are not modified by failed actions. When one of these actions fails, do not add a cube to the failed action box. SEE ALSO: Effectiveness Check (5.3), Political Action (6.), Diplomacy (6.3), Crisis (3.3.7) FLAG (5.2) Flag markers represent a power s political capital. A power plays a flag to attempt to perform a single political action. Flags can be gained during production, by provocation, or by a variety of game events. SEE ALSO: Available Marker (4.1.1), Production (3.1), Provocation (5.2.4), Gaining Flags (5.2.2) FORCE POOL (4.1.1) A power's force pool includes all of its units and upgrade markers that are currently available or in play. Units and upgrades not in a power s force pool should be kept in storage away from the power status cards. SEE ALSO: Unit (2.4.2), Upgrade (3.3.3) FORCE POOL LIMIT (4.1.1) The number of a power s units and upgrade markers on the map, in the action cup, and/or unbuilt on its status card is constrained by the power s force pool limit, dependent on its commitment. SEE ALSO: Unit (2.4.2), Upgrade (3.3.3), Commitment (4.1) FRIENDLY (1.1) A counter, cube, or area is friendly to a power if it is controlled by that power or (if both are belligerent) one of its allies. SEE ALSO: Belligerent (5.6), Alliance (6.1) GARRISONED COUNTRY (2.2.4) A garrisoned country is a controlled country that contains a land unit from its controlling power. A minor army or faction marker is not sufficient for a garrison. SEE ALSO: Land Unit (2.4.2), Minor Army (2.4.6), Faction Marker (11.2.1) GLOBAL WAR (5.7.2) The game s war status becomes global war immediately when any power increases its commitment to total war or at least one nation from each ideology is belligerent. At the end of the second full turn after the war status becomes global war, the game will end. To indicate this, place the War Status marker on its Global War side on the turn track two full turns after the current game turn. SEE ALSO: War Status (5.7), Commitment (4.1), Ideology (1.1), Game End (5.2.2) HOME AREA (2.2.2) A power s home areas are the areas printed in its color excepting those titled in ALL CAPS. The home area titled in red is the power s capital. A home area that contains no cubes is controlled by its original power. Each power s home areas are (capital first): France: Paris, Lorraine, Normandy, Provence Germany: Berlin, Bavaria, Ruhr, Silesia Italy: Rome, Lombardy, Sicily Japan: Tokyo, Hokkaido, Korea Rulebook ~ v45.3 ( ) ~ Page 4 of 9

5 Soviet Union: Moscow, Archangelsk, Baykalsky, Byelorus, Caucasus, Donbass, Leningrad, Primorye, Siberia, Smolensk, Ukraine, Urals, Volga United Kingdom: London, Eastern Canada, Scotland, Western Canada United States: United States HOME FRONT CHECK (4.1.2) When a power s Home Front marker is drawn from the action cup, it must make a home front check. A home front check is a stability test modified depending on the power s current commitment. After resolving a home front check, the associated power may conduct a deployment action. SEE ALSO: Action Cup (2.8), Stability Test (5.5.1), Commitment (4.1), Deployment (8.4) IDEOLOGY (1.1) Each power belongs to one of three ideologies: Fascism, Communism, or Democracy. The Fascist powers are Germany (gray), Italy (yellow), and Japan (orange). The sole Communist power is the Soviet Union (red). The Democracies are France (blue), the United Kingdom (brown), and the United States (green). A power s ideology never changes during the game. INDUSTRIAL RESOURCE (2.3.6) An industrial resource generates a bonus offensive when its controlling power increases commitment to mobilization and total war. An industrial resource also generates a war economy offensive if its power is belligerent. A home area containing a permanent industrial resource is a production site. SEE ALSO: Bonus Offensive (6.4.2), Commitment (4.1), War Economy Offensive (4.7), Production Site (2.3.7) INTEREST (5.1) A power s interest defines where it may gain a flag by provocation and where it may attempt diplomacy. A power has an interest in: Every area it controls. Every area adjacent to an area it controls. Every land or mixed area across a single sea area from its home or colony areas. Every area where it has an aid marker. Every area where it owns a base. SEE ALSO: Provocation (5.2.4), Diplomacy (6.3), Control (2.2.3), Aid (8.5.2), Base (2.3.2) INTERVENTION (8.5) Intervention is a military action allowing a power to send aid to a faction in a civil war. SEE ALSO: Military Action (8.), Aid (8.5.2), Faction (11.1.1), Civil War (11.) INVASION (9.5) An invasion is an operation (requiring two military actions) to attack a land or mixed area across one or two sea areas. The intervening sea areas must be occupied by friendly fleets. An invasion may not be conducted as a coordinated attack or surprise attack. SEE ALSO: Operation (9.), Military Action (8.) JOINT OPERATION (9.8.2) A joint operation is an operation in which the activating power also activates allied units to participate in the operation. Allied units may support an operation without making the operation joint. SEE ALSO: Operation (9.), Alliance (6.1), Support (9.6) LAND AREA (2.2) A land area is an area in a power s color or the neutral color that contains no sea portion. Land and air units may enter and occupy land areas. Naval units may enter and occupy only coastal land areas. A land area may contain adverse terrain and/or restricted terrain. SEE ALSO: Adverse Terrain (2.3.1), Restricted Terrain (2.3.8) LAND COMBAT (10.4) Land combat occurs as a result of a campaign or invasion operation. Only land units participate in land combat. SEE ALSO: Campaign (9.3), Invasion (9.5) LAND MOVEMENT (7.2.1) Land and logistics units use land movement to move from a land or mixed area to an adjacent land or mixed area. SEE ALSO: Land Unit (2.4.2), Logistics Unit (7.1.4), Land/Mixed Area (2.2) LAND UNIT (2.4.2) Land units are infantry armies, tank armies, or minor armies (including faction markers). Infantry armies may be upgraded to tank armies. Land units are only activated for campaign or invasion operations, and only participate in land combat. SEE ALSO: Minor Army (2.4.6), Faction Marker (11.2.1), Upgrade (3.3.3), Campaign (9.3), Invasion (9.5), Land Combat (10.4) LIMITED RESOURCE (2.3.6) A limited resource is represented by a marker. If used for production or if damaged, it is removed from play. SEE ALSO: Production (3.1), Damaged Resource (9.4.4) LIMITED WAR (5.7.1) The game s war status becomes limited war the first time two or more powers become belligerent. Immediately place the war status marker on its Limited War side in the center of the political display. SEE ALSO: War Status (5.7), Belligerent (5.6) LINE OF COMMUNICATIONS (4.4) A line of communications (LOC) must be traced under the following circumstances: To play an upgrade marker (3.3.3). To collect a resource (4.3.2). To receive bonus offensives (6.4.2). To intervene in a civil war (8.5). To determine supply status during an operation (9.6). An LOC is traced from a production site to the area indicated by the rule requiring the trace. It may enter an unlimited number of areas, provided each area is: a friendly land area (including the target of an intervention action); OR a mixed area not controlled by an enemy power; OR a sea area within two areas of a friendly port, containing no enemy naval units or enemy strategic air forces. An LOC can be traced into or out of (but not through) a restricted land area, Eastern Canada, or the United States. Restricted mixed areas do not block LOCs. SEE ALSO: Production Site (2.3.7), Friendly (1.1), Mixed Area (2.2), Restricted Terrain (2.3.8) LOGISTICS UNIT (7.1.4) A logistics unit represents a concentration of facilities and material strength. It negates the effects of restricted terrain in its Rulebook ~ v45.3 ( ) ~ Page 5 of 9

6 area. In a sea area with a base it increases the occupation limits in that area to two units of each appropriate type. SEE ALSO: Restricted Terrain (2.3.8), Base (2.3.2), Occupation Limit (7.1) LOSS (10.9) For each loss suffered by a side in combat, an upgraded unit is flipped to its non-upgraded side or a non-upgraded unit is destroyed and returned to its owner s force pool. The losing side of a combat may choose to reduce its losses by one by declaring a retreat. A retreat may not be declared if the combat result is a tie. SEE ALSO: Upgrade (3.3.3), Force Pool (4.1.1), Retreat (10.11) MANEUVERS (6.5) A maneuvers political action allows a power to attempt to conduct a single military action. SEE ALSO: Political Action (6.), Effectiveness Check (5.3), Military Action (8.) MARKER (2.4.3, 2.4.4) Markers represent abstract concepts, record game state information, or act as memory aids. Some powers have markers to denote limited or special resources, or to act as memory aids for special rules. There are also several types of counters that are used either with uncontrolled countries or for all powers. MILITARY ACTION (8.) A military action allows a power to move and attack with their forces on the board, or use their economic strength for military applications. A power performs military actions by playing an offensive, or through a successful maneuvers political action. Military actions include: Augmentation (8.2) Build (8.3) Deployment (8.4) Intervention (8.5) Operations (9.) including Campaign, Raid, and Invasion SEE ALSO: Offensive (8.1), Maneuvers (6.5) MINOR ARMY (2.4.6) Some countries have a minor army for defense. A minor army cannot move, attack, or retreat, but does count towards occupation limits. Chinese faction markers are also minor armies for all purposes. SEE ALSO: Occupation Limit (7.1), Faction Marker (11.2.1) MIXED AREA (2.2) An area that contains both land and sea. All units may enter and occupy mixed areas. An LOC may not be traced through an enemy mixed area. The following areas are mixed areas: Denmark, Turkey, Hokkaido, Philippines, Borneo, New Guinea. SEE ALSO: Line of Communications (4.4) MOVEMENT (7.2) Units move during deployment actions, operations, support, retreat, and regroup. SEE ALSO: Deployment (8.4), Operation (9.), Support (9.6), Retreat (10.11), Regroup (10.12) NAVAL BASE (2.3.2) A naval base (anchor symbol) allows one naval unit and one air unit to occupy its area, and each adjacent sea area. A submarine pack may occupy a sea area up to two sea areas from a naval base. The occupation limits of an area with a base are increased by the presence of a logistics unit. SEE ALSO: Occupation Limit (7.1), Logistics Unit (7.1.4) NAVAL COMBAT (10.5) Naval combat may occur as a result of a raid operation. Only naval units participate in naval combat. SEE ALSO: Raid (9.4) NAVAL MOVEMENT (7.2.2) Naval units use naval movement to move from a sea or port area to an adjacent sea or port area. Naval units cannot move directly from a land area to an adjacent land area, even if both are ports. Land and logistics units must use naval movement to deploy across one or more sea or mixed areas to a destination port area. Air units must use naval movement to deploy across more than one consecutive sea area. SEE ALSO: Sea Area (2.2), Port (2.2.1), Deployment (8.4) NAVAL RAID (9.4.1) A naval raid operation targets enemy naval units in any type of area. Fleets and strategic air forces are eligible to be activated for a naval raid. SEE ALSO: Operation (9.), Raid (9.4), Naval Unit (2.4.2) NAVAL UNIT (2.4.2) A naval unit is a surface fleet, carrier fleet, or submarine pack. Naval units can interdict LOCs, occupy sea areas to enable invasion, and attack enemy naval units via naval raid. SEE ALSO: Line of Communications (4.4), Sea Area (2.2), Invasion (9.5), Raid (9.4) NEUTRAL CUBE (2.4.5) Neutral cubes (natural wood color) are used to mark home or colony areas that are uncontrolled due to civil war or surrender. An area with a neutral cube is an uncontrolled country with a resistance of one. SEE ALSO: Home Area/Colony (2.2.2), Civil War (11.), Surrender (5.5.3), Country (2.2.4), Resistance (2.3.5) OCCUPATION LIMIT (7.1) The occupation limit is the number of units of a given type allowed in a given area. Occupation limits apply separately for each ideology. A power may never voluntarily exceed occupation limits except during movement. SEE ALSO: Ideology (1.1), Movement (7.2) OFFENSIVE (8.1) A power plays an offensive to perform one or more military actions, depending on its commitment. SEE ALSO: Military Action (8.), Commitment (4.1) OPERATION (9.) An operation is a military action to activate one or more friendly units in an area to move to and attack a target area. Most operations involve combat movement without attacking is done via deployment. SEE ALSO: Military Action (8.), Target Area (9.1), Deployment (8.4) OPERATIONAL RANGE (7.3) Operational range describes geographic limits imposed on naval and air movement and operations. During deployment, units using naval movement are required to remain in operational range of a friendly port at all times. During operations, naval and air units may only move to and attack areas within operational range of their port or airfield of origin, respectively. Rulebook ~ v45.3 ( ) ~ Page 6 of 9

7 During retreat or regroup, naval and air units must move to a friendly port or airfield (respectively) within operational range, if possible; or the nearest such area if none are within operational range. SEE ALSO: Deployment (8.4), Operation (9.), Retreat (10.11), Regroup (10.12) OPPOSING (1.1) Powers from different ideologies are opposing powers. SEE ALSO: Ideology (1.1) PATRON (8.5.1) The power associated with an aid marker in a civil war area. SEE ALSO: Aid (8.5.2), Civil War (11.) PERMANENT RESOURCE (2.3.6) A permanent resource is one printed on the map. Special Soviet resource markers are also permanent. SEE ALSO: Communist Special Rules (12.3) POLITICAL ACTION (6.) A power attempts a political action when it plays a flag or occasionally via a crisis event (see the Crisis tables). In general, a political action requires an effectiveness check to see if the action succeeds. Political actions include: Alliance (6.1) Declaration of war (6.2) Diplomacy (6.3) Increase commitment (6.4) Maneuvers (6.5) Pressure (6.6) Propaganda (6.7) Power-specific special actions (6.8) SEE ALSO: Flag (5.2), Crisis (3.3.7), Effectiveness Check (5.3) PORT (2.2.1) An area is a port if it is a coastal area or if it is a sea area that contains a naval base. Ports determine what areas can be occupied by naval units. Naval units must occupy a port to be eligible for operations or support. SEE ALSO: Coastal Area (2.2.5), Naval Base (2.3.2), Occupation Limit (7.1), Operation (9.), Support (9.6) POWER (1.1) Powers are nations run directly by players; specifically, Germany, Italy, Japan, the Soviet Union (USSR or Russia ), the United Kingdom (UK or Britain ), France, and the United States (US or America ). PRESSURE (6.6) Pressure is a political action that allows a power to attempt to cause another power to gain a flag. SEE ALSO: Political Action (6.), Flag (5.2) PRODUCTION (3.1) In the production phase of each turn, powers gain flags, collect resources, gain offensives, and construct units. Gained and constructed counters are placed in the action cup or on the turn track; one may be placed in reserve. SEE ALSO: Flag (5.2), Resource (2.3.6), Offensive (8.1), Constructing Units (4.6), Action Cup (2.8), Reserve (3.3.4) PRODUCTION SITE (2.3.7) A production site is a home area controlled by its original power that contains a permanent industrial resource, even if damaged. A production site acts as a point of origin when its power places newly constructed units or traces an LOC. SEE ALSO: Home Area (2.2.2), Resource (2.3.6), Constructing Units (4.6), Line of Communications (4.4) PROPAGANDA (6.7) Propaganda is a political action allowing a power to attempt to increase its stability. SEE ALSO: Political Action (6.), Stability (5.5) PROVOCATION (5.2.4) A provocation is an action by an opposing (but not enemy) power that results in a flag being gained by another power. A power is provoked (gaining a flag) when an opposing power does any of the following: Increases commitment, if indicated on its status card. Forms or joins an alliance, if indicated on its status card (maximum one flag per action). Declares war on it or its ally. Declares an operation against an area where it has interest, whether successful or not. Makes a surprise attack against it (cumulative with the provocation for the operation). Gains control of an area where it has interest, including by diplomacy, conquest, civil war decisive victory, or crisis event. Intervenes in an area where it has interest. SEE ALSO: Opposing (1.1), Flag (5.2) RAID (9.4) A raid is an operation activating one or more fleets and/or air units to attack an area. There are four types of raid: naval raid, base capture, sweep, and strategic bombing. SEE ALSO: Operation (9.) REGROUP (10.12) Regroup allows units to reposition after combat even units that were not involved in the combat. Regroup does not cost any actions nor does it activate the units involved. SEE ALSO: Movement (7.2) REJECTION (3.3.6) A power may reject its counter when drawn from the action cup; place the counter in the power s available force pool or available marker box. Crisis, Home Front, and the Civil War Resolution markers may never be rejected. SEE ALSO: Action Cup (2.8), Force Pool (4.1.1), Available Markers (4.1.1) REPAIR (4.8) At the end of production, all damaged permanent resources are repaired by removing the damage markers. SEE ALSO: Production (3.1), Permanent Resource (2.3.6), Damaged Resource (9.4.4) RESERVE (3.3.4) Each power may hold a single flag, unit, offensive, resource, or upgrade marker in reserve. A resource marker in reserve is held for potential use in the following turn s production phase. All other counters in reserve may be used to trump. SEE ALSO: Trump (3.3.5) RESISTANCE (2.3.5) Each country has a resistance value ranging from zero to two, represented by a number of red fist icons. A country s resistance is applied as a penalty to diplomacy attempts against it. SEE ALSO: Country (2.2.4), Diplomacy (6.3) RESOURCE (2.3.6) Rulebook ~ v45.3 ( ) ~ Page 7 of 9

8 Resources are collected during production and then converted into builds or offensives. Two types of permanent resources are printed on the map: natural resources and industrial resources. In addition to these permanent resources, there are limited and special resources indicated by markers. Limited resources are only used once before being discarded. Special resources are permanent once they enter play. SEE ALSO: Collecting Resources (4.3.2), Builds (4.6), Offensive (8.1) RESTRICTED TERRAIN (2.3.8) A restricted terrain symbol in an area reduces occupation limits and blocks LOCs through the area. SEE ALSO: Occupation Limit (7.1), Line of Communications (4.4) RETREAT (10.11) Except in case of a tied combat result, the losing side may reduce its losses by one by declaring a retreat. Units may be forced to retreat in the aftermath of the combat. SEE ALSO: Loss (10.9), Aftermath (10.10) SEA AREA (2.2) A sea area is an area colored in blue with a title in italics. Units may only occupy a sea area if it contains or is adjacent to a port or airfield. SEE ALSO: Base (2.3.2), Occupation Limit (7.1), Naval Movement (7.2.2) STABILITY (5.5) Stability is the measure of a power s government s confidence and durability, marked on the stability track, ranging from steady to wavering to unstable, and finally collapse. A power that collapses may surrender. SEE ALSO: Collapse (5.5.2), Surrender (5.5.3) STABILITY TEST (5.5.1) A stability test is an effectiveness check to determine if a power s stability is reduced one level. If stability is reduced below unstable, the power collapses or surrenders. SEE ALSO: Effectiveness Check (5.3), Stability (5.5), Collapse (5.5.2), Surrender (5.5.3) STATUS CARD (2.5) Each power has a status card that houses the power's available force pool and markers. A power s status card also tracks its current commitment, which determines the power s force pool limit, conversion rate, effectiveness, and home front penalty. The card also indicates which opposing powers are provoked by a commitment increase or alliance formation. SEE ALSO: Force Pool (4.1.1), Available Markers (4.1.1), Commitment (4.1) STRATEGIC BOMBING (9.4.4) Strategic bombing is a raid operation with the objective of damaging an enemy resource. Only strategic air forces are eligible to be activated for strategic bombing. SEE ALSO: Raid (9.4), Operation (9.), Resource (2.3.6) SUPPLY (9.6) At the start of an operation, each area containing activated or defending units must trace a line of communications for supply. Unsupplied units apply a -1 penalty to their combat rolls. SEE ALSO: Operation (9.), Line of Communications (4.4) SUPPORT (10.2) Air units in an airfield area and fleets in a port area may support combat in their area or an adjacent area. Supporting units must use appropriate movement to enter the target area and obey occupation limits. Supporting units contribute to the combat and suffer all the effects of the combat (e.g. retreat, regroup, etc.) SEE ALSO: Airfield/Port (2.2.1), Movement (7.2), Occupation Limit (7.1) SURPRISE ATTACK (9.8.3) A surprise attack is an operation that creates a state of war. It requires neither a political action nor an effectiveness check and can only be done by Fascist powers. The attacked power may be subject to a surprise penalty in combat. SEE ALSO: Operation (9.), War (5.6) SURRENDER (5.5.3) When a power collapses, there is a chance it will surrender. If it does so, it is eliminated from the game and is no longer an active power. SEE ALSO: Collapse (5.5.2) SWEEP (9.4.3) A sweep is a raid operation with the objective of attacking enemy air units. Only air units are eligible to be activated for a sweep. SEE ALSO: Raid (9.4), Operation (9.) TARGET AREA (9.1) The target area of an operation is the destination of the attacking activated units. The target area must be controlled by an enemy power, contain an unowned or enemy base, be occupied by enemy units, or be an uncontrolled country (exception: surprise attacks9.8.3). SEE ALSO: Operation (9.), Enemy (5.6), Base (2.3.2), Country (2.2.4) THEATER (2.1) The map is divided into two theaters: Europe (that part of the map from South Africa to the Barents Sea) and the Pacific (from Dutch Harbor to the South Indian Ocean). The US and Canada are in both theaters. TRIUMPH (10.8) A triumph is a land or naval combat where the winner inflicts more losses than the loser can sustain. The winning power gains a flag. SEE ALSO: Loss (10.9), Flag (5.2) TRUMP (3.3.5) Immediately before any counter is drawn from the action cup, any power may trump by playing their counter in reserve. If more than one power wants to trump, priority goes in decreasing effectiveness order. A power cannot trump if a counter from any power in its ideology (including itself, and including a Home Front marker) was the last to be played by any means. SEE ALSO: Action Cup (2.8), Reserve (3.3.4), Effectiveness Order (5.3) UNCONTROLLED COUNTRY (2.2.4) An uncontrolled country is a country with no power cube in it, or a surrendered home area or colony with a neutral cube. All uncontrolled countries are ungarrisoned. SEE ALSO: Neutral Cube (2.4.5), Surrender (5.5.3) UNGARRISONED COUNTRY (2.2.4) An ungarrisoned country is a country containing no land units belonging to a power. Minor armies and non-land units are insufficient to garrison a country. SEE ALSO: Land Unit (2.4.2), Minor Army (2.4.6) UPGRADE (3.3.3) Upgrade markers cost two builds and are used to improve existing units. When an upgrade marker is played, the controlling power traces an LOC to an area containing a unit of the Rulebook ~ v45.3 ( ) ~ Page 8 of 9

9 appropriate type, then flips the unit to its upgraded side (tank army, carrier fleet, or strategic air force), then returns the upgrade marker to its force pool. SEE ALSO: Line of Communications (4.4) VICTORY POINT (1.5.1) A power scores victory points for controlling territory, changing the count immediately as areas are gained and lost. The winner is determined by which ideology has the greatest number of victory points at game end. A power scores one victory point for each of its cubes in any area on the map. Bases do not count for scoring. A power is penalized one victory point for each cube in its home or colony areas. A power s score may be negative. SEE ALSO: Ideology (1.1), Game End (1.4), Cube (2.2.2), Home Area/Colony (2.2.2) WAR (5.6) A military conflict between two or more powers or alliances, commenced by declaration or surprise attack. Powers cannot conduct operations against each other unless at war. Indicate a state of war by placing cubes of the belligerent powers together in the appropriate war area of the political display. A war can end by armistice or capitulation (surrender). SEE ALSO: Declaration of War (6.2), Surprise Attack (9.8.3), Operation (9.), Ending Wars (5.6.2) WAR ECONOMY OFFENSIVE (4.7) If a power is belligerent, during production it receives one offensive marker for each industrial resource it collected, regardless of whether it was a permanent or limited resource. SEE ALSO: Production (3.1), Offensive (8.1), Industrial Resource (2.3.6) WAR STATUS (5.7) War status tracks the global extent and intensity of war. It does not apply to any individual power. The status is limited war when war first breaks out among any powers. The status is global war when all three ideologies are first at war, or any power is at total war commitment. Global war affects when the game ends. SEE ALSO: War (5.6), Ideology (1.1), Commitment (4.1), Game End (1.4) Rulebook ~ v45.3 ( ) ~ Page 9 of 9

10 COUNTER GUIDE COUNTER GUIDE MILITARY UNITS LAND UNITS Infantry Army: The basic unit required to take and hold areas. Tank Army: Upgraded infantry army. The side with more tank armies in a land combat gains armor superiority (10.4). Fortress: A fortress provides a +1 bonus to the combat roll when defending (10.4). Placed on turn track for next turn when constructed (4.6). Cannot move (7.2), retreat (10.11), regroup (10.12) or be activated for an operation (9.). May be withdrawn to the action cup during a deployment action (8.4). Minor Army: A minor army defends its country (2.4.6). It counts towards occupation limits, but cannot move, attack, retreat, or regroup. A minor army is insufficient to make a country garrisoned (2.2.4). Chinese Civil War Faction Marker: A Chinese civil war faction marker is a minor army, with some modifications (11.2.1). Only one faction marker can exist in each Chinese country. NAVAL UNITS Surface Fleet: May conduct naval raid (9.4.1) and base capture (9.4.2) operations, and support naval combat (10.2). May occupy sea areas adjacent to a friendly port. Blocks enemy naval movement (7.2.2) and LOCs (4.4). Costs two builds, and is placed on turn track for next turn when constructed (4.6). Carrier Fleet: Upgraded surface fleet. The side with more carrier fleets in a combat gains carrier superiority (10.5). Submarine Pack: May occupy sea areas up to two areas from a port. Blocks enemy naval movement (7.2.2) and LOCs (4.4). Cannot support (10.2) or be activated for an operation (9.). AIR UNITS Tactical Air Force: May conduct sweep operations (9.4.3) and support combat (10.2). In a combat, the side with more air forces (after air combat) gains air superiority (10.3). Strategic Air Force: Upgraded tactical air force. May conduct raid operations (9.4). May occupy sea areas adjacent to a friendly airfield. Blocks enemy naval movement (7.2.2) and LOCs (4.4). LOGISTICS UNITS Logistics: Increases occupation limits in bases and negates restricted terrain penalties (2.3.8). Cannot move (7.2), retreat (10.11), regroup (10.12) or be activated for an operation (9.). May be withdrawn to the action cup during a deployment action (8.4). NEUTRAL MARKERS Turn: Marks the current two-year turn on the turn track. After the third crisis of a turn is resolved, flip to its Sudden Death side as a reminder the turn will end with the next crisis (3.4). Crisis: When drawn from the action cup, resolve a crisis event (3.3.7). When the fourth crisis in a turn is drawn, end the turn instead (3.4). Civil War Resolution: When drawn from the action cup, resolve all civil wars (11.1.3) on the map, including the Chinese civil war (11.2.3). War Status: The first time war breaks out between two or more powers, place the war status marker on its Limited War side on the political display (5.7.1). When all three ideologies have a belligerent power, or when any power increases commitment to total war, flip the war status marker to its Global War side (5.7.2) and move it to the turn track two turns ahead. The game will end at the end of that turn (1.4). Minor Limited Resource: A limited resource can be collected by a power that controls its area. Once converted (or damaged), a limited resource is removed from the game (4.3). Damaged Resource: Used to mark a permanent resource damaged by strategic bombing (9.4.4). Civil War: When a crisis event causes a civil war in an area, place a Civil War marker there (11.1). When a faction wins the civil war, flip the marker to its Civil War Winner side (11.1.4) (exception: decisive victory). Intel: (Optional Rule) As a military action, a power may take the Intel marker, even if held by another player. Spend it to reroll a die roll, or return a drawn counter to the action cup and redraw. Operation: When an offensive is played for operations (9.), the active power may use the appropriate number of Operation markers as a memory aid. Some Operation markers include relevant modifiers, such as augmentation (8.2) and extended range (7.3.3). Surprise: When a power is subject to a surprise attack (9.8.3), place a Surprise marker in the target area as a memory aid that the power is penalized for that combat. After the operation, flip the marker to its No Surprise side and move it to the power s ideology on the political display, to indicate that ideology s immunity to surprise. Chinese Civil War Status: While the Chinese civil war is Active it is resolved as usual (11.2.3). While any power has a land unit in a Chinese country, set the status marker to Inactive to show the resolution is modified. Counter Guide ~ v45.3 ( ) ~ Page 1 of 2

Cataclysm: A Second World War

Cataclysm: A Second World War Rulebook ~ by William Terdoslavich and Scott Muldoon TABLE OF CONTENTS TABLE OF CONTENTS... 1 1. OVERVIEW... 1 1.1 POWERS... 1 1.2 NUMBER OF PLAYERS... 2 1.3 SET-UP... 2 1.4 ENDING THE GAME... 2 1.5 HOW

More information

Rules of Play. Dedications. First Time? GMT Games, LLC P.O. Box 1308, Hanford, CA

Rules of Play. Dedications. First Time? GMT Games, LLC P.O. Box 1308, Hanford, CA Rules of Play First Time? Head straight for the Playbook and read sections A (How to Survive Cataclysm) and B (Comprehensive Example of Play). These two sections will give you a sense of the unusual mechanisms

More information

Errata Setup: United States: ANZAC: The Map: Page 8, The Political Situation: Japan The United Kingdom and ANZAC

Errata Setup: United States: ANZAC: The Map: Page 8, The Political Situation: Japan The United Kingdom and ANZAC Errata Setup: The following errors exist in the setup cards: United States: Add an airbase and a naval base to the Philippines. ANZAC: Remove the minor industrial complex from New Zealand, and change the

More information

Axis & Allies Pacific 1940 FAQ

Axis & Allies Pacific 1940 FAQ Errata Setup: The following errors exist in the setup cards: Axis & Allies Pacific 1940 FAQ September 3, 2014 United States: Add an airbase and a naval base to the Philippines. ANZAC: Remove the minor

More information

Axis and Allies Revised: Historical Edition (AARHE)

Axis and Allies Revised: Historical Edition (AARHE) 1 version: exerperimental Axis and Allies Revised: Historical Edition (AARHE) Introduction AARHE is intended to provide historical realism to the board game Axis and Allies Revised and is designed to work

More information

Naval Operations 20. NAVAL UNITS 20.1 OVERVIEW: 2018 GMT Games A World At War

Naval Operations 20. NAVAL UNITS 20.1 OVERVIEW: 2018 GMT Games A World At War Naval Operations 20. NAVAL UNITS 20.1 OVERVIEW 20.2 FLEETS 20.3 FAST CARRIERS 20.4 ESCORT CARRIERS (CVEs) 20.5 EFFECTS OF ATTACKS ON NAVAL UNITS 20.6 TRANSPORTS 20.7 SUBMARINES 20.8 ASW 20.9 PARTIAL NAVAL

More information

5/27/2016 CHC2P I HUNT. 2 minutes

5/27/2016 CHC2P I HUNT. 2 minutes 18 CHC2P I HUNT 2016 CHC2P I HUNT 2016 19 1 CHC2P I HUNT 2016 20 September 1, 1939 Poland Germans invaded Poland using blitzkrieg tactics Britain and France declare war on Germany Canada s declaration

More information

NAVAL MODULE Draft Rules Design by Vance von Borries Copyright 2018, Vance von Borries

NAVAL MODULE Draft Rules Design by Vance von Borries Copyright 2018, Vance von Borries NAVAL MODULE Draft Rules 4-7-18 Design by Vance von Borries Copyright 2018, Vance von Borries 25.0 Naval Units Naval units are found in only certain games in this series. Naval units are not combat units,

More information

Strategic Warfare 24. STRATEGIC WARFARE 24.1 OVERVIEW: 24.3 STARTING LEVELS: 24.4 SW UNIT CONSTRUCTION: 2013 GMT Games A World At War

Strategic Warfare 24. STRATEGIC WARFARE 24.1 OVERVIEW: 24.3 STARTING LEVELS: 24.4 SW UNIT CONSTRUCTION: 2013 GMT Games A World At War Strategic Warfare 24. STRATEGIC WARFARE 24.1 OVERVIEW 24.2 SW FORCE POOLS 24.3 STARTING LEVELS 24.4 SW UNIT CONSTRUCTION 24.5 SW UNIT DEPLOYMENT 24.6 SW COMBAT RESOLUTION 24.1 OVERVIEW: 24.11 SW UNITS:

More information

Timeline: Battles of the Second World War. SO WHAT? (Canadian Involvement / Significance) BATTLE: THE INVASION OF POLAND

Timeline: Battles of the Second World War. SO WHAT? (Canadian Involvement / Significance) BATTLE: THE INVASION OF POLAND Refer to the Student Workbook p.96-106 Complete the tables for each battle of the Second World War. You will need to consult several sections of the Student Workbook in order to find all of the information.

More information

dust warfare: glossary

dust warfare: glossary In war-time, truth is so precious that she should always be attended by a bodyguard of lies. Winston Churchill This is the Dust Warfare glossary. This collection of terms serves as a quick reference guide

More information

U.S. HISTORY CIVIL WAR - SIMULATION TARGETS:

U.S. HISTORY CIVIL WAR - SIMULATION TARGETS: TARGETS: U.S. HISTORY CIVIL WAR - SIMULATION 1. Identify and describe the political and military decisions made during the war and their consequences. 2. Evaluate the advantages and disadvantages for each

More information

Axis & Allies Anniversary Edition Rules Changes

Axis & Allies Anniversary Edition Rules Changes The following chart contains a list of rules changes between Axis & Allies Anniversary Edition and Axis & Allies Revised. The Larry Harris Tournament Rules (LHTR) are also referenced, both to allow comparison

More information

Alpha +3 Posted:September 1, 2011

Alpha +3 Posted:September 1, 2011 GLOBAL 1940 Alpha +3 Revised as of; May 7, 2012 This represents the most recent version of Alpha. It supersedes Alpha +2, and the changes from those rules are marked in red. Blue rules have not actually

More information

ADVANCED RULES AND PLAY BOOK

ADVANCED RULES AND PLAY BOOK 18.0 Regions 18.1 Movement and Regions 18.2 Control of Regions 18.3 Combat and Regions 18.4 Regions and Terrain 18.5 Regions and Retreat 18.6 Regions and Advance After Combat 18.7 Regions and Supply 19.0

More information

Axis & Allies Revised FAQ

Axis & Allies Revised FAQ Axis & Allies Revised FAQ April 21, 2010 This is the official FAQ for Axis & Allies Revised, and it has been approved by Larry Harris. It contains clarifications of answers and two additional questions

More information

Work Period: WW II European Front Notes Video Clip WW II Pacific Front Notes Video Clip. Closing: Quiz

Work Period: WW II European Front Notes Video Clip WW II Pacific Front Notes Video Clip. Closing: Quiz Standard 7.0 Demonstrate an understanding of the impact of World War II on the US and the nation s subsequent role in the world. Opening: Pages 249-250 and 253-254 in your Reading Study Guide. Work Period:

More information

BEFORE NAPOLEON: FRENCH AND INDIAN WAR CAMPAIGN

BEFORE NAPOLEON: FRENCH AND INDIAN WAR CAMPAIGN 1 BEFORE NAPOLEON: FRENCH AND INDIAN WAR CAMPAIGN Contents Land Forces... 2 Naval Groups... 2 Leaders... 2 Sequence of Play... 3 Initiative... 3 Land Movement... 3 River & Lake Movement... 4 Sea Zones...

More information

Chapter 6 Canada at War

Chapter 6 Canada at War Chapter 6 Canada at War After the end of World War I, the countries that had been at war created a treaty of peace called the Treaty of Versailles. The Treaty of Versailles Germany had to take full responsibility

More information

2 nd Edition Rules (May 2017)

2 nd Edition Rules (May 2017) 2 nd Edition Rules (May 2017) 1 Introduction... 1 1.1 Rulebook Format... 1 2 Component Overview... 1 2.1 Counters... 1 2.2 Renowned Commander Counters... 3 2.3 Campaign Sheets... 5 2.4 Display Sheet...

More information

Key Battles of WWII. How did the Allies win the war?

Key Battles of WWII. How did the Allies win the war? Key Battles of WWII How did the Allies win the war? Battle of the Atlantic 1939-1945 (January 1942 July 1943 were decisive) Around 100,000 casualties; several thousand U-Boats destroyed. Longest continuous

More information

GLOBAL WAR Page 1 of 35

GLOBAL WAR Page 1 of 35 GLOBAL WAR 1939 Page 1 of 35 Global War 1939 Complete Rules 5.0v I THE BASICS 1. THE POWERS AND THE PLAYERS 2. GAME TURN ORDER 3. THE GAME MAP 4. VICTORY CONDITIONS II HOW TO WAGE WAR: THE PLAYER TURN

More information

That Thin Red Line Bill Kohler

That Thin Red Line Bill Kohler That Thin Red Line Bill Kohler Introduction A World at War is a successor of Rise and Decline of the Third Reich, and of the sister games Advanced Third Reich and The Empire of the Rising Sun. A highly

More information

YEARS OF WAR. Chapters 6

YEARS OF WAR. Chapters 6 YEARS OF WAR Chapters 6 The Wars In Asia 1937- Second Sino Japanese War In Europe, Germany invades Poland 1 st of September 1939 Second Sino-Japanese War This war began in 1937. It was fought between China

More information

A Wing and a prayer. -Bombing the Reich- Manual v2.2

A Wing and a prayer. -Bombing the Reich- Manual v2.2 A Wing and a prayer -Bombing the Reich- Manual v2.2 1 1.0 Introduction...3 2.0 COMPONENTS... 4 3.0 CAMPAIGN SETUP...11 4.0 PLANNING AND INTELLIGENCE PHASE (PRE-MISSION)... 12 5.0 EXECUTE MISSION PHASE...

More information

GLOBAL WAR Page 1 of 38

GLOBAL WAR Page 1 of 38 GLOBAL WAR 1939 Page 1 of 38 Global War 1939 Complete Rules 5.1v I THE BASICS Page 4 1. THE POWERS AND THE PLAYERS 2. GAME TURN ORDER 3. THE GAME MAP 4. VICTORY CONDITIONS II HOW TO WAGE WAR: THE PLAYER

More information

The First Years of World War II

The First Years of World War II The First Years of World War II ON THE GROUND IN THE AIR ON THE SEA We know that Germany invaded Poland on September 1, 1939, and that both Britain and France declared war on Germany on September 3, 1939.

More information

GLOBAL WAR Page 1 of 37

GLOBAL WAR Page 1 of 37 GLOBAL WAR 1939 Page 1 of 37 Global War 1939 Complete Rules v7.2 I II THE BASICS 1. THE POWERS AND THE PLAYERS Page 4 2. GAME TURN ORDER 3. THE GAME MAP Page 5 4. VICTORY CONDITIONS HOW TO WAGE WAR: THE

More information

In your spiral create 8 graphic organizers over the material provided. The graphic organizers may only have 3 spokes; therefore you will need to

In your spiral create 8 graphic organizers over the material provided. The graphic organizers may only have 3 spokes; therefore you will need to In your spiral create 8 graphic organizers over the material provided. The graphic organizers may only have 3 spokes; therefore you will need to summarize/combine/rewrite the information. They may look

More information

Test - Social Studies US History Unit 08: World War II

Test - Social Studies US History Unit 08: World War II Test - Social Studies US History Unit 08: World War II 2014-2015 1. Which of the following best summarize the role of the United States during the Second World War? A. The United States maintained neutrality

More information

Table of Contents. Introduction Glossary

Table of Contents. Introduction Glossary 1 Table of Contents Introduction ----------------------------------------------- 4 Glossary ---------------------------------------------------- 4 1.0 THE GAME UNITS -----------------------------------

More information

Rules for World War II: Strategic Decision Series Copyright 2015, Two Generals Games LLC v 5.5 Always Check for updates!

Rules for World War II: Strategic Decision Series Copyright 2015, Two Generals Games LLC v 5.5 Always Check   for updates! Rules for World War II: Strategic Decision Series Copyright 2015, Two Generals Games LLC v 5.5 Always Check www.twogeneralsgames.com for updates! Land Units Armor Tank Panzer Shock Infantry Mechanized

More information

SSUSH19: The student will identify the origins, major developments, and the domestic impact of World War ll, especially the growth of the federal

SSUSH19: The student will identify the origins, major developments, and the domestic impact of World War ll, especially the growth of the federal SSUSH19: The student will identify the origins, major developments, and the domestic impact of World War ll, especially the growth of the federal government. c. Explain major events; include the lend-lease

More information

I. The Pacific Front Introduction Read the following introductory passage and answer the questions that follow.

I. The Pacific Front Introduction Read the following introductory passage and answer the questions that follow. I. The Pacific Front Introduction Read the following introductory passage and answer the questions that follow. The United States entered World War II after the attack at Pearl Harbor. There were two theaters

More information

Civil War THE U.S. RULES OF PLAY TABLE OF CONTENTS. Revised Mar. 3rd, 2016, July-August 2017

Civil War THE U.S. RULES OF PLAY TABLE OF CONTENTS. Revised Mar. 3rd, 2016, July-August 2017 THE U.S. CIVIL WAR 1 THE U.S. Civil War RULES OF PLAY 1. Introduction... 2 2. Game Components... 2 3. Sequence of Play Outline... 3 4. Action Phases... 3 5. Movement... 4 6. Control... 6 7. Generals...

More information

United States reaction to foreign aggression warring Arsenal

United States reaction to foreign aggression warring    Arsenal d. United States reaction to foreign aggression i. 1935: passed Act no arms to warring nations ii. 1939: -n- policy (purpose to aid the Allies) iii. 1941: - Act --> U.S. became the Arsenal of Democracy

More information

World War II. 2010, TESCCC World History, Unit 10, Lesson 6

World War II. 2010, TESCCC World History, Unit 10, Lesson 6 World War II Who Who Axis Powers: Germany Italy Japan Who Allies Powers: Britain, Soviet Union, and USA Where Two Theaters of War: Europe / North Africa Where Pacific Theater Sept. 1939 through Sept. 1945

More information

Changes since June 30, 2018 (for June 30, 2019) Segment 1 Table of Contents Introduction. Segment 2 Ground Operations

Changes since June 30, 2018 (for June 30, 2019) Segment 1 Table of Contents Introduction. Segment 2 Ground Operations Changes since June 30, 2018 (for June 30, 2019) Segment 1 Table of Contents Introduction 1. GAME COMPONENTS Components and Concepts 2. OVERVIEW 3. DEFINITIONS 4. TERRAIN AND THE MAPBOARD 5. MAPBOARD BOXES

More information

Funafuti The Midway of the South Pacific

Funafuti The Midway of the South Pacific Funafuti The Midway of the South Pacific Background It is winter of 1942 in a Pacific Theater Campaign game. The fighting has been pretty fierce, and both Japan and the U.S. have lost a fair number of

More information

Ch: 16-2: Japan s Pacific Campaign. Essential Question: What caused the United States to join WWII? Which was most significant, WHY?

Ch: 16-2: Japan s Pacific Campaign. Essential Question: What caused the United States to join WWII? Which was most significant, WHY? Ch: 16-2: Japan s Pacific Campaign Essential Question: What caused the United States to join WWII? Which was most significant, WHY? Review Aug. 1939: FDR urged Hitler to settle his differences with Poland

More information

Preparing for War. 300,000 women fought Worked for the Women s Army Corps (WAC) Drivers Clerks Mechanics Army and Navy Nurse Corps

Preparing for War. 300,000 women fought Worked for the Women s Army Corps (WAC) Drivers Clerks Mechanics Army and Navy Nurse Corps Preparing for War Selective Service Act All men between the ages of 18 and 38 had to register for military services. 300,000 Mexican Americans fought 1 million African Americans fought 300,000 women fought

More information

Scenarios. Additional Scenarios. Introduction. Scenario Information. Campaign Games. Specialized European Scenarios. Pacific Battle Scenarios

Scenarios. Additional Scenarios. Introduction. Scenario Information. Campaign Games. Specialized European Scenarios. Pacific Battle Scenarios Scenarios Introduction Twelve scenarios are included in A World at War. Which scenario you should play depends on your level of experience, the number of players at hand, the time available to play, and

More information

OIL How the current A World at War oil rules work

OIL How the current A World at War oil rules work Spring 2018 Free Based on an article originally printed in ULTRA, a quarterly newsletter devoted to A WORLD AT WAR, GMT Games strategic simulation of World War II. To order AWAW, go to www.gmtgames.com

More information

The United States Enters the War Ch 23-3

The United States Enters the War Ch 23-3 The United States Enters the War Ch 23-3 The Main Idea Isolationist feeling in the United States was strong in the 1930s, but Axis aggression eventually destroyed it and pushed the United States into war.

More information

FLASHPOINT : CENTRAL FRONT

FLASHPOINT : CENTRAL FRONT VII Corps Defense of Hof Gap Situation: The deteriorating economic situation and political unrest in the Warsaw pact countries created a time of tension between NATO and the Soviet Union and its allies.

More information

The American Civil War Campaign September 2014 Version (4.0)

The American Civil War Campaign September 2014 Version (4.0) The American Civil War Campaign September 2014 Version (4.0) This campaign scenario has been developed by Greg Novak with revisions by Jeff Glasco Section 1: Goal: The following game is based on Frank

More information

9. Guidance to the NATO Military Authorities from the Defence Planning Committee 1967

9. Guidance to the NATO Military Authorities from the Defence Planning Committee 1967 DOCTRINES AND STRATEGIES OF THE ALLIANCE 79 9. Guidance to the NATO Military Authorities from the Defence Planning Committee 1967 GUIDANCE TO THE NATO MILITARY AUTHORITIES In the preparation of force proposals

More information

Section III. Delay Against Mechanized Forces

Section III. Delay Against Mechanized Forces Section III. Delay Against Mechanized Forces A delaying operation is an operation in which a force under pressure trades space for time by slowing down the enemy's momentum and inflicting maximum damage

More information

Israel-Hizbullah War, 201?

Israel-Hizbullah War, 201? Israel-Hizbullah War, 201? A matrix game scenario, developed by Rex Brynen, Tom Mouat, and the Dstl wargaming team using MaGCK: The Matrix Game Construction Kit. ISRAEL-HIZBULLAH WAR, 201? 2 TABLE OF CONTENTS

More information

An Historical Simulation Game-System Series Rules

An Historical Simulation Game-System Series Rules Rules Version 7.0 An Historical Simulation Game-System Series Rules 1.0 INTRODUCTION This game is a two-player simulation of Napoleonic battles at the Grand Tactical level. You can play each game as an

More information

World War II. Post Pearl Harbor

World War II. Post Pearl Harbor World War II Post Pearl Harbor Pearl Harbor Japanese negotiators agreed to meet with US diplomats. While they met, the Japanese decided to send a fleet to Pearl Harbor to destroy the US Pacific fleet.

More information

Combatants in World War I quickly began to use total war tactics

Combatants in World War I quickly began to use total war tactics Combatants in World War I quickly began to use total war tactics Governments committed all their nation s resources and took over industry to win the war Soldiers were drafted, the media was censored,

More information

Understanding Diplomacy through Wargaming: Rules and Introduction

Understanding Diplomacy through Wargaming: Rules and Introduction Understanding Diplomacy through Wargaming: Rules and Introduction Introduction The objective of this game is to provide a recreation of the political situation in Europe before the beginning of World War

More information

The War in Europe and North Africa Ch 24-1

The War in Europe and North Africa Ch 24-1 The War in Europe and North Africa Ch 24-1 The Main Idea After entering World War II, the United States focused first on the war in Europe. Content Statement Summarize how atomic weapons have changed the

More information

SS.7.C.4.3 Describe examples of how the United States has dealt with international conflicts.

SS.7.C.4.3 Describe examples of how the United States has dealt with international conflicts. SS.7.C.4.3 Benchmark Clarification 1: Students will identify specific examples of international conflicts in which the United States has been involved. The United States Constitution grants specific powers

More information

THE UNITED STATES NAVAL WAR COLLEGE

THE UNITED STATES NAVAL WAR COLLEGE NWC 1159 THE UNITED STATES NAVAL WAR COLLEGE JOINT MILITARY OPERATIONS DEPARTMENT A Guide for Deriving Operational Lessons Learned By Dr. Milan Vego, JMO Faculty 2006 A GUIDE FOR DERIVING OPERATIONAL LESSONS

More information

FLASHPOINT : CENTRAL FRONT

FLASHPOINT : CENTRAL FRONT VII Corps Defense of Hof Gap Situation: The deteriorating economic situation and political unrest in the Warsaw pact countries created a time of tension between NATO and the Soviet Union and its allies.

More information

Bell Quiz: Pages

Bell Quiz: Pages Bell Quiz: Pages 569 577 1. What did Hitler do to the U.S. three days after Pearl Harbor? 2. What system did the U.S. employ to successfully attack German U-boats? 3. Which country in the axis powers did

More information

WWII Begins. European Axis Leadership. Benito Mussolini Duce of Italy Adolf Hitler Führer of Germany b d.

WWII Begins. European Axis Leadership. Benito Mussolini Duce of Italy Adolf Hitler Führer of Germany b d. WWII Begins European Axis Leadership Benito Mussolini Duce of Italy 1925 1943 b.1883 - d.1945 Adolf Hitler Führer of Germany 1934-1945 b.1889 d. 1945 Allied Leaders Winston Churchill start speech at 1:04

More information

KEREN 1941, EAST AFRICA

KEREN 1941, EAST AFRICA KEREN 1941, EAST AFRICA AAR of World at War 25 Keren, 1941: East Africa Orders to Sudan Based Forces January 30, 1941 From: Commander in Chief, Middle East Command, General Archibald Wavell To: Commander

More information

Ch 25-4 The Korean War

Ch 25-4 The Korean War Ch 25-4 The Korean War The Main Idea Cold War tensions finally erupted in a shooting war in 1950. The United States confronted a difficult challenge defending freedom halfway around the world. Content

More information

These rules use the following color system: Red for critical points such as errata and exceptions, Blue for examples of play. 1.

These rules use the following color system: Red for critical points such as errata and exceptions, Blue for examples of play. 1. CONTENTS 1.0 INTRODUCTION 2.0 THE MAP 3.0 PLAYING PIECES 4.0 DEFINITIONS 5.0 SETTING UP THE GAME 6.0 HOW TO WIN 7.0 SEQUENCE OF PLAY 8.0 MALE 9.0 FCES & STACKING 10.0 STAGING AREAS 11.0 RECRUITING & REFITTING

More information

Invasion Interception

Invasion Interception Invasion Interception Background It is summer of 1942 in a Pacific Theater Campaign game. The U.S. is trying to invade Niutao in the Ellice Islands. Japan is defending the island with a one factor infantry

More information

WORLD WAR LOOMS. America Moves Towards War

WORLD WAR LOOMS. America Moves Towards War WORLD WAR LOOMS America Moves Towards War Americans Cling to Isolationism Public outraged at profits of banks, arms dealers during WWI Americans become isolationists; FDR backs away from foreign policy

More information

I. Operational Maneuver Chart: The campaign consist of a series of Combat Columns containing 1-5 Engagement Areas. The Engagement Areas are made up

I. Operational Maneuver Chart: The campaign consist of a series of Combat Columns containing 1-5 Engagement Areas. The Engagement Areas are made up I. Operational Maneuver Chart: The campaign consist of a series of Combat Columns containing 1-5 Engagement Areas. The Engagement Areas are made up of 2-3 Assault maps (any scale map may be used). Players

More information

6/1/2009. On the Battlefields

6/1/2009. On the Battlefields On the Battlefields By 1945: 4 th largest in the world. Coastal Patrol in the early days (many PEI soldiers) Germany s Plan: use U-Boats to cut off supply lines between North America and Europe. Canada

More information

FRANCE 25/35* 25/35* 25/35* 25/35* 25/35* 25/35* 25/35* 25/35* 25/35* 25/35* (After

FRANCE 25/35* 25/35* 25/35* 25/35* 25/35* 25/35* 25/35* 25/35* 25/35* 25/35* (After NAPOLEON AND HIS MARSHALS GAME CHARTS 4.0 Copyright 2018 Two Generals Games LLC Permission is granted to game owners to copy for non-commercial purposes. Max New Builds and Replacements Per Year 1805 1806

More information

World War II The Pacific Theater 1. Between which what dates did the Pacific War take place? 2. What event between Japan and China did it begin with?

World War II The Pacific Theater 1. Between which what dates did the Pacific War take place? 2. What event between Japan and China did it begin with? World War II The Pacific Theater 1. Between which what dates did the Pacific War take place? 2. What event between Japan and China did it begin with? 3. What does it end with? 4. What was the Great East

More information

6-7: ENDING THE SECOND WORLD WAR

6-7: ENDING THE SECOND WORLD WAR 6-7: ENDING THE SECOND WORLD WAR I. Overview A. Americans viewed the war as a fight for the survival of freedom and democracy against fascist and militarist ideologies. This perspective was later reinforced

More information

The War in the Pacific 24-3

The War in the Pacific 24-3 The War in the Pacific 24-3 Content Statement/Learning Goal Content Statement Summarize how atomic weapons have changed the nature of war, altered the balance of power and began the nuclear age. Learning

More information

Admiral Isoroku Yamamoto Admiral Chester Nimitz

Admiral Isoroku Yamamoto Admiral Chester Nimitz The United States in World War II "The fate of the Empire rests on this enterprise every man must devote himself totally to the task in hand." Admiral Isoroku Yamamoto - Commander in Chief of the Japanese

More information

By Helen and Mark Warner. Teaching Packs - World War II - Page 1

By Helen and Mark Warner. Teaching Packs - World War II - Page 1 By Helen and Mark Warner Teaching Packs - World War II - Page 1 In this section, you will learn about... 1. When the two World Wars took place. In the 20th century, there were two World Wars. The First

More information

Affectations BR : Corps : I, VIII, XII, XXX, IICAN jour jour jour Valeur. jour. Dates. jour

Affectations BR : Corps : I, VIII, XII, XXX, IICAN jour jour jour Valeur. jour. Dates. jour TLD 2nde édition Dates Unités 1 Airborne 6 Airborne GD Blindée 7 Blindée 11 Blindée 3 Inf 15 Inf 43 Inf 49 Inf 50 Inf 51 Inf 53 Inf 59 Inf 1 POL Bl. 2 CAN Inf 3 CAN Inf 4 CAN Bl. Affectations BR : Corps

More information

Totals: 51 [33, 7, 1, 5, 1, 4]

Totals: 51 [33, 7, 1, 5, 1, 4] The Content table below lists all the pages in this PDF file, in the current order and sizes presented. (can of course reorder by page size or content for the printer, Ken) Content No. Pages Page size

More information

US History, Ms. Brown Website: dph7history.weebly.com

US History, Ms. Brown   Website: dph7history.weebly.com Course: US History/Ms. Brown Homeroom: 7th Grade US History Standard # Do Now Day #90 Aims: SWBAT identify key events of the War of 1812 DO NOW Directions: Answer the following questions in complete and

More information

A. The United States Economic output during WWII helped turn the tide in the war.

A. The United States Economic output during WWII helped turn the tide in the war. I. Converting the Economy A. The United States Economic output during WWII helped turn the tide in the war. 1. US was twice as productive as Germany and five times as that of Japan. 2. Success was due

More information

NOTE BY THE SECRETARY. to the NORTH ATLANTIC DEFENSE COMMITTEE THE STRATEGIC CONCEPT FOR THE DEFENCE OF THE NORTH ATLANTIC AREA

NOTE BY THE SECRETARY. to the NORTH ATLANTIC DEFENSE COMMITTEE THE STRATEGIC CONCEPT FOR THE DEFENCE OF THE NORTH ATLANTIC AREA 1 December 1949 Pages 1-7, incl. NOTE BY THE SECRETARY to the NORTH ATLANTIC DEFENSE COMMITTEE on THE STRATEGIC CONCEPT FOR THE DEFENCE OF THE NORTH ATLANTIC AREA The enclosed report is a revision of DC

More information

D-Day 6 June Mark D. Harris Colonel, US Army 06 June 2014

D-Day 6 June Mark D. Harris Colonel, US Army 06 June 2014 D-Day 6 June 1944 Mark D. Harris Colonel, US Army 06 June 2014 Axis Advance Fall of Poland (Sep 1939) Fall of Denmark and Norway (Apr 1940) Fall of the Netherlands, Belgium and France (May to Jun 1940)

More information

The. Most Devastating War Battles

The. Most Devastating War Battles The 7 Most Devastating War Battles Prepared By: Kalon Jonasson, Ashley Rechik, April Spring, Trisha Marteinsson, Yasmin Busuttil, Laura Oddleifsson, Alicia Vernaus The Vietnam War took place from 1957

More information

Bathtub D-Day 6 th June, A Flames of War Grand Battle Scenario

Bathtub D-Day 6 th June, A Flames of War Grand Battle Scenario Bathtub D-Day 6 th June, 1944 A Flames of War Grand Battle Scenario Operation Overlord, the Anglo-American invasion of Hitler s Fortress Europe, was a pivotal event in the Second World War. This scenario

More information

Air Mobile. Air Recovery. Air Reserves

Air Mobile. Air Recovery. Air Reserves Symbols : The symbol for rounding fractions up. That is, a value of 4.1 ( ) = 5. : The symbol for rounding fractions down. That is, a value of 2.9 ( ) = 2. =: The symbol for retain fractions. That is,

More information

CHAPTER 24 THE UNITED STATES IN WORLD WAR II The Big Picture: The United States succeeded along with the Allies to defeat the Axis powers in Europe

CHAPTER 24 THE UNITED STATES IN WORLD WAR II The Big Picture: The United States succeeded along with the Allies to defeat the Axis powers in Europe CHAPTER 24 THE UNITED STATES IN WORLD WAR II The Big Picture: The United States succeeded along with the Allies to defeat the Axis powers in Europe and the Pacific. Yet the cost of victory and the discovery

More information

Avalanche Press. Spring 2011

Avalanche Press. Spring 2011 Avalanche Press Spring 2011 SECOND WORLD WAR AT SEA Seek the enemy on the operational map, and fight him on the tactical map in our most popular game series. CORAL SEA START HERE! History s first carrier

More information

WWII: Pacific Theater

WWII: Pacific Theater WWII: Pacific Theater Island Hopping -U.S. tactic to fight Japan - Leapfrog over unimportant islands, capture strategic islands -Eventual target: Japan General Douglas MacArthur Admiral Chester A. Nimitz

More information

Napoleon against Europe

Napoleon against Europe Revised rules 0 Hexasim SARL TABLE OF CONTENT 0. INTRODUCTION. GAME PIECES. Units. Generals. Markers. GAME MAP. Zones. GLOSSARY. CONTROL OF ZONES 5 5. TURN SEQUENCE 5. Interphase 5. Activation Phase 5.

More information

The War in Europe 5.2

The War in Europe 5.2 The War in Europe 5.2 On September 1, 1939, Hitler unleashed a massive air & land attack on Poland. Britain & France immediately declared war on Germany. Canada asserting its independence declares war

More information

Bell Quiz: Use Pages

Bell Quiz: Use Pages Bell Quiz: Use Pages 578-583 1. Who was used in the pacific as radio operators and spoke a code that the Japanese could never break? 2. What was the importance of the American victory at the Battle of

More information

National Security Policy: American National Security Policy 1

National Security Policy: American National Security Policy 1 National Security Policy: 1950-1952 Policy 1 Review: 1945-1949 Dominant Threat Economy National Security Strategy Military demobilization Economic aid to threatened interests Truman Doctrine Political-economic

More information

Grade Distribution. Topographic Features. Strategic Passages 3/23/2018. Military Geography Exercise

Grade Distribution. Topographic Features. Strategic Passages 3/23/2018. Military Geography Exercise 3/23/2018 Grade Distribution 3 A (highest score 98) 3 B 5 C 3 D 2 F (did not turn in Part 1 of exam worth 45 pts) 1 missed exam 13: Strategic Nature of New York Examples of Military Geography Prof. Anthony

More information

Welcome to the Vietnam Air War!

Welcome to the Vietnam Air War! Phantom Leader places you in command of a US Air Force or US Navy Tactical Fighter squadron in Vietnam between 1965 and 1972. You must not only destroy the targets but also balance the delicate political

More information

Counter Attack! Introduction

Counter Attack! Introduction Counter Attack! Introduction After the surprise Combine attack depicted in the scenario The Great Patriotic War, the front stabilized with marginal Combine gains. The battle may well have been forgotten,

More information

Slide 1. Slide 2. Slide 3. Form into NGT pairs and then fours to consider the above table:

Slide 1. Slide 2. Slide 3. Form into NGT pairs and then fours to consider the above table: Slide 1 Raw Data Analysis Slide 2 In this lesson we will view and analyse a small quantity of data relating to the Great War. The data will be presented in two parts: (a) Pre-war & (b) Post-war. Slide

More information

SSUSH20 The student will analyze the domestic and international impact of the Cold War on the United States.

SSUSH20 The student will analyze the domestic and international impact of the Cold War on the United States. SSUSH20 The student will analyze the domestic and international impact of the Cold War on the United States. The Cold War The Cold War (1947-1991) was the era of confrontation and competition beginning

More information

Reading Essentials and Study Guide

Reading Essentials and Study Guide Lesson 3 Cold War Conflicts ESSENTIAL QUESTION How does conflict influence political relationships? Reading HELPDESK Academic Vocabulary temporary lasting for a limited time; not permanent emerge to come

More information

Guadalcanal Campaign Objective: Henderson Airfield

Guadalcanal Campaign Objective: Henderson Airfield Henderson Airfield Guadalcanal Campaign Objective: Henderson Airfield Location: Solomon Islands, Guadalcanal Commanders: Lt. Gen. Harukichi Hyakutake Gen. Alexander Vandegrift Historical Background After

More information

HAWAII OPERATION ATTACK ON PEARL HARBOR

HAWAII OPERATION ATTACK ON PEARL HARBOR HAWAII OPERATION ATTACK ON PEARL HARBOR PROPAGANDA: Attack was on Sunday, December 7, 1941 Sunday = Day off for US soldiers OVERALL: On December 7, 1941, Japan surprise attacks Pearl Harbor Japan dropped

More information

Example of Play: Air-naval interaction Scenario: Coral Sea: Scratch one flattop! By Eric Thobaben Jan 2004

Example of Play: Air-naval interaction Scenario: Coral Sea: Scratch one flattop! By Eric Thobaben Jan 2004 Example of Play: Air-naval interaction Scenario: Coral Sea: Scratch one flattop! By Eric Thobaben Jan 2004 If you re new to A World at War, and the rules for air-naval interactions seem overwhelming, you

More information

The Campaign Book Supplemental

The Campaign Book Supplemental The Campaign Book Supplemental The Campaign system requires that both players roll Battle Dice at Campaign Dice Rolls different times throughout the campaign. These rolls represent several things, including

More information

U.S. Is Drawn Into the War

U.S. Is Drawn Into the War U.S. Is Drawn Into the War 1. What was the intent of the Japanese when they attacked Pearl Harbor on December 7, 1941? They want to destroy the American Navy. vs. Aerial Photo of Pearl Harbor Japanese

More information

Kharkov, A Flames of War Mega-Game Scenario

Kharkov, A Flames of War Mega-Game Scenario Kharkov, 1942 A Flames of War Mega-Game Scenario After a very difficult winter of 1941, German forces on the eastern front spent the spring rebuilding and fending off ever weakening Soviet attacks, while

More information