The War: The Pacific 1941-45 Rules Booklet

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1 The War: Europe 1939-1945 – 1st Edition Rules v4 Copyright, 2010, Ernie Cople

1.0 Introduction to The War

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2 1.0 Introduction to The War

7.0 Naval Operations

1.1 Number of Players 1.2 Definitions

7.1 Naval and Naval-Air Operations 7.1.1Diminishing Japanese Capabilities 7.1.2 Magic 7.2 Ports 7.2.1 Improved Ports 7.2.2 Double Ports and Triple Ports 7.2.3 Changing Bases from One Port to Another 7.3 Naval Movement 7.4 Movement through Straits 7.5 Patrols 7.6 Task Forces (TFs) 7.6.1 TFs in TW-Europe vs. TW-Pacific 7.6.2 TFs in TW-Pacific 7.6.2.1 TF Size 7.6.2.2 Losses Inflicted on TFs 7.6.2.3 Task Force Equivalents (TFEs) 7.6.2.4 Which TFs Engage in Battle 7.7 Sea Transport 7.8 Strategic Movement (Stratmoves) 7.8.1 Strategic Movement of Ground and Air Units 7.8.2 Strategic Movement of Naval Units 7.8.3 British Strategic Movement around the Cape of Good Hope 7.9Amphibious Invasions 7.9.1 Invasion Capacity 7.9.2 Assaulting Beach Hexes 7.9.3 Shore Bombardment (SBS) 7.9.4 Beachheads 7.10 Naval Interception and Counter-Interception 7.10.1 Normal Modifiers 7.10.2 Evasion Chits 7.10.3 Air Interception 7.10.4 Interdicting Sea Supply 7.10.5 Multiple Interceptions in the Same Sea Area 7.11 Naval-Air and Naval Combat 7.11.1 Naval-Air Combat in Sea Areas 7.11.1.1 Computing the Odds - Air-to-Air Combat 7.11.1.2 Air Attack on Naval Units in Port and at Sea 7.11.1.3 Air Cover 7.11.1.4 Surprise Attacks 7.11.1.5 Naval Flak 7.11.1.6 Air Attack on Naval Units 7.11.1.7 Air Attack on Naval Units Under Construction 7.11.1.8 Naval-Air Combat Sequence 7.11.1.9 Naval Combat Sequence 7.11.1.10 Flak Rolls for Naval-Air Battles 7.11.1.11 Naval-Air and Naval Combat Results 7.12 Depleted Fleets 7.13 Naval Nationality 7.13.1 First-Rate Naval Units 7.13.2 Second-Rate Naval Units 7.13.3 Third-Rate Naval Units 7.13.4 Fourth-Rate Naval Units 7.13.5 Combat Using Forces With Different Ratings

2.0 Game Components 2.1 Map Board 2.2 National Display Cards (Country Cards) 2.3 Tables and Charts 2.4 Unit Counters 2.5 Time, Unit and Map Scales 2.6 Unit Types 2.7 Setting up the Units

3.0 Sequence of Play 3.1 Receive NARFs and Force Pool Additions 3.2 Weather 3.3 Diplomacy and Planning Segment 3.3.1 Logistical Efforts (LEs) 3.3.2 Magic, Intelligence Points and Intelligence Coups 3.3.3 Placing LEs and Announcing Diplomatic Targets 3.4 Declaration of War (DOW) Segment 3.5 Strategic Warfare (SW) Segment 3.6 Operations Segment 3.7 Unit Construction and Reserve Creation (aka Build Segment) 3.8 Strategic Movement (Stratmove) Segment 3.9 Supply Segment 3.9.1 Supply Check 3.9.2 Repairing Depleted Units 3.9.3 Breakdown Units 3.10 End-of-Turn Segment 3.10.1 Determine Which Nations Have Surrendered 3.10.2 End of Turn Political and Administrative Items 3.10.3 Check Victory Conditions 3.10.4 Preparing for the New Year Start 3.11 Using the Sequence of Play Card

4.0 Logistics 4.1 Sustained Logistical Efforts (SLEs) 4.2 Regional Logistical Efforts (RLEs) 4.3 Limited Logistical Efforts (LLEs) 4.4 Movement Logistical Efforts (MLEs) 4.5 Pass

5.0 Strategic Warfare 5.1 The Submarine War and Anti-Submarine Warfare 5.1.1 ASW Combat 5.1.2 Computing Losses from Subs and Raiders 5.1.2.1 Convoy Ambushes 5.1.2.2 Convoy Massacre 5.1.2.3 Tanker Massacre 5.1.2.4 Sub Attrition 5.1.2.5 Codebreaking and the Sub War 5.2 Strategic Bombing 5.2.1 Critical Industry Hits 5.2.2 Firestorms 5.2.3 Bomber Attrition 5.2.4 Japanese Strategic Bombing of Nationalist China 5.3 On-Board Use of SW Units 5.3.1 Japanese SUBs as Fleets 5.3.2 Japanese SUBs – Strategic Warfare

6.0 Alliance Systems 6.1 Alliances and Neutral Countries 6.2 Alliances at the Start of the Game 6.2.1 France and Britain 6.2.2 The Soviet Union, the Western Allies and Nationalist China 6.2.3 Japan, Germany and Italy 6.3 Treaty Obligations and Effects of Alliances on Play 6.4 Declarations of War (DOWs) 6.4.1 Procedure 6.4.2 DOW Costs 6.4.3 Surprise Attacks without a DOW 6.4.4 Cessation of Hostilities 6.5 Minor Country and Colonial Diplomacy

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8.0 Strategic Movement (Stratmoves) and Strategic Movement Points (SMPs) 8.1 Stratmoving Ground Units 8.1.1 Strategic Movement Process 8.1.2 Cost of Strategic Movement 8.1.3 General Limitation of Strategic Movement 8.2 Strategic Movement by Sea 8.2.1 Strategic Movement Using Naval Units Alone 8.2.2 Limitations: Stratmoves vs. Sea Transport 8.2.3 Strategic Movement to Off-Board Boxes 8.3 Strategic Movement of Air and PARA Units 8.3.1 Strategic Movement by Air 8.3.2 Limitations on Air Stratmoves 8.3.3 Strategic Movement of Ground and Air Units by Sea 8.4 Strategic Movement Capacity 8.4.1 Increasing SMP Capacity Levels 8.4.2 SMP Levels and Railmoves 8.5 Other Limits and Special Cases 8.5.1 Political and Geographic Constraints on Strategic Movement

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3 8.5.2 Special Cases: Nationalist China and Siberia 8.5.3 Installations 8.5.4 Special Case: The United States 8.5.5 U.S. Inter-Theater Transfer in TW-Global 8.6 Minor Country and Colonial Satellites 8.7 The Anglo-American Partnership 8.8 Map Board Boxes 8.8.1 Canada Box 8.8.2 India Box 8.8.3 Panama Canal Box 8.8.4 South Africa Box 8.8.5 Urals Box 8.8.6 The U.S. West Coast Box

9.0 Ground Unit Movement 9.1 Rail Movement 9.1.1 Eligibility for Rail Movement 9.1.2 Rail Capacity 9.1.3 Cost of Rail Movement 9.1.4 Continental Zones and the Pacific-Indian Ocean Zone 9.2 First and Second Impulse Movement 9.3 Basic Ground Unit Movement Costs 9.4 Enemy-Occupied Hexes 9.4.1 Neutral Major Powers 9.4.2 Associate and Satellite Minor Countries 9.5 Movement is Optional 9.6 Stacking Limits 9.6.1 Stacking: Western Allied and Nationalist Chinese Units 9.6.2 Stacking in Bridgeheads, Breaches, Beachheads, Atolls and One-Hex Islands 9.6.3 Stacking and Breakdown Units 9.6.3.1 Japanese Breakdown Units 9.6.3.2 Nationalist Chinese Breakdown Units 9.6.3.3 American Breakdown and Inter-Theater Transfer Units 9.6.3.4 British Breakdown and Inter-Theater Transfer Units 9.6.3.5 Soviet Breakdown and Inter-Theater Transfer Units 9.6.3.6 “Build-Up” Units 9.7 Details of Zones of Control (ZOCs) 9.8 Automatic Victory (AV) and Movement 9.9 Reserves

10.0 Ground Combat 10.1 Attacking 10.1.1 Procedure 10.1.2 Limitations 10.2 Conducting Combat Operations 10.2.1 First Impulse Air Combat Phase 10.2.2. First Impulse Combat Phase 10.2.3 Results of First Impulse Combat 10.2.4 Second Impulse Movement Phase 10.2.5 Second Impulse Combat Phase 10.2.6 Ground Combat Results for Breakdown Units and Units with Less than 4 Factors 10.2.7 Second Impulse Supply 10.2.8 Hex Control after Second Impulse Movement and Combat 10.3 Constraints on Ground Units and Special Cases 10.3.1 Terrain Effects 10.3.2 Exchanges and Exchange/Pyrrhic Victory Results 10.3.3 Beach Hexes and Airborne Landing Hexes – Failed Attacks 10.3.4 Losses Shared Among Allies 10.3.5 Motorized Infantry Units 10.3.6 Japanese Attrition in China 10.4 Retreating 10.5 Advancing After Combat 10.6 Effect of Terrain on Ground Combat 10.6.1 Atolls and One-Hex Islands 10.6.2 Clear and Desert Hexes 10.6.3 Beach Hexes 10.6.4 Forest Hexes 10.6.5 Fortifications 10.6.6 Enhanced Fortifications 10.6.7 Mountains 10.6.8 Fortresses 10.6.9 Swamps 10.6.10 Cities

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10.6.11 Ports 10.6.12 River or Crossable Strait Hex Sides 10.6.13 All-Sea Hexes and Hex Sides 10.6.14 Outback 10.6.15 Jungle Hexes 10.6.16 Jungle Mountain Hexes 10.6.17 Different Types of Terrain in the Same Hex 10.7 Captured Fortresses 10.8 Ground Unit Nationality 10.8.1 First-Rate Ground Units 10.8.2 Second-Rate Ground Units 10.8.3 Third-Rate Ground Units 10.8.4 Fourth-Rate Ground Units 10.8.5 Nationality Modifiers for Mixed Forces

11.0 Air Operations 11.1 Airbases 11.1.1 Building Airbases 11.1.2 Restrictions on Using Airbases and the Capture of Airbases 11.2 Air Unit Movement 11.2.1 Range 11.2.1.1 Air Range and Staging Range 11.2.1.2 Staging Limits 11.2.1.3 Computing Air Range for a Mission 11.2.2 Returning to Base 11.2.3 Restrictions on Air Missions 11.3 Offensive Air Support (OAS) 11.3.1 Performing OAS Missions 11.3.2 Restrictions on OAS 11.4 Defensive Air Support (DAS) 11.4.1 Performing DAS Missions 11.4.2 Depleted Air Units and DAS 11.5 Counter-Air Missions 11.5.1 Strafing and Bombing Airfields 11.5.2 Airbase Flak 11.6 Carriers (CVs) and Carriers’ Naval Air Components (NAC) Combat 11.7 Carrier Air Strikes 11.7.1 Executing Carrier Air Strike Missions vs. Ships in Port 11.7.2 Surprise Effects on Ships Attacked at Sea and in Port 11.7.3 First-Time Surprise Effects 11.7.4 Limitations on Surprise Effects 11.7.5 Carrier Air Strikes against Enemy Air Units 11.7.6 Carrier Air Strikes and Beachheads 11.8 Guidelines for Intercepting Enemy Air Missions 11.8.1 Flying to and from a Target 11.8.2 Restrictions on Interception 11.8.3 Special Case; Interception of Carrier Air Strikes and NAC Interception of Land-Based Air 11.9 Air Combat 11.10 Repairing Depleted Air Units 11.11 Air Force Nationality Levels 11.11.1 First-Rate Air Units 11.11.2 Second-Rate Air Units 11.11.3 Third-Rate Air Units 11.11.4 Fourth-Rate Air units 11.11.5 Combat Using Forces with Different Ratings 11.12 Flak 11.12.1 Inherent Flak Factors 11.12.2 Light Flak Units 11.12.3 Heavy Flak Factors 11.12.4 Flak Nationality and Modifiers 11.12.5 Flak in Hexes Containing Multiple Targets 11.13 Jets 11.14 Airborne Operations 11.14.1 Mechanics of Airborne Landings 11.14.2 Target Hexes 11.14.3 Contested Airborne Landings 11.14.4 Airborne Special Abilities 11.14.5 Airborne Supply 11.15 Kamikazes 11.15.1 Conversions of Conventional Air units to Kamikazes 11.15.2 Kamikaze Range and Effects 11.15.3 Basing Kamikazes 11.15.4 Limitations on Kamikazes 11.15.5 Kamikazes in Air Combat 11.15.6 Kamikazes Attacks on Naval Units

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4 12.0 Supply 12.1 Supply Lines 12.1.1 Tracing Supply Lines 12.1.2 Interdicting Supply 12.2 Sources of Supply 12.2.1 Capitals 12.2.2 National Capital Supply Sources 12.2.3 India as an Allied Supply Source 12.2.4 Supply in Bypassed Japanese-Held Islands 12.2.5 Minor Country Capitals 12.3 Supply for Airborne Drops and Exploiting Ground Units 12.4 Supply Line Length and Capacity 12.5 Supply for Amphibious Landings 12.6 Effects of Being Out of Supply 12.6.1 Immobility of Unsupplied Units 12.6.2 Combat Supply 12.6.3 Consequences of Being Unsupplied 12.6.4 Units Eliminated Out of Supply 12.7 Overseas Supply 12.7.1 Mechanics 12.7.2 Interruption of Seaborne Supply 12.7.3 Sea Transport 12.7.4 Control and Tracing Supply through Disputed Sea Areas 12.8 Fortress Supply

13.0 Static Units and Fortresses 13.1 Static (STA) Units 13.2 Fortresses 13.2.1 Fortresses at Start of 1939 Campaign Game 13.2.2 Constructing Fortresses 13.2.3 Besieging Fortresses

14.0 National Resource Factors (NARFs) 14.1 NARF Base Levels 14.1.1 Adjustments During the Year 14.1.2 Limitations on NARF Increases 14.1.3 Balance of NARFs at Year End 14.1.4 Zero and Negative NARFs 14.1.5 Effect of American Oil Embargo on Japanese NARFs 14.2 Year-Start NARF Income 14.3 Economic Growth 14.3.1 Pre-War U.S. Growth 14.3.2 Minor Country Growth 14.3.3 Annual Growth Rates and Limits to Growth 14.4 Minor Countries and Colonies’ NARFs 14.5 Conquests and NARFs 14.6 Conquered Major Powers and Major Power Cities 14.6.1 Special Cases: Conquered Nationalist Chinese, British and Soviet Cities 14.7 Colonial Possessions 14.8 NARF Grants 14.8.1 Limitations 14.8.2 Lend-Lease: The U.S. and Nationalist China 14.8.2.1 Lend-Lease to Nationalist China via India 14.8.2.2 Lend-Lease to Nationalist China via French Indochina 14.8.2.3 Lend-Lease to Nationalist China via Burma 14.8.3 Lend-Lease to Britain and the Soviet Union 14.8.4 Peacetime Lend-Lease from the United States 14.8.5 NARF Grants by Japan

15.0 Building and Repairing Units 15.1 Unit Construction. 15.1.1 National Force Pools 15.1.2 Cost of Building and Repairing Units 15.1.3 Details on Repairing Units 15.1.3.1 Air Units 15.1.3.2 Naval Units 15.1.3.3 Ground Units 15.1.4 Time Lags and Construction 15.1.5 Shipyards and Naval Construction 15.1.5.1 Limits on Shipbuilding 15.1.5.2 Fleet Construction and Repair

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15.1.5.3 Submarine and ASW Construction 15.1.5.4 Accelerated Naval Construction and Repair 15.1.5.5 Shipbuilding and Lend-Lease 15.1.5.6 Bombing Shipyard 15.1.6 Constraints on Construction 15.1.6.1 Overall Construction Limits and Major Power NARF Bases 15.1.6.2 Irreplaceable Units 15.2 Placing Newly-Built Units 15.2.1 Placing Newly-Built Naval Units 15.2.2 Placing Newly-Built Ground Units 15.2.3 Placing Newly-Built Air Units 15.2.4 Placing Newly-Built Installations 15.2.5 Placing Newly-Built SW Units 15.3 Units Eliminated Out of Supply 15.4 Minor Country Units 15.5 Voluntary Elimination

16.0 Diplomacy 16.1 Influence 16.1.1 Using Political Points (“POPs”) 16.1.2 Diplomatic Limits 16.1.3 Resolving Diplomatic Rolls 16.1.4 Limitations on Placing POPs 16.1.5 Minor Countries and Colonies Ineligible as Diplomatic Targets 16.1.6 Improving Relations 16.1.6.1 Improving Relations with Minor Countries 16.1.6.2 Improving Relations with Colonies 16.1.7 Espionage and Counter-Espionage 16.1.7.1 Purchasing Espionage and Counter-Espionage Counters 16.1.7.2 Playing Espionage and Counter-Espionage Counters 16.1.7.3 Limits on Using Espionage and Counter-Espionage Counters 16.1.7.4 Diplomatic Effects of Espionage Counters 16.1.7.5 Diplomatic Effects of Counter-Espionage Counters 16.1.7.6 Espionage, Counter-Espionage and Partisans 16.1.7.7 Optional Espionage and Counter Espionage Cards 16.2 Universal Diplomatic Modifiers 16.3 Diplomatic Status of Minor Countries and Colonies 16.3.1 Neutral Countries 16.3.2 Sympathizer 16.3.3 Associate 16.3.4 Satellite 16.4 Loyalty Status of Colonies 16.5 Special Case: Japanese-Soviet Relations 16.6 Optional Rule: Variants

17.0 National Rules: Britain and France 17.1 British Prestige in Asia 17.2 British Surrender Roll 17.3 Surrender Effects 17.4 British CV-1s 17.5 British and French Pacific Island Groups 17.6 British Empire Level and Base – TW-Pacific and TW-Global 17.7 British Empire Construction Costs 17.8 France and French Indochina

18.0 National Rules: Nationalist China 18.1 Status 18.2 Surrender of Nationalist China 18.3 Revival of Nationalist China 18.4 War of Resistance: Nationalist Chinese Stacking 18.5. Nationalist Chinese Units 18.6 Nationalist Chinese Supply 18.7 Nationalist Chinese Cities

19.0 National Rules: Communist China 19.1 Status of Communist China 19.2 Chinese Communist Units 19.3 Chinese Communist Upgrades 19.4 Surrender of Communist China 19.5 Soviet Units and Communist China 19.6 Communist Cooperation with Nationalist China 19.7 Communist Chinese Cities

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5 20.0 National Rules: Japan 20.1 Japan and Pearl Harbor 20.2 Japanese Manchurian Garrison and Siberia 20.3 Japanese Surrender 20.4 The Chinese Morass

21.0 National Rules: The Soviet Union 21.1 Soviet Union’s Entry into the War 21.2 Soviet Surrender 21.3 Effects of Japanese Occupation 21.4 Fortress and Fortification Limitations 21.5 1939-1945 Soviet Unit Placement and Japanese Attack 21.5.1 Siberian/Mongolian Garrison 21.5.2 Soviet Inter-Theater Transfer 21.6 Soviet Supply 21.7 Soviet Caution and European Commitments 21.8 Soviet Casualties 21.9 Soviet Quality Ratings 21.10 Soviet Activities While Neutral 21.11 Soviet NARF Level and Base, TW-Pacific and TW-Global

22.0 National Rules: the U.S. 22.1 U.S. Placement and Initial Deployment 22.2 U.S. Exit from the War: Sudden Death Japanese Victory 22.3 Declaring War 22.3.1 Process of Entering the War 22.3.2 DOW Costs 22.3.3 Deploying U.S. Units onto the Board 22.4 U.S. NARF Level 22.4.1 U.S. Starting NARF Level 22.4.2 U.S. Mobilization 22.4.3 U.S. NARF Level and Base, TW-Pacific and TW-Global 22.5 Nationalist Chinese Diplomacy 22.5.1 Nationalist Chinese Propaganda in the U.S. 22.5.2 Flying Tigers 22.6 Lend Lease 22.7 U.S. Pre-War Building Limits 22.7.1 Shipyard, Ground and Air Unit Building Limits 22.7.2 Pre-War U.S. Growth and Impact of Pre-War Building on U.S. NARF Base 22.8 U.S. Diplomacy, Espionage and Variants Prior to Entering the War 22.9 Japanese Propaganda in the U.S. 22.10 U.S. Pacific Entry Level 22.11 U.S. Atomic Bomb Program

23.0 Minor Countries, Colonies and Occupied Areas 23.1 Conquering Minor Countries and Colonies 23.2 The Economic Value of Minor Countries and Colonies 23.2.1 Australia and New Zealand 23.2.2 Bhutan 23.2.3 Burma 23.2.4 Canada 23.2.5 Ceylon 23.2.6 Chinese Nationalist Sympathizer Provinces 23.2.7 Colonies 23.2.8 Communist China 23.2.9 The Dutch East Indies 23.2.10 Formosa 23.2.11 French Indochina 23.2.12 Hong Kong 23.2.13 India 23.2.14 Korea 23.2.15 Malaya 23.2.16 Manchukuo (aka Manchuria) 23.2.17 Mongolia 23.2.18 Nepal 23.2.19 Pacific and Indian Ocean Island Colonies 23.2.20 Papua and New Guinea 23.2.21 The Philippines

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23.2.22 Portuguese Macau and Timor 23.2.23 Sarawak 23.2.24 Siam 23.2.25 Singapore 23.2.26 South Africa

24.0 Oil 24.1 Oil and Oil Factors 24.2 Japan and the U.S. Oil Embargo

25.0 Partisans 25.1 Atrocities and Partisan Creation 25.1.1 Japanese Atrocities 25.2 Partisans and Puppet Troops 25.3 Partisans in Combat 25.4 Partisan Effects

26.0 Weather 26.1 Weather on the Siberian Front 26.1.1 Siberian Winter 26.2 India-Southeast Asian Front Monsoon 26.2.1 India-Southeast Asian Front Spring Weather 26.2.2 India-Southeast Asian (ISEA) Summer Weather

27.0 Victory 27.1 Victory Conditions 27.2 Objectives

28.0 Variants (Optional) 28.1 Japanese Variants 28.2 Allied Variants 28.2.1 British Variants 28.2.2 Soviet Variants 28.2.3 U.S. Variants 28.2.4 Nationalist Chinese Variants

29.0 Additional Optional Rules 29.1 Forced March 29.2 Alternative Magic System 29.3 Pilot and Air Crew Training 29.4 Submarines and ASW Cards 29.5 Strategic Bomber and Interceptor Cards 29.6 Espionage and Counter-Espionage Cards 29.7 Simplified Diplomacy and Espionage 29.8 Optional Submarine Attrition 29.9 Submarines and Capital Ships 29.10 Air Missions 29.11 Fleet Suicide Missions 29.12 The Doolittle Raid 29.13 Japanese Raiders 29.14 Geographic POPs 29.15 Nationalist Chinese Units in India and Burma 29.16 Nationalist Chinese Morale 29.17 Pure Research 29.18 Strategic Bombing of Shipyards 29.19 Free French Indochina 29.20 Naval Combat Cards 29.21 Simplified Ground Combat, Terrain and Stacking Rules 29.22 Simplified Air-Naval Interception and Combat 29.23 Simplified Air Combat System 29.24 Simplified Set-Up and Victory Conditions: Pacific War Only 29.25 Combat Air Patrol 29.26 Assigning Losses in Naval-Air Battles 29.27 Dummy Units 29.28 Simplified Production 29.29 Japanese Supply Radius

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6

1.0 Introduction to The War: The Pacific 1941-45 and The War: Global War 1939-45

The War: The Pacific 1941-1945 (“TWP”) is a strategic-level game based on the Second World War in Asia and the Pacific. Two, three or four players, or teams of players, command the Major Powers in Asia and the Pacific in that era. Each rules section is numbered, and paragraphs within each section that discuss important concepts have a second number, thusly: 9.4. Subsections have numbers like this: 9.6.2. When rules refer to a related section, they will make reference to the other section, thus: (see Section 6 Alliances). TWP may also be played in tandem with The War: Europe 19391945 to create a combined TW: Global game.

1.1 Number of Players • Two Players, TWP: Japan; the Allies (Britain, Nationalist China, the Netherlands, United States and the Soviet Union). Two Players, TW-Global: Japan + the European Axis (Germany and Italy); the Allies (France, Britain, the Soviet Union, the United States, and Nationalist China. • Three Players, TWP: Japan; United States, Britain, and the Netherlands; and Nationalist China and the Soviet Union. Three Players, TW-Global: Japan + the European Axis; the Soviet Union; and Western Allies/Nationalist China (France, Britain, the U.S. and Nationalist China). • Four Players, TWP: Japan; the United States; Britain and the Netherlands; and Nationalist China and the Soviet Union. Four Players, TW-Global: Japan; Allies (Pacific); European Axis; and Allies (Europe). • Five Players, TW-Global: Japan; Allies (Pacific); Soviet Union (both boards); European Axis; and Western Allies (Europe). • Six Players, TW-Global: Japan; Allies (Pacific); Soviet Union (both boards); European Axis (Eastern Front); European Axis (Med and Western Fronts); and Western Allies (Europe).

1.2 Definitions 1937 Boundaries of China: The 1937 boundaries of China are defined as all of Nationalist China, all of Nationalist China’s Sympathizer provinces, and the three Chinese provinces occupied by Japan at the start of the 1941 TW-Pacific scenario (Hopeh-Shantung, Anwhei, and Chekiang). Manchukuo and Communist China are excluded from this definition. Abbreviations: in all rules sections, The War: The Pacific 1941 - 1945 is abbreviated TWP, or TW-Pacific. If playing in tandem with The War: Europe, 1939-1945, the combined game is abbreviated as TWGlobal.

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Adjacent: A hex is adjacent to another if it is contiguous to it. Adjacency matters for several reasons (it is relevant to strategic movement, repair and/or upgrade of units, etc.). However, some contiguous hexes don’t count as being adjacent: if two units are separated by a body of water (a river doesn’t count), they are not adjacent. For example, a Japanese unit in Singapore and a Dutch unit in Sumatra might be contiguous, but don’t count as adjacent, since they are separated by the Straits of Malacca. One could have a unit adjoining a unit belonging to a neutral foreign power, and they would not count as being adjacent. Ambush Player: In a naval-air battle, the player who obtains Surprise attacks first – sometimes it is the phasing player, sometimes it is the non-phasing player (See “Phasing Player” below). Atolls and One-hex Islands: Unless it is a Beachhead (or if Japan has obtained Variant #27), only two ground combat factors may exist on atolls and one-hex islands. A player may build a fortification or an airbase (or both) on an atoll or one-hex island (no airbase is required for 1-factor land-based naval air component [NAC] units). Supply may be traced to and from atolls and one-hex islands, even if the hex does not contain a port. The two-factor limit applies regardless of an Army’s rating level. Automatic Victory (AV): In ground combat, if the phasing player achieves a 6:1 (or greater) odds, eliminate all defending units. An AV attack is part of Movement, not Combat. Beachhead: Established after an amphibious assault successfully invades a beach hex, which then serves as a port for two turns following the amphibious assault, after which it is removed. Invading ground combat units may stack 6-high on the Beachhead hex. PARA, Flak and CDO units do not count towards stacking limits. Allied naval units may not rebase to a beachhead, nor may Allied amphibious invasions originate in beachhead hexes, even if the beachhead contains a port. Breach Hex: A hex cleared of all enemy ground units occupying it as a result of an attack involving at least one armored (ARM) unit but not Mechanized (MECH) units. Up to six units can stack on a Breach hex. Breakdown counters: Some INF, ARM and MAR units (only) may be broken down into smaller units. Breakdown counters have a white dot in the lower center of the counter, between the two large numbers. Breakdown Equivalent: Some full-strength ground units may break down into two, three or four “breakdown equivalent” units. Carriers: A generic term referring to the aircraft-carrying units in the game: CVEs, CV-1s, and CV-2s. CBR: Cannot be replaced. Some units cannot be rebuilt if eliminated. Chinese Nationalist Sympathizer Provinces (CNSPs): Political subdivisions of China, nominally part of Nationalist China, but effectively provinces ruled by local warlords. CNSPs begin all scenarios as Nationalist Chinese Sympathizer minor countries. Cities: Unlike TW-Europe, cities do not provide any defensive benefits for ground combat units in TW-Pacific. Cities have an inherent light flak factor of 1; a city with an airbase on it has a light flak factor of 2; a port city with an airbase on it has a light flak factor of 3.

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7 Coastal Hex: a hex that contains both land and water adjoining a Sea Area (not a lake, or an inland river).

Elimination: When a ground, air or naval unit is destroyed. Generally, unless they are marked “CBR,” such units can be rebuilt.

Colony: Foreign territory outside a Major Power’s home country borders, but under its control (for example, Burma is a British colony). Some colonies’ economic (NARF) value are part of the Major Power’s Base and Level, while for others a colony’s NARF value is part of the Major Power’s Level, but not its Base (See Section 23 – Minor Countries and Colonies).

Enemy: The opposing side; the 1941 campaign scenario begins with Japan at war with Nationalist China and on the verge of war with the U.S., Britain, and the Netherlands.

Combat Strength: A ground or air unit’s numerical rating (typically the counter’s large leftmost number) indicating the formation’s relative value in combat. Strategic Air Command (SAC), Interceptor (INT), Submarine (SUB) and Anti-Submarine Warfare (ASW) units only possess a single value, which represents their combat value. Japanese SUBs may be used for on-board combat and, to a very limited extent, supply). Continental Zones: Continental-sized land masses and a small portion of their adjoining waters – the Asian mainland (including Soviet Siberia, Manchuria, Occupied China, Nationalist China and various Chinese Provinces, French Indochina, Siam, Malaya/ Singapore, Burma and India) plus Japan; Australia/New Zealand and the U.S. and Canadian West Coast Boxes. The Sea of Japan Sea Area, the Yellow Sea Area and the East China Sea Area are included in the Asian mainland Continental Zone. Control: In general, a country controls a hex if its ground forces were the last ones to move through it. All nations control the hexes in their home countries and colonies until some other power enters those hexes, whereupon they are controlled by the last player to move through them. Note that a player need not keep hexes occupied in order to control them. There is one significant exception to this rule: partisans – partisans control only the hex they occupy. As soon as they leave it, the hex reverts to its previously controlling power Declaration of War (DOW): Major Powers pay a price in economic resources (NARFs) for DOWs against both Major Powers and minor countries (see Section 6.4.2 DOW Costs). Defensive Air Support (DAS): DAS is a measure of air units’ cooperation with one or more ground units’ defense of a hex. Generally, DAS is measured in column shifts to the left on the Ground Combat Results Table. Depleted: Ground units that receive this adverse combat result (“DD,” defender or “AD,” attacker) are Depleted. A Depleted unit loses all terrain advantages, defending only at its printed value; is considered Fourth-Rate; and does not exert a zone of control, regardless of nationality or unit type. Depleted air and naval units also become Fourth-Rate units, which severely limits their mission capabilities. Depleted units of all kinds (ground, air, and naval) may be repaired.

Engaged: When a player’s naval units are intercepted, his naval and/or naval-air units will conduct combat against enemy units. Such units conducting combat are said to be engaged. Enhanced Fortifications: Defending units in enhanced fortifications are quadrupled (quintupled if the Enhanced Fortification hex is a beach hex subject to amphibious assault; or if the Enhanced Fortification hex is attacked exclusively across a river hex side). In addition, enhanced fortifications provide the defender with a one column shift to the left on the GCRT. (See Terrain Effects Chart). Fleet Equivalents: Air units possess a Fleet Equivalence when engaged in combat against naval units. An air unit is said to be equal to “X” number of Fleets. Force Pool: The sum total of units a nation may build, unless altered by optional Variants which establishes a maximum level for each unit type. (i.e., Britain’s Force Pool contains two Chindits and thus may only build two of these units). Britain and the Soviet Union do not need to expend any NARFs to purchase additions to their force pools – they are free. Britain and the Soviet Union are required to spend NARFs to repair their units. Other Major Powers must pay for units added to their force pools. Certain Variants may also add units to a country’s Force Pool; however, such units are not acquired for free: nations must still spend National Resource Factors (NARFs, which are the currency of this game) to build them. In the 1941-1945 and 1939-1945 Campaign Scenarios, each player has a force pool card (aka country card), which indicates what units he receives, when he receives them and where they are placed. In the 1942-1943 Campaign Scenario, players use the 1941-1945 force pool cards. Fortifications: Defending units are trebled in fortifications (quadrupled if the fortified hex is a beach hex subject to enemy amphibious assault; or if the fortified hex is attacked exclusively by units attacking across a river, strait or canal hex side). Friendly: all hexes and units belonging to your own nation, its colonies, and its minor country satellites, associates, and sympathizers. Full-Strength (aka whole) Unit: Possesses its full combat strength and is not a Breakdown or Depleted unit, including: Ground Units, CV (CV-1 or CV-2) or Fleet units; or FTR, MDM or TAC units. CVEs, which contain an inherent NAC (Naval Air Component), and Transport Fleets are sunk if Depleted. Strategic warfare units (SAC, INT, SUB, and ASW) are built, fight, and lost as 1-factor increment units.

Dice: TW combat tables usually require the use of a 10-sided die (1d10). In some places the more usually available commercial product may have facets labeled 1 through 9, with the 10th facet labeled “0”. In such cases, a “0” roll is treated as a “10”. Some optional rules also require the use of a 6-sided die (1d6).

Ground Combat Unit: Includes INF, CAV, CDT, CDO, ARM, ART, PARA, PART, MAR, SNLF, or STA unit. FLAK units are not ground combat units.

DRM: Die roll modifier. A die roll result is adjusted up or down due to factors other than the die roll itself.

Improved Port: Improved ports have a larger basing capacity. An improved single port can base two TFs or TFEs and an improved doubled port can base three TFs or TFEs.

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GCRT: Odds table for resolving ground combat.

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8 Impulse: Each player-turn has two Impulse Phases. On First Impulse Phase, all ground units may move and then conduct combat. On Second Impulse Phase, ARM, MECH, and CAV units may move then conduct combat a second time. Air units may conduct 1 air mission of each type per Impulse Phase. Inactive: a unit that has not yet moved in the current turn.

Kamikazes: Japanese suicide air units. Limited Logistical Effort (LLE): LLEs activate all units within a one-hex radius of an LLE chit. Limited Surprise: Achieves Surprise in naval air-combat, but also suffers losses equal to one half (round down) of those inflicted on the enemy.

Indian Ocean Port: any port adjacent to an Indian Ocean Sea Area. Invasion Zone: The Sea Area selected by the phasing player as the target for an amphibious invasion. A Fleet may invade multiple beaches provided they are all in the same Invasion Zone. In TWP, unlike TW-Europe, an invasion zone includes only one Sea Area. In a TW-Global game, players shall apply the TW-Europe rule on the European map, and the TW-Pacific rule on the TW-Pacific map. Intelligence Coup (IC): A chit which adds +2 to the number of Intelligence Points obtained via Magic. Intelligence Points (IPs): Used to increase the U.S. player’s chances of intercepting enemy naval units, or modifying the Surprise die roll. Island Groups: Generally, a chain of islands contained within a particular Sea Area. Three island groups (the Aleutians, the Carolines and the Gilberts) straddle two Sea Areas. One island group (the Marianas) is initially under no one’s control at the beginning of the 1941-1945 and 1939-1945 TW-Global scenarios, as Saipan is under Japanese control and Guam is under American control. To control an island group, a player must have at least one fully-supplied ground combat unit occupying one or more of the islands in the island group, while no other Major Power has any fully-supplied ground combat units on any other islands in the island group. If there are fullysupplied enemy ground combat units in the same island group, neither power controls it, nor may it be considered friendly-controlled until all enemy ground combat units in the island group are: a) eliminated; or b) placed out-of-supply. TWP island groups include: (1) British Andamans; (2) Japanese East Carolines; (3) Japanese West Carolines; (4) Japanese Bonins; (5) Marianas (Saipan and Guam); (6) British Bismarcks; (7) British Solomons; (8) British Santa Cruz Islands; (9) American West Aleutians; (10) American East Aleutians; (11) Japanese Marshalls; (12) British East Gilberts; (13) British West Gilberts; (14) British Ellice Islands; (15) British Fiji; (16) Samoa (British and American); (17) American Hawaiian Islands; (18) British New Hebrides; (19) French New Caledonia; (20) British Tonga; (21) French Society Islands; and (22) Japanese Kuriles. None of the following count as island groups: American Wake Island, American Midway, American Johnston Island, Japanese Marcus Island, Japanese Formosa, Japanese Okinawa, Sakhalin (Soviet/Japanese), the Dutch East Indies, the Philippines, British Christmas Island and Australian Christmas Island.

Losing player: In naval-air combat, the player who has incurred the highest losses. Losses are measured in Depletion. One “sunk” result = two Depletions. In the event of a tie, players roll one die – highest roll is the winner. Magic (aka Intelligence Points or IPs): U.S. codebreaking efforts to determine modifiers on the Interception, Submarine War and Surprise Tables. Major Power: In TW-Pacific, Japan, Great Britain, the United States, Nationalist China, and the Soviet Union. In TW-Global, France, Italy, Germany, Japan, Great Britain, the United States, Nationalist China, and the Soviet Union. Minor Countries: All countries other than the Major Powers listed above are considered minor countries. Movement Allowance (aka movement points or MPs): Reflected on a ground unit counter as the rightmost number (after the dot) modified by terrain. No unit is ever required to move. A player may not accumulate MPs from turn to turn nor may they be exchanged between units. Movement Logistical Effort (MLE): Activates all of a Major Power’s units with a single chit (No combat permitted). National Resource Factors (NARFs): TWP’s currency in the game. Used to purchase diplomatic or military offensives; build or repair ground, air or naval units; upgrade the quality of one’s forces, purchase Logistical Efforts, etc. National Resource Factor (NARF) Base: A nation’s NARF Base represents the core industrial, social, agricultural, and manpower resources. In the unique case of the British Empire, the NARF values of certain colonial possessions (India, Australia-New Zealand, and South Africa) are included in the Britain’s NARF Base. A Major Power’s NARF Base may be increased via economic growth.

Japan: Japan is defined as the Japanese Home Islands: Kyushu, Shikoku, Honshu and Hokkaido. Japanese Sakhalin is not a Japanese Home Island.

National Resource Factor (NARF) Total (aka Current NARF Level): A nation’s NARF Total or Current NARF Level represents the sum of: a) a Major Power’s NARF Base; b) the value of its colonies; c) the value of its conquests; and d) the value of its Associates and Satellites; minus the value of any colonies or territories it has lost; and any NARFs expended year-to-date. Players track their NARF Totals as they go along each turn, recording their spending on the NARF Tracking cards.

Jungle: These hexes add +1 combat factor to each unit defending a jungle hex.

Naval Force: Consists of all the naval units that originated from a single port to execute a single mission.

Jungle-Mountain: Hexes containing both jungle and mountain terrain are tripled when defending. In addition, each unit defending a jungle-mountain hex may add +2 to its combat factors. No more than 2 ground combat factors may attack out of a jungle-mountain hex.

Naval Aircraft Component (NAC): Normally 1- or 2-factor air units based on CVs. NACs may be land-based.

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9 Naval Unit: Naval units are Transport Fleets (e.g. merchant/transport vessels); CVEs; CVs (which may carry one or two NAC factors each); Fleets and Super BB Fleets. Although a CV carries aircraft aboard, the term “naval unit” applies only to the carrier itself, not to its air component. Objectives: Objectives hexes have red borders. Red border hexes have no influence on movement or combat. If the game does not end earlier due to the surrender of Major Powers, Objectives are used to determine victory conditions (See Section 27, Victory). Offensive Air Support (OAS): OAS is a measure of air units’ cooperation with one or more ground units’ attack on a hex. Generally, OAS is measured in column shifts to the right on the GCRT. Out of Supply (OOS): A unit that cannot trace a path of hexes free of enemy units, enemy zones of control, or enemy controlled Sea Areas to a friendly source of supply, is considered OOS. Pacific and Indian Ocean Zones: In TW-Pacific, the area includes the entire board other than the Eurasian landmass plus Japan, Alaska, the U.S. West Coast Box, the Canadian West Coast Box, the Panama Canal Box, Australia, the Sea of Japan Sea Area, the Yellow Sea Area, and the East China Sea Area. Phasing Player: During each quarterly turn, the Japanese player follows the Sequence of Play (SoP) as the Phasing player and the Allied player as the Non-Phasing player. When the Japanese player ends his portion of the turn, the Allied player follows the SoP as the Phasing player and the Japanese as the Non-Phasing player. Political Points (POPs): POPs are purchased by each Major Power and are used to influence minor country’s political alignment (see Section 16, Diplomacy), or its Entry Level. The Entry Level determines when a neutral Major Power may declare war on Japan. Port: A base for naval forces adjacent to a Pacific and Indian Ocean Zones. A single port has a maximum basing capacity of one Task Force or Task Force Equivalent (TFE), while a double port may include twice as many TFs or TFEs. Raider: A Japanese Fleet and/or CV/NAC unit which has been assigned a mission supplementing the Japanese Submarine Strategic Warfare effort for that turn. See Optional Rules, Section 29.13, Japanese Raiders. Range: The range, in hexes, an air unit may move (not a roundtrip) during an Impulse Phase (i.e., all Japanese TAC units have an offensive range of “7” and a defensive range of “5”), which means that on an offensive mission the TAC unit can fly seven hexes (not including their hex of origin) from a friendly base to a target and then fly seven hexes back to a friendly base. Naval unit movement is measured in Sea Areas: Fleets and CVs may move 6 Sea Areas on their own turn; they may intercept enemy naval missions up to three Sea Areas from their base. Only CVs measure range in hexes when launching a carrier attack on enemy ships in port (i.e., an American carrier moves to within three hexes of its target, as the NAC aboard an American CV has a three-hex offensive range). Air units have an interception range against naval units of one Sea Area.

Regional Air Effort (RAE): Before each air battle during an RLE turn, the phasing player may announce an RAE before each roll on the Air-to-Air Combat Table. If he does so, double all combat results from that die roll on the first round (only). Regional Logistical Effort (RLE): Activates all units within a three-hex radius of an RLE chit. Repair: Spending NARFs to return units to full strength. See Section 15.1.2 Cost of Building and Repairing Units. Regular units: ‘Regular units” refers to air, naval, and ground units that perform normal combat missions on the map board throughout the game. The term excludes Strategic Warfare Units (which normally fight in the Strategic Warfare Box) and installations such as airfields. Reserves: Reserve units are used in TW-Europe. They are not used in TW-Pacific. Schwerpunkt: ARM units attacking out of a Breach hex are Schwerpunkt units. These units receive an extra -1 modifier on Second Impulse Phase combat. Sea Area: The Pacific and Indian Oceans, and their adjoining seas are divided into Sea Areas. The basic unit of measurement for purposes of movement and interception for most naval activities is the Sea Area. Sea Hex: Any hex within a Sea Area that has even a sliver of water is considered a navigable part of that Sea Area. Sequence of Play: Each game turn is divided into two player turns. The Japanese player (or Japanese team) moves first, then the Allied player (or Allied team). The Sequence of Play card shows the exact steps each player takes each turn. Straits: Narrow bodies of water that impose restrictions on naval movement. The Malacca Sea Area, for example, is a strait (see Section 7.3 Movement through Straits). FTR units may not attack enemy naval units except in straits. Strategic Warfare (SW): Strategic Warfare represents the effort by Major Powers to attack their enemies’ economic infrastructure. The SW units used in this element of the game include SAC, INT, SUB, and ASW units. With a few exceptions, SW units operate only in the Submarine War Box and the Bombing War Box. Supporting Naval Forces: When multiple naval units or Task Forces (TFs) intercept an opponent’s naval units or TFs, some of those units may engage in naval or naval-air combat, while others may not (See Section 7.11). A player’s unengaged naval units and/or TFs are called Supporting Naval Forces. If a phasing player’s engaged forces win the battle, both the engaged naval forces and Supporting Naval Forces may proceed on their mission; if not, all engaged and Supporting Naval Forces must return to port.

Rate: Each nation’s armed services (Army, Navy, and Air Force) have a rating (First-, Second-, Third- or Fourth-Rate).

Surface Naval Units: Surface naval units are Fleets and CVs (including CV-1s, CV-2s and CVEs), but not NAC.

Reaction Player: In naval-air battles, the Reaction Player responds to the Ambush Player, who obtained Surprise.

Surprise: Surprise reflects reconnaissance, intelligence, and codebreaking information that provides an immediate combat benefit on the Air-to-Sea/Naval Combat Results Table.

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10 Sustained Air Effort (SAE): Before each air battle during an SLE turn, the phasing player may announce an SAE before each roll on the Air-to-Air Combat Table. If he does so, triple all combat results from that die roll on the first round (only). Sustained Logistical Effort (SLE): Activates all of the phasing player’s units and permits combat. However, it may not be selected two quarterly turns in a row. Target Hex: A hex under attack by enemy units, or a hex the moving player wishes to attack. Task Forces (TFs): A group of at least 2 and not more than 4 naval units. Players exchange individual naval units for TF markers, which allows for some hidden movement. TFs count as one unit for naval interception purposes. CVEs and Transport Fleets count as ½ a Fleet for TF purposes. Japanese on-board SUBs may not be included in any Task Force. Task Force Equivalents: (TFEs): Individual naval units not organized into TFs and thus have no hidden movement. When multiplying losses as per the Naval + Naval-Air Combat Results Table, each two individual naval units is considered a TFE. CVEs and Transport Fleets are equivalent to ½ of a Fleet for TFE purposes. Variants: Non-standard rules that permit a variety of historical “what ifs”. All Variant rules are optional. Western Allies: The British Empire, the Netherlands, and the U.S. The Soviet Union (after the Soviet Union enters the war) is an Allied Major Power. Communist China is a Soviet Satellite. Nationalist China is a non-Western Allied Major Power. Zone of Control (ZOC): Enemy operations in the six hexes adjacent to that occupied by a friendly ARM, MECH or CAV ground unit may be adversely affected. Air and naval units do not have a ZOC. All ground units with a combat factor of “6” or more, and all unDepleted ARM, MECH and CAV units (regardless of their combat strength), have a ZOC. INF, MAR, STA, SNLF, PARA, CDT, CDO, MOT and ART units with a combat factor of less than 6 do not have a ZOC. It costs all ground units +1 additional MP to leave an enemy zone of control. (See Section 9.0 Ground Unit Movement). [Note: In TW-Europe, the all ground combat units with a combat of 4 or greater, plus all unDepleted ARM, MECH, and CAV, have a ZOC. In TW-Europe, it costs +1 MP to move into a ZOC and +1 MP to leave a ZOC. The discrepancy in intentional, to account for the difference in scale between the two theaters.]

2.0 Game Components

TWP contains ⅝” playing pieces, a map of eastern and southeastern Asia and the Pacific in 1941, scenario cards, one 10-sided die, one 6-sided die, various Force Pool Cards indicating the units available to the Major Powers, and several charts and tables.

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2.1 Map Board The map board displays most of eastern Asia, the eastern Indian Ocean and the Pacific Ocean, including the adjoining seas. The map board possesses a hexagonal overlay to measure movement. With some exceptions such as Strategic Warfare, land and air units move a certain number of hexes per turn, while sea units move a certain number of Sea Areas per turn. Each Sea Area has a name, while each hex has a number. While players may dispute legal map movements, given some occasionally ambiguous map board terrain, the designer encourages the use of common sense, rather than rules-lawyering, to resolve such disputes. But if players cannot resolve the issue the power with the largest NARF base wins the argument. For example, in a Winter 1941 dispute over a hex between Australianoccupied New Guinea and Japanese-occupied New Guinea, the tie goes to the Japanese – they have the larger NARF base than the British Empire.

2.2 National Display Cards (Country Cards) Each Major Power has a National Force Pool Card, which displays the units it may build and when they enter the game.

2.3 Tables and Charts The game includes charts such as a Terrain Effects chart, combat tables for ground, naval, and air combat, a naval interception table, Diplomatic, Strategic, and Partisan warfare charts.

2.4 Unit Counters Unit counters represent military, air, and naval units that took part, or could have taken part, in the Second World War in Asia and the Pacific. Either player may examine any of his opponent’s units at any time during the game. The counters possess a series of number, read left to right, for each type of unit: Ground units: Combat strength (left) and Movement (right). Air Units: Combat factor (superscript is the unit’s value versus naval units), attack range, and defense (interception) range. Naval units: Combat factor, offensive mission range (expressed as a number of Sea Areas), and interception range (also expressed as a number of Sea Areas). Air and naval units that operate off-board in the Strategic Warfare Box are simply placed there (see Section 5 Strategic Warfare). Air units that operate on-board are Fighter Command (FTR), Tactical Air Command (TAC), Medium Bomber (MDM), or Naval Air Component (NAC) units. Late in the game, the Japanese also receive suicide (Kamikaze) air units. Ground units have various symbols in the corner of the unit indicating various capabilities: a hexagon in the upper left corner means the unit exerts a ZOC; a blue theta symbol in the upper left corner means the unit may move into and through the Pacific and Indian Ocean Zone prior to the Spring 1945 turn; and an arrow in the lower-right-hand corner of the NATO-symbol box indicates that the unit may move on Second Impulse. An “X” within a circle indicates the unit cannot be rebuilt (aka a “cbr” unit). See the unit player aid card for reference.

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11

2.5 Time, Unit, and Map Scales TWP is a strategic-level game. Each turn is a quarterly season: Spring, Summer, Fall, and Winter. Generally, whole ground units are corps or army-sized units. Breakdown ground units represent regiments or brigades. Fleets are actually naval task forces each comprised of several vessels. Air units represent Air Forces, each composed of several hundred aircraft and supporting units, or carrier-based fighter, dive bomber, and torpedo bomber squadrons, represented by NACs, which are composite units. Depending on the latitude (i.e., curvature of the earth at that latitude), hexagons represent 100 to 120 nautical miles across.

2.6 Unit Types ARM (Armored Units) Armored units can move twice each turn, once during First Impulse and once during Second Impulse (indicated by the twin arrows in the lower right corner of the NATO-symbol box). They have a ZOC, regardless of combat strength (indicated by the hexagon symbol in the upper left corner of the NATO-symbol box). They can engage in combat after each impulse. Unless they are Depleted, ARM units always exert a ZOC. ART (Artillery) and CD-ART (Coastal Defense Artillery) Artillery units are available to the Japanese, the U.S., and the Soviet Union. Artillery units, like PARA units, do not count towards stacking limits. Artillery units may not use Second Impulse movement or combat. If an ART unit receives a Depleted combat result on the Ground Combat Results Table (GCRT), it is eliminated, not Depleted. If attacked alone in ground combat, not stacked with any other ground units, ART units are automatically eliminated and returned to the Force Pool. Double an ART units’ combat strength when attacking fortifications. ART units may be moved by sea – either via sea transport or Stratmove. CD-ART units placed in Singapore, Pearl Harbor and Corregidor may attack any enemy naval units amphibiously assaulting their hex at 1-1 odds, with no adverse results for the CD-ART units. CD-ART units may not move. ASW (Anti-Submarine Warfare units) ASW units are the basic defensive unit in the Submarine war. The Strategic Warfare Table shows odds ratios of attacking (SUB) and defending (ASW) units. ASW units represent more than just destroyers. They are an abstract measure of the Japanese antisubmarine warfare effort and represent a variety of vessels and aircraft such as destroyers, patrol boats, recon aircraft, and so on. CAV (Cavalry units) Cavalry units are hybrids. They are essentially infantry units on horseback. As such, they have one more movement factor than un-motorized infantry. Like armored units, they may move during Second Impulse. CAV units, regardless of combat factor, have a ZOC unless they are Depleted.

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CDT (Chindit) CDT units are available to the British player (only). Like PARA units, they may conduct airborne assaults from a friendly airbase (though they may not make an airborne landing in the same hex as a PARA unit). Like PARA units, their airborne landing range is 3 hexes. The CDT unit does not count against stacking limits. It is always in supply, provided it is within four hexes of a supplied British airbase. Beginning Spring 1942, the British CDT unit may parachute into any hex in any Japanese-occupied colony or minor country. The presence of a Chindit unit gives the Allied player a -2 modifier on the Partisan Combat Results Table (PCRT). Japanese units defending against an attack only by a CDT unit defend at their printed combat value. The British may airlift a CDT unit to any British-controlled hex, without the need for an airbase or city hex, but unlike the original drop, it must roll to exfiltrate. On a 1 through 7, the unit returns to a fully-supplied British-controlled hex. On an 8 through 10, it is eliminated. CDO (Commando) Commando (CDO) units are available to the U.S. player via Variant #17. In an amphibious assault containing the CDO unit, the U.S. player may double the combat factor of one invading INF unit. CDO units do not count towards stacking limits. The presence of a CDO unit in any enemy-controlled country or colony provides a favorable modifier for pro-Western Partisan die rolls on the PCRT (See Section 25.4, Partisan Effects). CV-2 (Aircraft Carriers), CV-1 (light carriers), and CVE (escort carriers) There are three types of aircraft carrier units: large aircraft carriers (CV-2s, sometimes called fleet carriers in the historical literature), light aircraft carriers (CV-1s), and escort carriers. The first large number at the top of the unit is its naval-air combat factor; the second is its offensive range (in Sea Areas); and the third is its defensive range (in Sea Areas). The small number on the left just above the ship silhouette is the unit’s flak factor: CV-1s and CV-2s have a flak factor of 1; CVEs have a flak factor of ½. The small number just above the ship silhouette on the right is the number of turns it takes to build the unit (6 for a CV-2, 4 for a CV-1, 2 for a CVE). CV-2s and CV-1s have an accompanying Naval Air Component, an actual unit, which enables them to undertake certain air missions, such as naval attacks on ships in port, air strikes on enemy carriers, and so on. CVEs have an intrinsic naval-air component, which is not represented by a specific unit. CVEs’ intrinsic ½ NAC factor may be added to ground combat factors conducting an amphibious invasion. This is the only case in which naval combat factors may be added to ground combat factors. CVEs are fragile: if Depleted in naval or naval-air combat, they are considered Sunk. A player may use CVEs in lieu of Fleets to Sea Transport or Stratmove FTRs and TACs. Historical note: The designer has taken some liberties with ship names for playability and convenience. All three types of carrier units are composite units. For example, there is no Japanese carrier called Akagi; instead that carrier has been combined with the Kaga, to form a single CV-2 unit, labeled Kaga. There is no carrier named U.S.S. Hornet; but there is a CV-2 labelled Lexington, a composite unit combining the two.

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12 Fighter (FTR) and Long-Range Fighter (LRFTR)

INF (Infantry and Garrison Infantry)

Unlike MDM (medium bomber) or TAC (Tactical Air Command, or close-support aircraft), FTR (Fighter) units may not be used to support ground combat via Offensive Air Support (OAS) or Defensive Air Support (DAS). However, FTRs are much better in air-to-air combat than either MDM or TAC units. FTR units may not attack or intercept naval units at sea, except in straits. The 7-hex-range of long-range fighters represents the influx of American long-range (P-51 Mustang) fighters that began to arrive in the Pacific in 1944-1945. FTR units may base in any friendly clear, jungle, beach, atoll or desert terrain hex. Japanese FTR units are shown as green diamond (First-Rate), yellow diamond (Second-Rate) or red diamond (Third-Rate) - each time they are repaired or rebuilt, they return to the board at the next-lowest quality level.

Infantry is the most basic combat unit in the game. For most countries, infantry units cost 1 NARF per combat factor, plus 1 for the cadre of experienced soldiers around which the unit is built. They may move only during the first impulse of each player’s turn (Exception: Pearl Harbor Surprise Turn). INF units with a combat factor of 6 or more exert a ZOC (indicated by the hexagon symbol in the upper left of the counter). Garrison Infantry are INF units that begin the 1939 and 1941 Campaign Game scenarios placed in various Allied colonies. They may move into and through the Pacific and Indian Ocean Zone regardless of their combat factors. If Garrison INF units are eliminated, they cannot be rebuilt. Kamikazes

Flak (actual units=flak counters, as shown); heavy flak=notional Flak comes in two forms – light and heavy. Light Flak units are on-board units, used to defend cities, ports and airfields from air attack. Heavy Flak is a “virtual” heavy flak unit. Japan begins the 1939 and 1941 Campaign Games with a “1” Heavy Flak level. A Heavy Flak unit is a permanent, indestructible numerical level (not an actual unit), which determines a nation’s flak defense against strategic bombing. Fleets, Super BB Fleets and Transport Fleets As is the case with carrier units, Fleets are composite units. Each one combines two or more capital ships and their accompanying screening forces. The number to the left just above the ship silhouette is the Fleet’s flak factor – which is ½ for all but Super BB Fleets. Super BB Fleets have a flak factor of 1. The number to the right, just above the ship silhouette, is the number of turns it takes to build the unit: 9 turns for Fleets, 12 for Super-BB Fleets. The first large number at the top of the unit is its naval-air combat factor; the second is its offensive range (in Sea Areas); and the third is its defensive range (in Sea Areas). A Fleet actually represents a naval battle group of one-to-three capital ships, one or more accompanying cruisers, plus several destroyers, and other support vessels. Super-BBs represent Japan’s super battleships Yamato and Musashi, and their escorting vessels. There are a few Fleets in the game designated “Cruisers”. These Fleet units would have contained only cruisers and destroyers, without any battleships. All other Fleet units represent a mix of battleships, cruisers and destroyers. “Cruiser” Fleets have the same capabilities as other Fleets. Transport Fleets are actually flotillas of troop transports and merchant vessels. Like other Fleets, they may Sea Transport or Stratmove ground and/or air units, subject to the same limits as other Fleets. If unaccompanied by friendly naval units, Transport Fleets are automatically sunk if intercepted or attacked by any enemy air and/or naval units with an air or naval combat factor. If intercepted or attacked as part of a TF or TFE, Transport Fleets are considered Sunk if Depleted. Transport Fleets may intercept and engage other Transport Fleets – in this rare case, Transport Fleets have an assumed combat factor of “1”.

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Kamikaze units are Japanese air units created via conversion of TAC, MDM, FTR or 2-factor NAC FTR into Kamikazes at a 2:1 ratio. 1-factor NAC and Depleted TAC/MDM/2-factor NAC/FTR may be converted to Kamikazes on a 1:1 ratio. The initial conversion from conventional air unit to Kamikaze unit is free; rebuilt Kamikazes cost 6 NARFs per unit (with zero cadre cost). Kamikazes have an offensive range of 3 hexes. Like all other air units, Kamikazes have a one Sea Area range when intercepting and attacking enemy naval units. Kamikazes may not stage, may not counter-air or provide OAS or DAS. Kamikazes may not be counter-aired. Marines Both the U.S. and Japan have Marine formations. Japanese Marines carried the designation Special Naval Landing Forces (SNLFs). If at least 50% or more of the attacking units in an amphibious assault are Marine units, the attackers receive a (favorable) one-column shift to the right. Marine units (whether U.S. Marines or SNLFs) do not count against the carrying capacity of Fleets in the Pacific and Indian Ocean Zones. U.S. Marines have one additional capability SNLFs do not have: U.S. Marine units may be broken down in response to Exchange results on the Ground Combat Results Table. Full-strength Marine units may move into and through the Pacific and Indian Ocean Zone (indicated by the theta symbol on the upper left corner of the counter). MECH (Mechanized [armored] Infantry) MECH infantry can move in both First and Second impulses. Unless they are Depleted, MECH units always exert a ZOC.

MDM (Medium Bombers) Medium bomber units can be used to support ground attacks via Offensive Air Support (OAS) or Defensive Air Support (DAS). A MDM unit that survives air-toair combat shifts the combat odds two columns to the right (for OAS) or two columns to the left (for DAS). ½ factor MDM bomber units may only shift one column to the left or right. The Japanese (only) may also assign MDM units to Strategic Bombing of China. MDM air units can also intercept naval units at sea, provided the air unit’s base is adjacent to the Sea Area of the target. They may also strike naval units in port, provided the port is within 9 hexes of their base. Although they have excellent range and

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13 ground support characteristics, MDM units suffer a +2 modifier when attacking other air units and a -2 modifier when defending. Japanese MDM units are shown as green diamond (First-Rate), yellow diamond (Second-Rate) or red diamond (Third-Rate) - each time they are repaired or rebuilt, they return to the board at the next-lowest quality level. “CBR” (can’t be replaced) bomber units have an “X” within a circle symbol and cannot be rebuilt. NAC (Naval Air Component) NAC units represent the aircraft aboard carrier units. Japanese NAC units are shown as green diamond (First-Rate), yellow diamond (Second-Rate) or red diamond (Third-Rate) - each time they are repaired or rebuilt, they return to the board at the next-lowest quality level. 2-factor NACs may not be broken down into 1 factor NACs. A 1-factor NAC unit may be based on a CV-2, but a 2-factor NAC may not be based on a CV-1. MOT (Motorized) Motorized units have an additional movement factor compared to leg infantry (e.g., INF) units. However, they also suffer some of the same movement penalties as ARM and MECH units in jungle and junglemountain terrain. MOT units do not appear on the TW-Pacific board except via transfer from the European Theater in a TWGlobal Campaign Game. [Designer’s Note: Almost all Western Allied INF units could be considered motorized units, and in TW-Europe are treated as a distinct unit type. However, in TW-Pacific, INF units are all treated as leg infantry simply because motorization did not offer much of an advantage in places with few or no roads, such as New Guinea. This is admittedly a simplification – there were roads in the Philippines, for example. But even there, the presence or absence of trucks did not mean much when fighting houseto-house for Manila or grinding through General Yamashita’s mountain defenses on Luzon. Hence the simplification.] PARA (Parachute or Airborne units) PARA units may conduct airborne landings on or behind enemy lines. PARA units may drop on targets within 3 hexes of a supplied airbase. (Clear, beach or desert terrain used to base FTR units doesn’t count for this purpose). PARA units may jump during First or Second Impulse on RLE or SLE turns.

SAC (Strategic Air Command) SAC units represent the basic offensive unit in strategic bombing. The Strategic Warfare Table shows various ratios of Strategic Bombers versus defending Interceptors (fighter aircraft). TAC (Tactical air units) TAC represents tactical air support of ground units and naval strike capability (within one Sea Area of their land bases). Tactical air units provide offensive or defensive air support to ground units and may attack enemy ships in port or at sea. TAC units may intercept naval units at sea, provided the air unit’s base is adjacent to the Sea Area occupied by naval units. They may also strike naval units in port, provided the port is within 7 hexes of their base (6 hexes for Allied TAC). Japanese TAC units are shown as green diamond (FirstRate), yellow diamond (Second-Rate) or red diamond (Third-Rate) - each time they are repaired or rebuilt, they return to the board at the next-lowest quality level. TAC units (including ½ factor TAC units) shift the odds on the GCRT one column to the right (for OAS) or one column to the left (for DAS). SUBs SUBs are the basic offensive unit in the submarine war against defending Japanese ASW units. SUBs are a cost-effective way for the U.S. to conduct Strategic Warfare. Japan also receives SUB units. In the standard rules, Japanese submarines move and fight on-board. Task Forces A Task Force (TF) marker represents 2 to 4 Fleets and/ or CV/NACs. TFs may be composed of Japanese, British or American naval units. A TF may have both British and naval U.S. units, but each Allied nation must spend its own NARFs to activate its units. A TF is activated with Japanese, British or U.S. Sustained Logistical Efforts (SLEs), Regional Logistical Efforts (RLEs), Limited Logistical Efforts (LLEs) or Movement Logistical Efforts (MLEs) (See Section 4.0, Logistics). Simply remove 2, 3, or 4 naval units from any port on the board in any Japanese-, British- or U.S.-controlled port hex, as the case may be and replace them with a TF marker. Place the individual naval unit components of the Task Force face-down on the Task Force Display card – an opposing player may inspect a TF’s face-down components only if that TF is intercepted. Beachhead

PART (Partisan units) Partisan units are created either due to political actions (on the Variant or Diplomatic tables) or by Atrocities which stir up the civilian population. Partisans are lowquality (Fourth-Rate) ground units. At the end of the Strategic Warfare Segment, once each Spring and Fall turn, each player calculates the total number of Partisans on the board and rolls on the Partisan Table to determine how much economic damage partisan units have inflicted in the current turn. STA (Static infantry units) Static units are less mobile infantry, suitable for holding ground or fixed positions, but little else. They have fewer movement factors. Unlike INF units, STA units may not attack. STA units do not have a ZOC.

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A Beachhead is created after a successful amphibious invasion. Up to 6 units may stack on a Beachhead. A Beachhead counts as a port for two turns after the amphibious assault, after which time it is removed. Allied naval units may not rebase to a beachhead, nor may Allied amphibious invasions originate in a beachhead, even if the beachhead contains a port. Breach A Breach is made in an enemy line when an attack including at least 1 ARM unit has eliminated the opposing unit occupying the hex or forced it to retreat. Up to 6 units may stack in a Breach hex. ARM units attacking out of a Breach on Second Impulse receive a -1 modifier in Second Impulse Combat.

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14

3.0 Sequence of Play

Patrol Marker A Patrol marker indicates that one or more naval units have been assigned to patrolling duties in a Sea Area for a full turn, including the opponent’s turn. Patrols aid in naval interception. Atrocities Marker An Atrocities marker is a memory aid. When Japan invades certain countries or Allied colonies the Allied player will roll one die (1d10) per conquered country or colony indicating the number of Atrocities are committed by invading Japanese forces. For each Atrocity marker, the Japanese must roll again the following Spring turn to determine how many partisan units have sprung up in response to these Atrocities. Airbase Marker An Airbase is not a combat unit. It is a marker unit. Each airbase can support one on-board air unit: TAC, MDM, FTR, and/or land-based NAC. Each airbase has an inherent flak factor of 1. FTR units may also base in any friendly clear, beach or desert terrain hex. Schwerpunkt Markers These markers should be placed on ARM and MECH units that are moving during Second Impulse from out of a Breach. Such units receive a -1 modifier in Second Impulse Combat (negative numbers are favorable for the attacker). [Designer’s Note: Although Schwerpunkt is a German term, the concept still applies to the AsiaPacific Theater, although to a lesser extent than in Europe.] Yes/No marker On Spring and Fall turns (only), each Major Power may play Espionage and/or Counter-Espionage chits (See Section 16.1.7 Espionage and CounterEspionage). To play one of these counters, each player puts his Espionage or Counter-Espionage counter in front of him at the edge of the board. Underneath each he will place a yes counter (with a check mark) or a no counter (with an “X”), to indicate whether he is or isn’t playing an Espionage and/or Counter-Espionage counter. Reveal the counters when used.

2.7 Setting Up the Units Each scenario has instructions on setting up the units used in that scenario.

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The Sequence of Play is spelled out in detail on the Sequence of Play (SOP) card for each scenario. The SOP card outlines everything that can possibly happen in a single turn of the 1941-1945 Campaign Game, including many things that only happen intermittently or in some cases, only once. One example is Strategic Warfare (SW) – there are a few steps involved in SW, but one only conducts SW in the Spring and Fall turns of each year. The designer believes that it is worthwhile for players to know exactly when that operation, if undertaken, will occur. Note that many of the TWP scenarios use much-abbreviated SOPs unique to that scenario.

3.1 Receive NARFs and Force Pool Additions During Spring turns only, each nation with a NARF Base receives NARFs for the year, plus any new units that enter its Force Pool in the current year (see scenario instructions and force pool cards).

3.2 Weather Each Spring, Summer and Winter turn, the Japanese and Allied players each roll one 10-sided die (1d10) and consults the India-Southeast Asia Front Spring Weather Table, the India-Southeast Asia Front Summer Weather Table or the Siberian Front Winter Weather Table, respectively. The Allied roll is subtracted from the Japanese roll. The difference between the two is then compared to the appropriate Weather Table to account for the effects of the monsoon season (in India and Southeast Asia) or the Siberian winter (in northeast Asia).

3.3 Diplomacy and Planning Segment 3.3.1 Logistical Efforts (LEs) Players secretly choose Sustained Logistical Efforts (SLEs), Regional Logistical Efforts (RLEs), Limited Logistical Efforts (LLEs), Movement Logistical Efforts (MLEs), Political Points (POPs), or Espionage and CounterEspionage chits. Players decide which countries will serve as diplomatic targets this turn, each secretly writing down on their Diplomatic Record Sheets how many NARFs they will spend on Political Points (POPs) in the Diplomatic Phase, and on which targets they will allocate POPs. After all players have written down their choices, players announce their targets in reverse NARF order, lowest NARF total announcing first. 3.3.2 Magic, Intelligence Points and Intelligence Coups During the Diplomacy and Planning Segment each turn, after choosing LEs and rolling for Diplomatic targets and Variants, the American player (only) may roll for Intelligence Points (IPs, aka Magic): 3.3.2 Magic Table Die Roll

# Intelligence (Magic) Points

1

Three IPs

2-3

Two IPs

4-7

One IP

8-10

No IPs

Modifiers: +1 to U.S. roll if Japanese Variant #5, Naval Codes, has been played

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15 Once per year beginning in 1942, the U.S. player may play an Intelligence Coup chit which provides two IPs in addition to those obtained via the Magic Table. IPs are always treated as a negative (favorable) modifier for the U.S. player on the Interception and Surprise Tables. The U.S. player may apply IPs in any combination to die rolls on the Interception/Search and Surprise Tables that game turn, provided that no more than three IPs may be applied to any one roll, even if the Intelligence Coup chit is in play. The U.S player may also apply IPs to Submarine War die rolls (See Section 5.1.2.5). Assume a 1942 example: The U.S. player plays an Intelligence Coup chit, then rolls a “3” for Magic, which grants two Magic points. The U.S. player could apply one or more IPs to any one interception roll during the game turn, and one or more IPs to any one Surprise roll. Or he could apply some of his IPs to Interception attempts and some to Surprise rolls. IPs may also be allocated to the U.S. submarine war on Japan (see Section 5.1.1 ASW Combat). IPs may not be accumulated from turn to turn. No more than three IPs may be applied to any one interception or Surprise roll. Players may wish to use the optional Intelligence Points rules in lieu of the standard rules (See Section 29.2, Intelligence Points.) IPs apply only to Allied naval and naval-air forces where 50% or more of the combat factors involved are U.S. factors.

player; the Allied player is the non-phasing (intercepting) player. The movement of ground, air, and naval units may be interrupted by the intercepting player.

3.7 Unit Construction and Reserve Creation Segment (aka Build Segment) Each Major Power (and some minor ones) builds and places (generally) ground, naval, and air units in their home country. Minor country forces are always built or rebuilt within their own borders. The Japanese player will build any units he wishes to build in the current turn; then the Allied powers will do the same during their turns. Players may not build more units than are permitted by their Force Pool Levels.

3.8 Strategic Movement (Stratmove) Segment Players may Stratmove units and transfer NARFs to or from other nations, in order of play. The order of play is determined by NARF Levels. For example, Britain would almost always Stratmove and/ or transfer NARFs before the U.S., as the British would almost always have fewer NARFs than the U.S.

3.9 Supply Segment

3.3.3 Placing LEs and Announcing Diplomatic Targets 3.9.1 Supply Check Players purchase (and place) their LEs in reverse NARF order, the Major Power with the lowest NARF totals (not the lowest NARF Base) purchasing first; then the Major Power with the second lowest NARF totals purchasing second, etc. After all players have purchased their LEs, Counter-Espionage chits, Espionage chits, and POPs and written down their diplomatic targets, a player may, if he chooses, roll on one or more of the Diplomatic Tables (Spring and Fall turns only), once for each target. Players announce their diplomatic targets in inverse NARF order (lower NARF level announces first). A player may skip his Diplomacy Segment and instead roll on the Variant Table (see Section 28, Variants and Section 16, Diplomacy).

3.4 Declaration of War (DOW) Segment Major Powers declare war on other Major Powers and/or any minor countries and pay the required number of NARFs.

3.5 Strategic Warfare (SW) Segment The Allied player resolves the effects of Submarine Warfare and/ or Strategic Bombing against Japan. (Note that both Submarine Warfare and Strategic Bombing occur Spring and Fall turns only). If he has any Partisans (obtained via optional Variant rules) on the board, the Japanese player rolls once on the Partisan Combat Results Table PCRT; if the Allied player has any Partisans on the board, he rolls twice on the PCRT – once for British + Nationalist Chinese + American-controlled Partisans; and once for Soviet-controlled Partisans.

3.6 Operations Segment Each player reveals and pays for his LE choice for the turn, then moves some, none, or all of their units, conducting operations in the precise order shown on the Sequence of Play chart. The Japanese player always moves first each turn. If it is the Japanese player’s turn, the Japanese player is the phasing

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Players must check the supply status of their units. With some exceptions, including units deliberately moved out of supply during Second Impulse Movement and Combat, eliminate any unit that is out of supply at the end of its turn. (See Section 10.2.7, Second Impulse Supply). Units eliminated while unsupplied may be rebuilt, but at double the normal cost. Players should keep such units segregated on their respective Force Pool cards. 3.9.2 Repairing Depleted Units Players may repair Depleted units. Depleted air units may be repaired at normal cost at any air base provided they perform no other mission during that Operations Segment and are not based adjacent to enemy units. Depleted air units may be repaired at double the normal cost if they did perform a mission in that Operations Segment, are based adjacent to enemy units, or both. Fleet and CV units Depleted in combat must return to a port with a shipyard at the end of the battle. Normally each shipyard repairs one Depleted Fleet or CV factor per turn, although this process can be sped up at an extra cost (See Section 15.1.5.4 Accelerated Construction). Depleted ground units may be repaired as long as they did not move during the turn. They may fight, but may not move. Repairing Depleted ground units costs half the number of NARFs it would take to build it (round up), but without a cadre cost. Note that building a new unit generally costs one or more NARFs per unit for the unit’s cadre (more for some units), plus a per-factor cost. Repairing existing units is always cheaper because there is no cadre cost to repair a Depleted unit (see Section 15.1.2 Cost of Building and Repairing Units). For example, a Depleted Japanese 6-3 INF would be repaired at a cost of 3 NARFs – half the unit’s combat factor is 3 factors at 1 NARF per factor (Japanese INF cost 1 NARF/factor). There is no cadre cost as the unit is being repaired, not built from scratch.

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16 3.9.3 Breakdown Units

4.0 Logistics

A player may break down certain ground units identified by a white dot between their combat and movement factors.

3.10 End-of-Turn Segment 3.10.1 Determine Which Nations Have Surrendered Each Major Power has unique surrender conditions (see National Rules Sections, beginning with National Rules: Britain, Section 17), which indicate when that Major Power must surrender. With few exceptions (see Minor Countries, Section 23), most minor countries surrender when another country captures their capital. Colonies do not surrender because their home country has done so. 3.10.2 End of Turn Political and Administrative Items Players conclude a turn by consulting the End Segment in the Sequence of Play. 3.10.3 Check Victory Conditions At the end of every turn, check the Victory Conditions for the scenario you are playing to see if your side has won or lost. Remove any unsupplied or over stacked ground units. Move the seasonal turn marker one space forward each turn, and the year marker one year ahead if you have finished the Winter turn and are beginning a new calendar year. Begin the Spring turn with the Receive NARFs segment. 3.10.4 Preparing for the New Year Start At the beginning of each calendar year, players will compute their NARF Base and NARF Levels for the upcoming year. Starting with 1941 (in TW-Global) or 1942 (in TW-Pacific), players calculate economic growth. Generally, Major Powers (and minor ones who are in the war as active Satellites of a Major Power) calculate their economic growth as a percentage of the NARFs remaining at the end of the previous Winter turn and add them to their country’s permanent economic strength (called the NARF Base) each year. Sometimes losses (due to SW) may cause a negative adjustment to the player’s starting NARFs in the New Year.

3.11 Using the Sequence of Play Card The Sequence of Play (SOP) card gives players a detailed, step-bystep description of the order of various operations. The SOP card is written with two-player games in mind. For example, the SOP card refers to the Phasing Player taking certain actions, such as performing counter-air missions (Segment 6, Operations Segment). The Japanese player will perform all his counter-air missions in the same Step. However, in multi-player games, the question may arise as to who moves first within an Alliance – who would move first, the British player or the American player? Generally, within each Alliance, members of the same Alliance faction move in concert. Thus, the British player would conduct his counter-air missions under Operations Segment D at the same time the American player does so. There may be some occasions in multi-player games where it matters which power conducts which actions first. If it matters to the turn’s outcomes, players follow the same order of play as is the case with Diplomacy and LE selection – reverse order, beginning with the Major Power with the lowest NARF Level.

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With three important exceptions, units may neither move nor fight unless they have been activated by a Logistical Effort (LE). • Exception 1: Out-of-supply (OOS) units. Without activating an LE, OOS ground units may not move, but may attack adjacent units (and defend against any attacks from adjacent enemy units). OOS air units may stage to fly to a supplied base (See Sections 8.3.1 Strategic Movement by Air and 11.2.1 Staging); and OOS naval units may change base. (See Section 12.6.3 Consequences of Being Unsupplied). • Exception 2: A Pass, which may only be chosen if a player is completely out of NARFs, and allows a very limited level of activity. • Exception 3: Naval and Air Interception. The non-phasing player does not need an LE to intercept enemy air and naval units. Note that DAS falls under the definition of interception within the meaning of this paragraph. Other than the three exceptions noted above, all units that are in supply must be activated by one of the five kinds of LEs to move, fight, and/or Stratmove. The five LEs include: Sustained Logistical Efforts (SLEs); Regional Logistical Efforts (RLEs); Limited Logistical Efforts (LLEs); Movement Logistical Effort (MLEs), and Pass. LEs are not units and cannot be eliminated or captured. If an enemy ground unit enters a hex containing an LLE or and RLE, the LE chit is unaffected – it remains in place. At no time may a unit be activated by more than one LE, and while a player may purchase multiple chits of the same LE (LLEs and RLEs), a player may not purchase different LEs during the same turn.

4.1 Sustained Logistical Efforts (SLEs) SLEs cost the Japanese and the Soviet Union 8 NARFs, the British and Americans 12 NARFs, and the Nationalist Chinese 48 NARFs. Japanese SLE chits incur 1½ x the usual cost (or 12 NARFs) for as long as there are any Japanese ground combat units anywhere within the 1937 boundaries of the Nationalist China. An SLE allows the player to move some, none or all of his ground, air, or naval in any hex anywhere on the board; rail movement; and undertake any and all Strategic Warfare, ground, air and naval missions. SLEs also permit play an Evasion chit (See Section 7.8.2 Evasion Chits). SLEs may not be played two turns in a row. If attacked during an opponents’ SLE turn, PART units may retreat up to two hexes after the attack is announced but before it is rolled (see Section 25.3 Partisans in Combat). The Nationalist Chinese inflict three Depletions on Japanese INF and/or air units within the 1937 boundaries of Nationalist China on Nationalist Chinese SLE turns (See Sections 10.3.6, Japanese Attrition in China and 20.4, The Chinese Morass). During an SLE turn, the player may (but is not required to) choose a Sustained Air Effort (SAE) before rolling for each air battle. If chosen, all combat results shown on the Air-to-Air Combat Results Table (AACRT) are trebled only on the first round. There

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17 is no chit for this choice – a player simply announces his decision before resolving any air combat on the AACRT. A player need not apply an SAE to all his attacks during an SLE turn – he may choose before each air battle, including those conducted as an integral part of naval-air combat.

4.2 Regional Logistical Efforts (RLEs) RLEs cost the Japanese and the Soviet Union 4 NARFs, the British and Americans 6 NARFs, and the Nationalist China 24 NARFs. Japanese RLEs placed within the 1937 boundaries of the Nationalist China incur 1½ the usual cost (or 6 NARFs) per RLE chit. An RLE counter may be placed in any friendlycontrolled hex anywhere on the board by the phasing player, which activates any ground, air, and naval unit within 3 hexes of the hex on which it was placed, plus any Strategic Warfare units. The 3-hex radius may extend over any terrain, even sea hexes. RLEs permit rail movement and playing an Evasion chit. Naval units based in ports within 3 hexes of the RLE counter may undertake all types of naval missions, including Patrols. PARA units may conduct airborne landings within range during RLEs. The British Empire may not place RLEs anywhere within the 1937 boundaries of China. The Nationalist Chinese inflict two Depletions on Japanese INF and/or air units within the 1937 boundaries of Nationalist China on Nationalist Chinese RLE turns, regardless of how many RLE chits the Nationalist Chinse player may purchase (See Sections 10.3.6, Japanese Attrition in China and 20.4, The Chinese Morass). During an RLE turn, the player may (but is not required to) choose a Regional Air Effort (RAE) before rolling for each air battle. If chosen, all combat results on the AACRT are doubled for the first round (only). There is no chit for this choice; a player simply announces the decision before resolving air combat on the AACRT. A player need not apply an RAE to all his attacks during an RLE turn – he may choose before each air battle, including those conducted as an integral part of airnaval combat. Note: activation of a ground unit includes both First and Second Impulse Movement; [See Section 9.0 Ground Unit Movement]). Neutral minor countries which have been invaded automatically receive 1 free RLE on their move in the turn they have been invaded (if they haven’t surrendered on losing their capital). After that, the invaded minor country’s logistical efforts are paid for by their controlling Major Power.

4.3 Limited Logistical Efforts (LLEs) LLEs cost the Japanese and the Soviet Union 2 NARFs per LLE chit. (3 NARFs per LLE chit if Japan places it within the 1937 Nationalist Chinese boundaries), the British and Americans 3 NARFs per LLE chit, and the Nationalist Chinese 12 NARFs per chit. An LLE counter may be placed in any friendlycontrolled hex anywhere on the board by the phasing player, which activates any ground, air, or naval unit within 1 hex of the hex on which it was placed, plus Strategic Warfare units. The 1-hex radius extends over any terrain, even sea hexes. LLEs permit rail movement, but ARM, MECH, and CAV units may not use Second Impulse Movement and Combat. Naval units may patrol during LLEs, but may not use Evasion

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chits. LLEs do not permit amphibious invasion, or airborne landings. The British Empire may not place LLEs anywhere within the 1937 boundaries of Nationalist China. The Nationalist Chinese inflict one Depletion on a Japanese INF or air unit within the 1937 boundaries of Nationalist China on Nationalist Chinese LLE turns, regardless of how many LLE chits the Nationalist Chinse player may purchase (See Sections 10.3.6, Japanese Attrition in China and 20.4, The Chinese Morass). Ground units (regardless of their rating) receive a -1 (favorable to the attacker) die roll modifier on the Ground Combat Results Table (GCRT) when attacking during LLE turns. If two members of the same Alliance System have chosen different LEs that turn, the modifier applies if the Major Power choosing the LLE has 50% or more of the combat factors committed to the battle. For example: if the British Empire has chosen an LLE turn, but the US has chosen an RLE turn, the LLE modifier would apply if the majority of the ground combat factors in the attack are British Empire units. During an LLE turn, a player may also choose 1 hex subject to ground attack and obtain a 1 column shift to the right when attacking that hex. This shift is in addition to the usual column shifts for air support and in addition to the favorable -1 modifier on the GCRT.

4.4 Movement Logistical Efforts (MLEs) A player may choose an MLE in lieu of choosing an SLE, an RLE, or an LLE. As with SLEs, there is no radius for an MLE as its effects cover the entire board. An MLE costs 2 NARFs. The cost is the same for all Major Powers. An MLE allows the moving player to move any or all of his units, anywhere in the board, up to their normal movement allowances. Players may move by rail during an MLE. Players may intercept enemy air and naval missions using an MLE. Naval and naval-air battles must go for a full three rounds if a player has chosen an MLE for the turn but may not establish Patrols. Stratmoves are permissible during MLEs. Players choosing an MLE may not conduct any attacks of any kind, anywhere on the board other than partisan operations. (Note: Automatic Victories [AVs] are not attacks, as they are part of movement – see Section 9.8 Automatic Victory and Movement). An MLE does not permit a player to conduct offensive Strategic Warfare (for the Allies, offensive strategic warfare means placing SUBs and/or SAC in the Submarine War and Strategic Bombing War Boxes, respectively; for the Japanese, that means conducting strategic submarine warfare and/or making strategic bombing die rolls).

4.5 Pass If a player is completely out of NARFs, he must choose a Pass. In a Pass, the player may move air units up to the limits of their printed range (although they may not stage). He may move naval units or change naval units’ bases up to a distance of three Sea Areas. He may move all ground units 1 hex, but may not conduct AV movement, even for a 1-hex AV. He may not Stratmove, conduct offensive strategic warfare, espionage, counterespionage, or diplomacy, although he may try for a Variant. He may conduct Partisan operations. No other movement or combat is permitted. The player choosing a Pass may build or repair units (either via deficit spending or via NARF grants from another Major Power).

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18

5.0 Strategic Warfare

Strategic Warfare abstractly represents efforts to strike at the opposing player’s forces indirectly, through the destruction of economic assets. After the Declaration of War segment, resolve all Submarine and Strategic Bombing combat. Players may conduct Strategic Warfare only with SLEs, RLEs, and LLEs (not MLEs) during Spring and Fall turns only. Placing Sub and ASW units in the Sub War Box does not require using any Stratmoves.

5.1 The Submarine War and Anti-Submarine Warfare Both sides have a certain number of Strategic Warfare units in their Force Pool which can be devoted to the Submarine war. For the Allied player, these are American submarines. For the Japanese, these are anti-submarine warfare (ASW). Submarines and ASW units, unlike all other ground, air, and naval units, are constructed at the beginning of the Strategic Warfare segment. Each turn during the SW Segment, after building SW units, the Japanese and Allied players each places one or more Submarine or ASW counters face down in the SW Box. For the Submarine War, the Japanese player puts ASW counters face-down in the Submarine War box; the Allied player puts Submarine counters face-down in the Submarine War box. Newlyconstructed ASW appear at a Japanese shipyard and are then moved to the Submarine War Box; newly-constructed subs appear at a U.S. shipyard and are then moved to the Submarine War Box. 5.1.1 ASW Combat Submarine warfare is resolved on the facing table: If the defender commits no ASW forces, the defender suffers the maximum loss. Each surviving Sub normally inflicts 2 NARFs worth of damage on Japan. Subs inflict 3 NARFs as a result of a Convoy Ambush (See Section 5.1.2, Computing Losses from Subs, below), 4 NARFs for a Convoy Massacre, the damage is 4 NARFs, and 5 NARFs due to a Tanker Massacre (See 5.1.3 Computing Losses from Subs below). Ω = On the first three Strategic Warfare segments after Japan and the U.S. go to war (usually the Spring 1942, Fall 1942, and Spring 1943 turns), the U.S. player must apply an adverse modifier for defective torpedoes. On the first turn after Japan and the U.S. go to war, the modifier is +3; on the second, +2; on the third, +1. Modifiers from the optional Submarine War Card Matrix (See Section 29.4, Submarine and ASW Cards) may be “+#” or “-#” depending on card play. All sub warfare modifiers are netted out against each other. 5.1.2 Computing Losses from Subs After rolling on the table, the U.S. player counts the number of surviving Subs, then subtracts any that missed finding a convoy (an AA result), with each surviving Sub unit that did not abort its mission in excess of the number of surviving ASW units that did not abort their mission eliminating 2 Japanese NARFs. Losses due to an excess of Subs vs. ASW on one turn may not exceed 1/4

TWP Rulebook 28 120pp.indd 18

of Japan’s NARF base [Note: the NARF Base of Japan is 85 at the start of both the 1939 TW-Global and the 1941-1945 Campaign Games (See Section 15.1.6.1 Overall Construction Limits and Major Power NARF Bases)]. ASW losses do not count against the ¼-of-NARF Base ceiling Japanese Submarine War losses. For each 10 or more (round up) NARFs destroyed by Subs reduces the Japanese Strategic Movement Point (SMP) level by 1 for the turn (the Japanese SMP level may not drop below 2). Thus, a loss of 15 NARFs would reduce the Japanese SMP level by 2 for that turn (only); a loss of 25 would reduce Japanese SMPs by 3, and so on. SMP reductions attributable to NARF losses are in addition to any SMP reductions suffered due to Convoy Ambushes, Convoy Massacres, or Tanker Massacres (see below). 5.1.2.1 Convoy Ambushes If the U.S. player (only) scores an asterisk (“*”) result, Subs have scored a Convoy Ambush: • Japan loses 2 SMPs (current turn only). These SMPs are in addition to the one-SMP-per-10-NARFs effects noted in Section 5.1.2 above. • Each surviving Sub eliminates 3 NARFs. • The Japanese player may not make any amphibious invasions on a turn when they suffer a Convoy Ambush. • The U.S. player also imposes one oil hit: that is, reduce Japan’s oil factors by 1 until the next Spring or Fall Strategic Warfare turn (See Section 24, Oil.) 5.1.2.2 Convoy Massacres If the U.S. player (only) scores a double-asterisk result (**), Subs have scored a Convoy Massacre: • Japan player loses 3 SMPs (current turn only), in addition to the one-SMP-per-10-NARFs effects noted in Section 5.1.2 above. • Each surviving Sub eliminates 4 NARFs. • The Japanese player may not make any amphibious invasions on a turn when they suffer a Convoy Massacre. • The U.S. player also imposes two oil hits: that is, reduce Japan’s oil factors by two until the next Spring or Fall Strategic Warfare turn (See Section 24, Oil); or may choose to permanently eliminate a Japanese Transport Fleet. 5.1.2.3 Tanker Massacres If the U.S. Player (only) scores an omega result (“Ω”), Subs have scored a Tanker Massacre: • Japan loses 4 SMPs (current turn only), in addition to the 1-SMPper-10-NARFs effects noted in Section 5.1.2 above. • Each surviving Sub eliminates 5 NARFs. • The Japanese player may not make any amphibious invasions on a turn when they suffer a Tanker Massacre. • The U.S. player also imposes three oil hits: that is, reduce Japan’s oil factors by three until the next Spring or Fall Strategic Warfare turn (See Section 24, Oil.); or may choose to permanently eliminate two Japanese Transport Fleets. 5.1.2.4 Sub Attrition Regardless of the outcome of the die roll on the SWCRT, the U.S. player always loses some Subs each turn whether or not he inflicts any damage at all on the Japanese player, provided the Japanese player deploys any ASW units to the Sub War Box. In addition to any Sub losses due to “AL” results, the U.S. player always loses one Sub for every 2 (round up) Japanese ASW units committed to the Sub War Box at the beginning of the Strategic Warfare Segment. Beginning in the Fall 1943 turn, the attrition ratio decreases to one Sub eliminated for each 3 Japanese ASW units (round up). The U.S. player cannot

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19 Submarine War Combat Results Table (SWCRT) Combat Odds: Sub vs. ASW Die Roll

1-6

1-5

1-4

1-3

1-2

2-3

1-1

3-2

2-1

3-1

4-1

5-1

6-1 or more

-3

DL2 DA1

DL2 DA1

DL2 DA1

DL2 DA1

DL2 DA1

DL2 DA1*

DL2 DA1**

DL2 DA1Ω

DL2 DA1Ω

DL3 DA1Ω

DL3 DA1Ω

DL3 DA1Ω

DL3 DA1Ω

-2

DL1

DL1 DA1

DL1 DA1

DL2 DA1

DL2 DA1

DL2 DA1*

DL2 DA1*

DL2 DA1**

DL2 DA1Ω

DL2 DA1Ω

DL3 DA1Ω

DL3 DA1Ω

DL3 DA1Ω

-1

DL1 AL1

DL1

DL1 DA1

DL1 DA1

DL2 DA1

DL2 DA1*

DL2 DA1*

DL2 DA1*

DL2 DA1**

DL2 DA1Ω

DL2 DA1Ω

DL3 DA1Ω

DL3 DA1Ω

0

AA1

DL1 AL1

DL1

DL1 DA1

DL1 DA1

DL2 DA1*

DL2 DA1*

DL2 DA1*

DL2 DA1**

DL2 DA1**

DL2 DA1Ω

DL2 DA1Ω

DL3 DA1Ω

1

AA1!

AA1!

DL1 AL1!

DL1!

DL1 DA1!

DL1 AL1*!

DL2 DA1*!

DL2 DA1*!

DL2 DA1*!

DL2 DA1**!

DL2 DA1**!

DL2 DA1Ω!

DL2 DA1Ω!

2

AL1

AA1

AA1

DL1 AL1

DL1

DL1 DA1

DL1 DA1*

DL2 DA1*

DL2 DA1*

DL2 DA1*

DL2 DA1**

DL2 DA1**

DL2 DA1Ω

3

AL1

AL1

AA1

AA1

DL1 AL1

DL1

DL1 DA1

DL1 DA1*

DL2 DA1*

DL2 DA1*

DL2 DA1**

DL2 DA1**

DL2 DA1**

4

AL1 AA1

AL1

AL1

AA1

AA1

DL1 AL1

DL1

DL1 DA1

DL1 DA1*

DL2 DA1*

DL2 DA1*

DL2 DA1**

DL2 DA1**

5

AL2

AL1 AA1

AL1

AL1

AA1

AA1

DL1 AL1

DL1

DL1 DA1

DL1 DA1*

DL2 DA1*

DL2 DA1*

DL2 DA1**

6

AL1 AA1

AL2

AL1 AA1

AL1

AL1

AA1

AA1

DL1 AL1

DL1

DL1 DA1

DL DA1*

DL DA1*

DL DA1*

7

AL2

AL2

AL2

AL1 AA1

AL1

AA1

AA1

AA1

DL1 AL1

DL1

DL1 DA1

DL1 DA1*

DL1 DA1*

8

AL2

AL2

AL2

AL2

AL1 AA1

AL1

AA1

AA1

AA1

DL1 AL1

DL1

DL1 DA1

DL1 DA1*

9

AL2

AL2

AL2

AL2

AL2

AL1 AA1

AL1

AA1

AA1

AA1

DL1 AL1

DL1

DL1 DA1

10

AL3

AL3

AL3

AL2

AL2

AL2

AL1 AA1

AL1

AA1

AA1

AA1

DL1 AL1

DL1

11

AL4

AL3

AL3

AL3

AL2

AL2

AL2

AL1 AA1

AL1

AA1

AA1

AA1

DL1 AL1

12

AL4

AL4

AL3

AL3

AL3

AL2

AL2

AL2

AL1 AA1

AL1

AA1

AA1

AA1

13

AL4

AL4

AL4

AL3

AL3

AL3

AL2

AL2

AL2

AL1 AA1

AL1

AA1

AA1

14

AL4

AL4

AL4

AL4

AL3

AL3

AL3

AL2

AL2

AL2

AL1/ AA1

AL1/ AA1

AA1

AL#=Attacker loses indicated # of Subs; DL#=Defender loses indicated # of ASW; AA#= # of Attackers aborting the mission [# of Subs that failed to find a convoy]; the attacking unit is not eliminated, but does not count towards computation of defenders’ NARF losses; DA#= # of Defending ASW units aborting mission [ASW unit, failed to find any Subs]; the defending unit is not eliminated, but doesn’t count towards computation of defenders’ NARF losses. * =Convoy Ambush; (see Section 5.1.2.1, Convoy Ambushes and Section 24, Oil); **=Convoy Massacre; (see Section 5.1.2.2, Convoy Massacres and Section 24, Oil.); Ω=Tanker Massacre (see Section 5.1.2.3, Tanker Massacres and Section 24, Oil.); ! = if using optional rule 29.9, Subs and Capital Ships, U.S. player has Sunk or Depleted one or more Japanese Fleets and/or CVs Pro-Sub Modifiers

Pro-ASW Modifiers

Fall 1943 (U.S. only)

-1

1944 (U.S. only)

-2

Dud Torpedoes: First 3 Spring/Fall turns after Japan and the U.S. go to war

1945 (U.S. only)

-3

Japanese Variant #20, Radar

+1

Intelligence Points Applied (Max = -3 on any one roll)

-1

Japanese Variant #9 ASW Research

+1

For each 3 Submarines in excess of defending ASW

-1

U.S. Variant #13, Improved Torpedoes Ω

-1

TWP Rulebook 28 120pp.indd 19

(Optional – Sub War/ASW Card Result – See Section 29.4 Submarine and ASW Cards)

+3/+2/+1

+/-#

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20 lose more than 100% of Subs committed to the Submarine War Box that turn. Subs that aborted their missions may be removed to meet attrition requirements. Players who would prefer to use a less mechanical means of determining Sub Attrition losses may want to use the optional Sub Attrition Table (See Section 29.18, Optional Sub Attrition). 5.1.2.5 Codebreaking and the Sub War The U.S. player may assign up to 3 of his Intelligence (Magic) Points on Spring and Fall turns to the submarine war. Each Magic point gives the U.S. player a favorable (-1) modifier on the SWCRT.

U.S. SAC may not strategically bomb Japan unless the U.S. has: a) obtained control of the Philippines, Formosa, or the Marianas Islands; and/or b) elected to use SAC bases in Nationalist China. To do the latter, the U.S. merely needs to announce to the Japanese player that he is using Chinese bases in Fukien and Kwangsi provinces, and pay a one-time cost of 25 NARFs for doing so. The Allied player may not elect to strategically bomb Japan from Fukien and Kwangsi-Kwantung provinces until the Spring 1944 turn. Both provinces must be Nationalist Chinese conquests or Satellite Provinces at the time the U.S. announces that he will use Nationalist Chinese strategic bomber bases. 5.2.1 Critical Industry Hits

5.2 Strategic Bombing Strategic bombing abstractly represents both sides’ efforts to bomb their enemies’ infrastructure and thus cripple their war effort. The U.S. and, in very limited circumstances, Japan may build Strategic Bombers (SAC), although Japanese SAC may only be “built” by converting MDM bomber units to temporary SAC units. Both sides have a certain number of Strategic Warfare units in their Force Pool which can be devoted to the strategic air war. For the U.S. player these are SAC. For Japan, these are primarily INT units. In limited circumstances, Japan may also use MDM unit to strategically bomb Nationalist China. Each Spring and Fall turn during the Strategic Warfare Segment, after placing Sub and ASW units, each player places one or more SAC counters face down in the SW Box. Japanese SAC can only be utilized via the temporary conversion of Japanese MDM bomber units (See Section 5.2.4 below). Japanese SAC are notional – there are no physical Japanese SAC counters. The U.S. has a separate strategic bomber force. Losses are apportioned according to the Strategic Bombing Combat Results Table facing: Before executing its bombing mission, the U.S. player’s attacking SAC must undergo any heavy flak fire (ordinary flak units do not count) on the Flak table (See Section 11.12 Strategic Bombing Heavy Flak Table). The defender gets a +1 modifier for each Flak level they achieve over 2 (e.g., if the Japanese have a Flak level of 3, add +1 to the Allied Strategic Bombing die roll.) (See Section 11.12 (Anti-Aircraft) Flak Table). After undergoing Heavy Flak fire, the attacking (bombing) player counts the number of surviving unDepleted SAC. Each surviving unDepleted U.S. SAC in excess of the number of surviving INT eliminates 2 Japanese NARFs. Depleted SAC fly home immediately after being Depleted and do no damage to the target. Bomb damage in any one turn may not exceed 1/4 of Japan’s NARF base (initially 85 in both the 1939-1945 and 1941-1945 Campaign Games). Total damage to Japan’s economy from the combined submarine and bombing campaigns (add the two) cannot exceed 1/3 of Japan’s NARF Base in any one turn. Each 10 NARFs destroyed by American SAC reduces the Japanese SMP level by one for the turn (round up). However, the Japanese SMP level may not drop below 2. If the Japanese player has no INT, Japan has an intrinsic “1” defense factor on the SBCRT, but the U.S. does not experience any adverse result from the die roll; an adverse result is treated as “no effect.”

TWP Rulebook 28 120pp.indd 20

An asterisk (“*”) result by the U.S. on the SBCRT inflicts serious damage to a critical industry. A Critical Industry Hit triggers the loss of 2 Strategic Movement Points (SMPs) during the nonphasing player’s next turn (only). The temporary reduction in SMPs is in addition to any SMP reductions suffered due to ordinary NARF losses (one SMP for each 10 NARFs damage). Also, the U.S. player inflicts 3 NARFs damage per surviving bomber with a critical industry hit. Japan may not inflict Critical Industry Hits. 5.2.2 Firestorms A double-asterisked result (“**”) by the U.S. player on the SBCRT inflicts a firestorm. A Firestorm triggers the loss of 2 SMPs during the non-phasing player’s next turn (only). The temporary reduction in SMPs is in addition to any SMP reductions suffered due to ordinary loss (one SMP for each 10 NARFs damage; round up). Also a Firestorm results in a permanent -1 modifier applied to the Japanese surrender level. Finally, the U.S. player inflicts 4 NARFs damage for each surviving SAC unit. Japan may not inflict Firestorms. 5.2.3 Bomber Attrition Regardless of the outcome of the die roll on the SBCRT, the U.S. player always loses some bombers each turn he inflicts any damage at all on the Japanese player, provided he faced any opposing INT. In addition to any bomber losses due to “AL” results, the U.S. player always loses 1 SAC for every 2 (round up) Japanese INT units faced by the U.S. player at the beginning of the SW Segment. Jet interceptors count as 2 INT units when computing bomber attrition losses. Bomber attrition, unlike regular combat, occurs after the mission is completed. Bomber attrition applies only to U.S. SAC. Depleted units may be chosen for attrition. The owning player decides which bomber units are subject to attrition. 5.2.4 Japanese Strategic Bombing of Nationalist China Japan may strategically bomb Nationalist China on Spring/ Fall turns, provided the Japanese player has one or more TAC/ MDM units based within offensive range of Chungking. The Japanese MDM/TAC assigned to strategic bombing may not conduct any other mission that turn. The Japanese player rolls one die (1d10). The resulting number halved (round up) indicates the number of Nationalist Chinese NARFs lost to Japanese strategic bombing. There is no flak roll. Japanese strategic bombing raids cannot be intercepted.

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21 Strategic Bombing Combat Results Table (SBCRT) Combat Odds: SAC vs. INT Die Roll

1-6

1-5

1-4

1-3

1-2

2-3

1-1

3-2

2-1

3-1

4-1

5-1

6-1 or more

<-1

AA1 DA1

DL1

DL1

DL1

DL1

DL1 DA1*

DL2 DA1*

DL2 DA1**

DL2 DA1**

DL2 DA2**

DL2 DA2**

DL3 DA2**

DL3 DA3**

0

AL1

AA1 DA1

DL1

DL1

DL1

DL1

DL1 DA1*

DL2 DA1*

DL2 DA1**

DL2 DA1**

DL2 DA2**

DL2 DA2**

DL3 DA2**

1

AL1

AL1

AA1 DA1

DL1

DL1

DL1

DL1

DL1 DA1*

DL1 DA1*

DL2 DA1**

DL2 DA1**

DL2 DA1**

DL2 DA2**

2

AL1 AA1

AL1 AA1

AL1

AA1 DA1

DL1

DL1

DL1

DL1

DL1 DA1*

DL1 DA1*

DL2 DA1**

DL2 DA1**

DL2 DA2**

3

AL1 AA1

AL1 AA1

AL1 AA1

AL1

AA1 DA1

DL1

DL1

DL1

DL1

DL1 DA1*

DL1 DA1*

DL2 DA1**

DL2 DA1**

4

AL2

AL1 AA1

AL1 AA1

AL1 AA1

AL1

AA1 DA1

DL1

DL1

DL1

DL1

DL1 DA1*

DL1 DA1*

DL2 DA1**

5

AL1 AA2

AL2

AL1 AA1

AL1 AA1

AL1 AA1

AL1

AA1 DA1

DL1

DL1

DL1

DL1

DL1 DA1*

DL1 DA1*

6

AL2

AL1 AA2

AL2

AL1 AA1

AL1 AA1

AL1 AA1

AL1

AA1 DA1

DL1

DL1

DL1

DL1

DL1 DA1*

7

AL2

AL2

AL1 AA2

AL2

AL1 AA1

AL1 AA1

AL1

AL1

AA1 DA1

DL1

DL1

DL1

DL1

8

AL2

AL2

AL2

AL2 AA2

AL2

AL1 AA1

AL1 AA1

AL1

AL1

AA1 DA1

DL1

DL1

DL1

9

AL2

AL2

AL2

AL2

AL1 AA2

AL2

AL1 AA1

AL1 AA1

AL1

AL1

AA1 DA1

DL1

DL1

10

AL2

AL2

AL2

AL2

AL2

AL1 AA2

AL2

AL1 AA1

AL1 AA1

AL1

AL1

AA1 DA1

DL1

11

AL3

AL2

AL2

AL2

AL2

AL2

AL1 AA2

AL1 AA2

AL1 AA1

AL1 AA1

AL1

AL1

AA1 DA1

>12

AL3

AL3

AL2

AL2

AL2

AL2

AL2

AL1 AA2

AL1 AA2

AL1 AA1

AL1 AA1

AL1 AA1

AL1

AL#=Attacker loses # SAC; DL#=defender loses # INT; AA#= # of Attackers aborting the mission [# of SAC that failed to hit the target]; the attacking unit is not eliminated, but does not count towards computation of defenders’ NARF losses; DA#= # of Defending INT units aborting mission [INT units ineffective in intercepting bombers]; the defending unit is not eliminated, but doesn’t count towards computation of defenders’ NARF losses. Flak Effects: SAC which have been Depleted by Flak must abort their mission (counts as an additional abort) * =Critical Industry Hit; (see Section 5.2.1 Critical Industry Hits and Section 24, Oil) **=Firestorm; (see Section 5.2.2 Firestorms and Section 24, Oil.); (Variant) – each Japanese Jet INT = 2 INT on the SBCRT. Pro-Bomber Modifiers U.S. SAC (only) on Spring 1944 roll, provided Nationalist China controls Kwangsi and Fukien provinces

-1

U.S. SAC (only) on Fall 1944 roll, provided either: a) the U.S. controls the Marianas or b) Nationalist China controls Kwangsi and Fukien provinces

-2

U.S. SAC (only) on 1945 rolls, provided the U.S. controls the Marianas

-3

For each three SAC (round down) in excess of defending INT

-1

U.S. Advanced Bombsights (Optional Variant)

-1

Pro-Interceptor Modifiers For each Heavy Flak level over 2 attained by the defender (e.g. flak level of 3=+1, etc.)

+#

For each Japanese Jet INT (Variant)

+2

Japanese Variant #20, Radar

+1

TWP Rulebook 28 120pp.indd 21

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22

5.3 On-Board Use of SW units 5.3.1 Japanese Subs as Fleets Subs are primarily for use in Strategic Warfare. However, the Japanese player may assign one or more Subs to attack, or defend against, surface units (e.g., in an operational role) – each Japanese Sub is worth ½ of a Fleet on the Air-to-Sea/Naval CRT. On-board Subs may not fire Flak when attacked by air units. On board Subs may “run supply” to isolated Japanese garrisons (See Section 12.2.4, Supply in Bypassed Japanese-Held Islands). Japanese units used in this role may perform no other role in the turn they are used. They may not be intercepted by Allied air or naval units when running supply. On-board Japanese SUBs have an interception range of 6 Sea Areas, but may intercept enemy naval units only on a “1”. Japanese SUBs always roll separately to intercept – they are never part of any TFs. 5.3.2 Japanese Subs - Strategic Warfare Japan begins the 1941 and 1939 Campaign games with 2 Subs. They may be based in any friendly port. Each Spring and Fall turn after the U.S. player has conducted Strategic Warfare, the Japanese player may roll one 1d10 die for each Sub. On a “1,” the Japanese player scores a hit. He rolls again to determine losses inflicted. On a 1-5, one Allied CV-1 or CV-2 within 6 Sea Areas of a Japanese Sub base is Sunk; on a 6-10, one CV-1 or CV-2 within 6 Sea Areas of a Japanese Sub Base suffers maximum Depletion. Allied Fleets and Transport Fleets may not be selected. Losses are assigned by the Japanese player. On a “10” one Japanese Sub is eliminated. Japanese Subs may not be assigned to both on-board missions (See Section 5.3.1 above) and strategic warfare on the same turn – if they are assigned to the one, they may not be assigned to the other. Japanese Subs are subject to air attack like any other naval units. Unless he has obtained Japanese variant #39 (Harbor Attack), the Japanese player may not select Pearl Harbor-based CVs as targets.

6.2 Alliances at the Start of the Game At the start of TW-Global, the status of the Major Powers is as follows: U.S. is neutral. Various game events cause the U.S. to move closer towards war as the game continues. The Soviet Union is neutral at the start of the 1939 Campaign Game, but it has a special arrangement with Germany under the Nazi-Soviet Pact, an agreement between Hitler and Stalin concluded in August 1939. Italy is also neutral in the fall of 1939, but whenever it enters the war, it is always as a Major Power ally of Germany. France and Britain are already at war with Germany, and thus need not declare war. Germany is already at war with Poland and thus need not declare war on that country. At the start of the TW: Pacific 1941 Campaign Game, Japan is at war only with Nationalist China. During the DOW segment of the Winter 1941 turn, Japan usually initiates hostilities with either: a) Britain and its minor country Satellites (including the Dutch East Indies); or b) the U.S., Britain and the Netherlands. Japan pays normal NARF costs for declaring war on any Major Power. Japan may declare war on the Soviet Union at any time, provided Germany declares war on the Soviet Union on the current or a previous turn. In the TW-Global scenario, the Soviet Union may declare war on Japan either the turn after Germany surrenders, or in the Summer 1945 turn, whichever comes first. In the TW- Pacific 1941 scenario, the Soviet Union declares war on Japan in the Summer 1945 turn. 6.2.1 France and Britain In the TW:Pacific 1941 Campaign Game scenario, Britain begins the scenario at peace with Japan. All British and French Pacific island groups automatically become U.S. controlled territories at the start of the 1941 scenario. French Indochina is a French colony at the start of the 1939 TW-Global scenario. It becomes a neutral minor country when France surrenders. At the start of the 1941 scenario, Japan has already occupied French Indochina. 6.2.2 The Soviet Union, the Western Allies, and Nationalist China

6.0 Alliance Systems

6.1 Alliances and Neutral Countries At the outset of the 1941 Campaign Game (beginning in Winter 1941 turn), as well as the Global War Campaign game (beginning Fall 1939), Europe and Asia are divided into nations belonging to various alliances and neutral countries. Generally, belligerent nations cannot enter the land hexes of and airspace over neutral countries without declaring war on them, although their ships may sail along neutral countries’ coastal hexes and belligerents’ planes may fly along neutral countries’ coastal or border hexes provided they do not cross them. The 1939 Global War Campaign Game begins with Germany at war with Poland, Britain, and France; and Japan at war with Nationalist China. The U.S., Japan, and the Soviet Union are Major Power neutrals in that scenario. In the TW: Pacific 1941 Scenario, Japan begins the game at war with Nationalist China. Japan will initiate hostilities with the U.S., Britain, and the Netherlands or with just Britain and the Netherlands at the start of the 1941 Campaign game. Some minor countries can be influenced diplomatically (see Section 23 Minor Countries).

TWP Rulebook 28 120pp.indd 22

The Soviet Union is an Allied power, but it is its own Alliance faction. At the start of the 1941 Campaign Game, that faction consists of the Soviet Union and its minor country Satellites, Mongolia and Communist China. No other Allied units may enter Soviet Siberia or Communist China, nor may they stack with Soviet units. The Western Allies are defined as France (prior to its surrender – TWGlobal only), Britain, the Netherlands (a British Satellite in TWPacific), and the U.S. U.S. and British units may enter each other’s territory and may stack together. Nationalist China is a non-Western Allied Major Power. U.S. units may enter Nationalist Chinese territory and Nationalist Chinese and U.S. units may stack together. In a Global War Campaign Game, all Allied units (U.S., British, Dutch, Nationalist Chinese, and Soviet) units all move and fight together in the same segments of the Sequence of Play. 6.2.3 Japan, Germany, and Italy Once Japan initiates hostilities with the U.S. and/or the British/ Dutch, it is assumed to be the Pacific partner in the Axis Alliance faction. In a Global War Campaign Game Scenario, all Japanese, German, and Italian units move and fight together in the same segments of the Sequence of Play. In TW-Pacific, Japan and its Satellites are an Alliance Faction

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23

6.3 Treaty Obligations and Effects of Alliances on Play Alliances contain inherent treaty obligations. If Japan is at war with Britain, for example, it is also at war with all of Britain’s colonies and Satellites. Major Powers pay for their own SLEs, RLEs, LLEs, and MLEs. That is, a U.S. SLE would not activate British units, as Britain is a Major Power and must activate its own units. The reverse is also true: the U.S. cannot save any NARFs by having Britain pay for American offensives, even if Britain is a U.S. ally and both are at war with Japan. Satellite units may move through, and stack with (subject to the game’s stacking rules), units of their controlling Major Power. Generally, Satellite countries pay for building their own units from their own NARFs, while their controlling Major Power pays for their SLEs, RLE, LLEs, and MLEs. Major Powers may not grant NARFs to their minor country Satellites and colonies; minor country and colonial NARFs may be appropriated by their controlling Major Power.

6.4 Declarations of War (DOWs) In most cases, Major Powers may declare war on other nations, Major or Minor, as they wish. However, there are certain restrictions.

6.4.3 Surprise Attacks Without a DoW Surprise attacks without a declaration of war – as in the case of Japan’s famous (or infamous) attack on Pearl Harbor – still require still require an expenditure of 25 NARFs for a DOW. The NARF costs reflect the political costs of aggression, with or without a formal DOW, despite any of the military advantages of doing so. 6.4.4 Cessation of Hostilities There are no peace negotiations in TW. Once at war, the war continues until one side surrenders.

6.5 Minor Country and Colonial Diplomacy Some minor countries and colonies are diplomatic targets, allowing Major Powers to influence and ally with them or possibly cause them to declare war on other Major Powers. These tables indicate the minor country or colony’s current status – Neutral, Sympathizer, Associate, or Satellite of a Major Power. (See Section 16.1 Influence, Section 16.3 Diplomatic Status and Section 23, Minor Countries Colonies and Occupied Areas).

7.0 Naval Operations

6.4.1 Procedure Major Powers declare war on other Major Powers, and on minor countries, during the Declaration of War Segment of each turn. When a Major Power goes to war with another Major Power, it must spend the NARFs for a Declaration of War even if, in real life, there was no formal declaration. Japan’s attack on the Western Allies is one example. 6.4.2 DOW Costs The cost of declaring war is borne by the player initiating hostilities, not by the target. DOW costs are as follows: Declaration of War (DOW) Costs Action

Cost in NARFs

For each declaration of war by Japan against a Major Power, its colonies and minor country Satellites (one Declaration for all)

25 NARFs

For each declaration of war by Japan against any minor country

5 NARFs

For each declaration of war by Britain against a Major Power, its Major Power allies and all of its minor country Satellites.

25 NARFs

For each declaration of war by the U.S. against a Major Power, its Major Power allies and all of its minor country Satellites (one Declaration for all).

25 NARFs

For each declaration of war by the U.S. or Britain on a Sympathizer or Associated minor country.

15 NARFs

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On-board naval units are represented by Fleets, Super-BB Fleets, Transport Fleets, two-NAC carriers (CV-2s), oneNAC carriers (CV-1s), and escort carriers (CVEs). Fleets are generic units representing destroyers, battleships, cruisers, and submarines used in a tactical role (not to be confused with submarines operating as Strategic Warfare units - see Section 5, Strategic Warfare). Fleets and Transport Fleets also represent the sea transport capacities of each combatant nation. The Japanese player (only) may use submarines as separate, distinct units in an on-board combat role (See Section 5.3). Naval units’ abilities may be enhanced with carrier-air units, represented by CV-2 and CV-1 units, which may use their special abilities if they have a Naval Air Component (NAC) unit. The phasing player is generally referred to as the attacker (or if surprise has been achieved, the Ambush player); the nonphasing player is generally referred to as the defender (or, if a player has been surprised, the Reaction player). Except for Japanese naval units on the Pearl Harbor Surprise Turn (See Section 20.1, Japan and Pearl Harbor), naval units can only conduct one mission per turn. However, interception and counter-interception are not considered missions. In general, if Fleets have executed a Sea Transport mission, they cannot Stratmove; if they conduct an amphibious landing, they cannot Sea Transport, and so on. Note that unlike TW-Europe, rebasing a naval unit counts as a naval mission. Naval units may conduct an amphibious invasion and also conduct Shore Bombardment Support (SBS) in the same turn – the invasion and the supporting shore bombardment counts as a single mission.

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7.1 Naval and Naval-Air Operations 7.1.1 Diminishing Japanese Capabilities Players should note that all Japanese air units except Kamikazes suffer from diminishing combat capabilities over time. For example, each time a NAC unit is either repaired (after Depletion) or rebuilt (after elimination), it is repaired or rebuilt as the next-lowest quality level – upon being repaired, replace a First-Rate NAC unit with a Second-Rate NAC counter; replace an eliminated Second-Rate NAC unit with a Third-Rate NAC. Once a Japanese unit is Third-Rate, it is repaired or rebuilt thereafter as a Third-Rate unit. 7.1.2 Magic Intelligence Points (IPs, aka Magic) provide the Allied player with beneficial die roll modifiers (DRMs) when rolling for interception and Surprise. (See Section 3.3.2, Magic, Intelligence Points and Intelligence Coups.)

7.2 Ports Fleets must base in ports. Single ports may base one Task Force (TF) or one Task Force Equivalent (TFE) (for details on TFs and TFEs, see Section 7.6.2, Task Forces in TW-Pacific below). If a port is also a shipyard, naval units under construction do not count towards the port’s basing capacity until launched. CV-1s and CV-2s count as Fleets for basing purposes. A CV and its NAC count as a single unit with respect to port capacity. CVEs and Transport Fleets count as ½ of a Fleet for basing purposes. Ports are shown on the map as cities (a black square within a clear box) with white print. Like other cities, ports have an intrinsic defense strength of “½” versus CDT, CDO and/or PARA units if they are unoccupied by any friendly units; if the port is occupied by actual ground combat units, normal terrain effects apply (See Section 10.6.8 Cities). Unlike other cities, ports have an inherent flak factor of two. Naval units may not base in beachhead hexes, even if the beachhead contains a port, double port, or Improved Port. 7.2.1 Improved Ports Players may increase the port capacity of a hex via construction of Improved Ports. Each Improved Port: a) increases the port capacity of a hex by one Task Force or TFE; and b) increases the amphibious landing range of any naval units based in that port from two to six Sea Areas (See Section 7.9 Amphibious Invasions). Improved ports must be built in existing port hexes. Japan may build one improved port per calendar year starting in 1942 at a cost of 25 NARFs. The U.S. player may build one Improved Port per calendar year, beginning in 1943, at a cost of 25 NARFs. The U.S. (only) may build a second Improved Port each calendar year, at a cost of 50 NARFs. 7.2.2 Double and Triple Ports Some harbors on the map are enormous; some hexes contain two port cities; in either case, the hex counts as a double port with twice the usual basing capacity. Truk is a Japanese double port. Sydney is a British double port. Pearl Harbor is an American double port. Brunei is a double port for whichever Major Power controls it (initially Britain, as Sarawak-Brunei begins the 1939 and 1941 scenarios as a British protectorate). Manila is a double port for its controlling Major Power. Kwajalein (an enormous lagoon) is a double port. Nagoya-Osaka (hex 2713) counts as a

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double port. Hanoi-Haiphong is a double port. An existing port which has been Improved counts as a double port. An Improved double port becomes a triple port. If a player has two Task Forces based in a double port, the two may move together to accomplish a naval mission, and are intercepted (or not) as if they were a single 2-Task-Force naval force. The same principle applies to triple ports – three Task Forces may move together to accomplish a naval mission, and are intercepted (or not) as if they were a single 3-Task Force naval force. 7.2.3 Changing Bases from One Port to Another Before conducting any naval mission(s), a player may re-base one or more of his naval units from one port to another. Unlike TWEurope, such base changes do constitute a naval mission in TWPacific. The range for base changes is the naval unit’s offensive range. Naval base changes may be intercepted by enemy air and/ or naval units. A naval unit may only re-base to a supplied port. If it began the turn in an out-of-supply port, it may re-base to a supplied port. When re-basing, entering the destination port does not require one naval movement factor – the phasing player may enter the destination port simply by entering its adjacent Sea Area. Rebasing naval units may move twice their normal movement factor.

7.3 Naval Movement Naval units (other than Subs used in Strategic Warfare, see Section 5), may move 6 Sea Areas in the movement phase each turn after they leave port. Naval units may move into, but not through, a Sea Area where the enemy has uncontested control of the Sea Area’s airspace. “Uncontested control” means that an enemy TAC, MDM, or NAC (either land-based NAC or carrierbased NAC) air unit is based in a port or airbase adjacent to that Sea Area, and there were no friendly TAC, MDM, or NAC (either land-based or carrier-based NAC) adjacent to that Sea Area at the start of the player’s turn. FTR units, unless they are based adjacent to a strait, do not inhibit naval movement. Ports are distinct from the Sea Areas to which they are adjacent. When a Fleet leaves port, the adjacent Sea Area counts as the first Sea Area for movement purposes. The Fleet could then move through 5 additional contiguous Sea Areas. Unless conducting a carrier-air strike, they do not count hexes within Sea Areas, only the number of Sea Areas. The non-phasing player’s naval and air units may attempt to intercept the phasing player’s naval units anywhere along their movement path, up to 3 Sea Areas away from the defending unit’s base (for most naval units), 6 Sea Areas away (for on-board SUBs) or in the Sea Area adjacent to the defending unit’s base (for all air units). Naval units may move through contested Sea Areas (one where both sides have air units based adjacent to the Sea Area). It takes one additional naval MP to leave a contested Sea Area. Naval units may not move into a Sea Area where a naval or navalair battle is in progress except via counter-interception. For example, assume both the U.S. and Japan each have two Task Forces: U.S. TF#1 and TF#2; and Japanese TF#3 and TF#4. The Japanese move their TF#3 into the Coral Sea Area, and the U.S. successfully intercepts with its TF#1. There is now a naval or naval-air battle in the Coral Sea. The Japanese can counterintercept with their TF#4; the U.S. may counter-counter intercept with its TF#2. But neither American TF#2 nor Japanese TF#4 could enter the Coral Sea area except via counter (or countercounter) interception die rolls.

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7.4 Movement through Straits Naval units may not move, Stratmove, or Sea Transport through the Malacca Straits (either from the various Pacific Sea Areas to the various Indian Ocean Sea Areas or vice versa) unless Singapore is under friendly control. Naval units may not move, Stratmove, or Sea Transport through the Sumatra Straits unless both Java and Sumatra are under friendly control.

7.5 Patrols Beginning with the Spring 1942 turn, a player may have full strength Fleets, CVEs, and/or full strength CV-1s and CV-2s stay in a Sea Area throughout his opponent’s upcoming turn and throughout his own next turn. This is called a Patrol. A patrol increases the chances of interception (see Interception Table) as well as establishing control of the Sea Area for supply purposes (see Section 12.7 Overseas Supply). A player may conduct Patrols during SLEs, RLEs, and LLEs, though not during MLEs. Opposing air or naval units may intercept Patrols. Conduct a naval interception of a Patrol like any other interception on the Interception Table (See Section 7.8 Naval Interception). In the case of air interception of Patrols, there must be an air unit in a base adjacent to the patrolling naval unit’s Sea Area. An air unit may attack a Patrol provided it’s adjacent to any hex in the patrolling unit’s Sea Area – there is no need to count hexes from the air unit to any particular hex in the Sea Area. FTR units may not attack Patrols unless the Patrol is in a straits Sea Area. Patrolling units themselves may, but are not required to, intercept enemy naval units entering the Patrol’s Sea Area.

7.6 Task Forces (TFs) 7.6.1 TFs in TW-Global vs. TW-Pacific On the European theater map in TW-Global, TFs are merely used as markers that add convenience (and some degree of hidden movement) for British and/or U.S. naval units. During the unit breakdown phase of the Operations Segment, the British, Free French, and/or U.S. players may remove two, three, or four naval units in any port or ports, and replace them a TF unit. Place the removed units face down on a player’s Task Force Status Card. TFs must be composed of Fleet, zero-factor Fleet, CVE, and/or CV/NAC combinations. See also Section 1.2, Definitions for more about TFs. In many ways, TFs perform just like their component Fleets. However, naval units organized into TFs offer certain advantages over groups of naval units operating independently (the latter referred to as Task Force Equivalents): • Hidden movement: the opposing player cannot see what unit or units are in the TF until he intercepts them (or is intercepted by them) or until they conduct an amphibious landing; • TFs count as a single unit for interception purposes; In some ways, TFs offer benefits in both theaters: TFs can be broken down back into their component elements at any time during the phasing player’s turn; and as a purely administrative matter, TF help reduce “tall stacks” of naval units occupying 1 hex.

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7.6.2 TFs in TW-Pacific 7.6.2.1 TF Size In TW-Pacific, the maximum size of a TF is 4 naval units. The minimum size for a TF is 2 naval units. CVEs and Transport Fleets counts as ½ a naval unit when computing TF size. While a TF must contain at least two genuine naval units, the third and/ or fourth unit in a TF may be a dummy naval unit. 7.6.2.2 Losses Inflicted on TFs When Surprise has not been achieved, the owning player allocates his losses as he sees fit. If Surprise has been achieved, the Ambush player (see below) allocates losses, subject to the restriction that a Fleet carrying air/ground units may not take any losses until all other naval units in its TF have been sunk; and the additional restriction that losses must be inflicted in the following order: CVEs, CV-1s, CV-2s, Fleets, and Transport Fleets. Regardless of whether Surprise has been achieved or not, the loser of a naval or naval-air battle must multiply his losses by a factor reflecting the number of TF (or Task Force Equivalents – see below) he has engaged: 1-to-2 TFs/TFEs= 1x losses; 3-to-4 TFs/TFEs= 2x losses. 7.6.2.3 Task Force Equivalents (TFEs) A “Task Force Equivalent” consists of 2 Fleets/CVs. CVEs and Transport Fleets count as ½ a Fleet for TFE purposes. When a player has not organized his naval units into TFs, and must multiply naval and naval-air losses by a loss factor reflecting the number of Task Forces he has engaged, he must use TFEs instead, using the minimum TFE size (e.g., two naval units = one TFE). Note that in naval or naval-air combat, the losing player must multiply his losses 1x (for 1-2 TFEs) or 2x (for 3-4 TFEs). See also Section 1.2, Definitions. 7.6.2.4 Which TFs Engage in Battle No more than four TFs (or TFEs) operating in the same Sea Area may be included in any single roll on the Air-to-Sea/Naval Combat Results Table. TFs or TFEs in excess of that number may be placed in the same Sea Area. However, the excess naval units (called Supporting Naval Forces) are not included in computing combat odds or absorbing combat losses. The owning player chooses which four TFs or TFEs will participate in each Round of naval or naval-air combat. If a player has 4 or fewer TFs or TFEs in the same Sea Area, all of his TFs/TFEs must participate in any naval or naval-air battle in that Sea Area. A player may substitute one TF for another between rounds, but may not change the internal composition of each TF when doing so. [Example: Assume a naval battle between five U.S. TFs and three Japanese TFs. Note that no more than four TFs may ever engage in a single battle in the same Sea Area. Thus U.S. TFs #1, 2, 3, and 4 are engaged; all three Japanese TFs are engaged. Assume the U.S. player’s TF#1 lost a CV-2 in the First Round of naval-air combat. In the Second Round, the U.S. player could substitute his previously un-engaged TF#5, and remove his TF#1 from the battle. But he could not “borrow” a CV-2 from TF#5 and use it to replace TF#1’s now-sunk CV-2.]

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7.7 Sea Transport Fleets and Transport Fleets carry ground and air units. From the start of the game through Winter 1944, full-strength ground units may be Sea Transported through the Pacific and Indian Ocean Zones, provided their destination is a hex in a Continental Zone. One Fleet can Sea Transport 1 full strength ground unit (or its breakdown equivalent), 2 Depleted ground units, 1 full-strength air unit, or 2 Depleted air units up to 6 Sea Areas. CDO, MAR, SNLF, STA, Flak, and PARA units do not count towards a Fleet’s carrying capacity – that is, a single Fleet could Sea Transport one 1-6-4 TAC and any number of CDO, MAR, SNLF, STA, Flak, and/ or PARA units. The ground or air unit being Sea Transported must move to a friendly-controlled port or beachhead hex and then embark. The unit is then moved by sea up to 6 Sea Areas, allowing for interception attempts. The unit may then disembark (costs 1 extra movement factor to do so) and continue moving to the limit of its movement allowance. Sea Transport is part of the Operations Segment. Unlike Strategic Movement (see below and Section 8), a Sea Transported ground unit may embark from a port or a beachhead that is adjacent to an enemy unit, even if it is in a ZOC; disembark in a port or beachhead hex that is adjacent to an enemy unit, even if it is in a ZOC; move once it has disembarked; and attack enemy units, all in the same turn. Sea Transport missions have no extra cost over and above the SLE, RLE, LLE, or MLE costs already paid that turn. A player may not Sea Transport NARFs. From the start of the game until the end of the Winter 1944 turn, only MAR, SNLF, STA, breakdown ground units, and ground units with a combat factor of 1 or less may be Sea Transported to a destination hex in the Pacific and Indian Ocean Zone. These units are marked by a wave symbol in the lower left corner of the counter. This restriction does not apply to air units. However, Sea Transport capacity changes in Spring 1945. Both full strength and breakdown ground units may be Sea Transported into and through the Pacific and Indian Ocean Zone from Spring 1945 onwards. The restrictions of this paragraph to do not apply to air units – air units may be Sea Transported into and through the Pacific and Indian Ocean Zones at any time.

7.8 Strategic Movement (Stratmoves) 7.8.1 Strategic Movement of Ground and Air Units In general, Stratmoving air and ground units via Stratmove is very similar to Sea Transport, except: a) Stratmoving units may not begin or end their move adjacent to enemy units; b) NARFs may be Stratmoved, but not Sea Transported; c) Sea Transport is part of the Operations Segment; and d) ground and air units may be Stratmoved an unlimited distance by sea, provided there is a friendly port every six or fewer Sea Areas along their path. 7.8.2 Strategic Movement of Naval Units Naval units themselves may use Strategic Movement to change base. It takes one Strategic Movement Point (SMP) for a naval unit or groups of naval units (if they are all based at the same port) to rebase to another port. (See Section 8.2.1 Strategic Movement Using Naval Units Alone).

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7.8.3 British Strategic Movement around the Cape of Good Hope TW-Pacific assumes that British units (that is, purely British units, rather than Australian or Indian units which are part of the British Empire’s Force Pool) have already been Stratmoved around the Cape of Good Hope. Accordingly, when British units are lost and rebuilt, they are placed in the South Africa Box and must be Stratmoved to India or Australia on the following turn. Note that British naval units, if Depleted, may be repaired in the Australian shipyard at Sydney or in the Canada West Coast Box. However, if a British naval unit is sunk, it must either: a) be rebuilt in Britain (on the British shipyard track) - once launched, it must be Stratmoved to the South Africa Box first, then Stratmoved again on the next turn to a friendly port in India, Ceylon, or Australia; or b) may be rebuilt in the Sydney shipyard, provided Britain has upgraded that shipyard (See 15.1.5.1, Limits on Shipbuilding). In TW-Global, all British units appear at zero cost, in locations indicated on the British Force Pool card. However, all eliminated British units must be rebuilt at normal cost in Britain and stratmoved back to the TWPacific map.

7.9 Amphibious Invasions Ground units that began the turn stacked with one or more Fleet units in a friendly supplied port may launch amphibious invasions against beach hexes up to 6 Sea Areas away, provided the targeted beach hex is not more than two Sea Areas from a friendly port or 6 Sea Areas from an Improved Port (See Section 7.2.1 Improved Ports above). The U.S. may include British-controlled ports as “friendly” and vice-versa. Soviet ports are not considered friendly to either British or American naval units. 7.9.1 Invasion Capacity Full-strength Fleets may carry ground units for purposes of amphibious invasion. In TW-Europe, Fleets conducting amphibious assault may carry 1 full-strength ground unit or its breakdown equivalent per Fleet (Exceptions: in a TW-Global War game, German, British, and U.S. Landing Craft Variants). From the start of the game through Winter 1944, Fleets in the Pacific and Indian Ocean Zones may only conduct amphibious landings with MAR, SNLF, full-strength 1-factor ground combat units, and breakdown units. From Spring 1945 onwards, full-strength units may conduct amphibious assaults. In TW-Global, full-strength units on the Pacific map may only make amphibious assaults against beach hexes in Continental Zones from Spring 1945 onwards. From the start of the game until the end of the Winter 1944 turn, each Fleet participating in an amphibious assault may carry one breakdown ground combat unit or one full-strength 1-factor ground combat unit. From Spring 1945 onward, each Fleet may carry one full-strength ground unit or two breakdown/Depleted units. A Fleet may also carry one CDO, MAR, or SNLF unit over and above its usual invasion capacity. Depleted units may not amphibiously assault any enemy beach or island hex. One or more Fleets may disembark their ground units to amphibiously assault a beach hex, while other Fleets accompanying them may be held back as secondwave support. Second-wave support units (ARM, MECH, and CAV) may use Second Impulse Movement and Combat if one of the firstwave landing units was an ARM unit. If a Fleet is Depleted due to enemy interception and combat prior to its planned invasion, the ground unit it is carrying is Depleted, as well. If an invasion force has been defeated in naval or naval-air combat, it must return to port – if not, it may proceed with its mission.

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27 7.9.2 Assaulting Beach Hexes The target hex must be a beach hex, atoll, or a 1-hex island. For amphibious invasion purposes, a 1-hex island is one that is completely contained within one hex. In TW-Global, Singapore, Gibraltar, and Malta are considered beach hexes for invasion purposes. The assault may not be made if: a) there is an enemy Fleet in the target hex itself; b) the non-phasing player has air superiority over the target hex (defined as the attacker having more air combat factors over the target hex than the defender); and c) any of the invading units began the turn in a beachhead hex. Any number of Fleets and any number of units may assault the same beach hex. Naval units assaulting beach, atoll, or 1-hex island hexes move directly onto the target hex. However, no matter how many Fleets and ground units amphibiously assault a beach hex, only one third of the assaulting first-wave units (round up) may be ARM and/or MECH units, including CVEs as part of the one-third computation as if they were ground units. Units carried by the same Fleet may also assault multiple beach, atoll, or 1-hex island hexes, if they are all in the same Invasion Zone. In TW-Pacific, and on the Pacific map of a TW-Global game, an Invasion Zone consists of all the beaches adjoining the same contiguous Sea Area. In both TW-Pacific and TW-Global, only MAR, SNLF, and both breakdown and full strength 1–factor ground combat units may make amphibious assaults in the Pacific and Indian Ocean Zone until the end of the Winter 1944 turn. In both TW-Pacific and TW-Global, full-strength units may make amphibious assaults from Spring 1945 onward. Other than those ground units held back for Second Impulse Movement and Combat, all ground units carried by an invading naval force must attempt to land on one or more beach hexes in the chosen Invasion Zone. Naval units participating in an amphibious assault must return to their point of origin after a successful invasion. 7.9.3 Shore Bombardment Support (SBS) Fleets (both those carrying first-wave and second-wave troops) may lend SBS to an amphibious invasion. For each separate hex subject to amphibious invasion, the phasing player may use one Fleet to shift the odds one column to the right on the GCRT. Fleets may not shift combat odds more than 1 column to the right, no matter how many Fleets are providing SBS. In the event that a single Fleet or group of Fleets invades multiple hexes, the Fleet or Fleets carrying invasion forces may provide SBS to each beach hex subject to amphibious assault. Fleets that are not carrying assault troops may also contribute to SBS. Fleets may not be lost in an amphibious invasion as they are not affected by the Ground Combat Results Table. CVEs may also provide support for amphibious invasions. CVEs’ intrinsic ½ NAC factor may be added to ground combat factors conducting an amphibious invasion. This capability is separate from, and in addition to, the SBS column-shift the phasing player may obtain from a Fleet. This is the only case in which naval combat factors may be added to ground combat factors. 7.9.4 Beachheads After a successful amphibious assault, a beachhead counter must be placed on the successfully-assaulted hex. The beachhead counts as

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a port for two turns following the amphibious assault, after which time it is removed. Thereafter, units can trace supply in two ways: a) through a friendly controlled port and from there to a supply source; or b) from an atoll or one-hex island to a friendly supply source (See also Section 12.5, Supply for Amphibious Landings). Invading units may stack 6-high on a beachhead. PARA, CDO, and ART do not count towards stacking limits. If the attacker has an excess number of ground units after resolving his amphibious assault, any surviving attacking ground units in excess of the beachhead stacking limit are Depleted and are returned to port with the naval units that brought them. Allied naval units may not rebase to a beachhead, nor may Allied amphibious invasions originate in a beachhead hex, even if it contains a port.

7.10 Naval Interception and Counter-Interception Whenever the phasing player moves his naval units through a Sea Area within 3 Sea Areas’ distance from enemy naval units in port, the non-phasing player may roll to intercept the phasing player’s naval units with his own. There are some constraints to this rule: the non-phasing player’s naval force cannot move through certain straits if an enemy power controls one or both sides of the strait (See Section 7.3 Movement through Straits). The non-phasing player rolls once on the Interception Table for each naval force he wishes to intercept. A naval force includes all Fleets, CVEs, and/or CVs that began the turn in the same port, or began the turn on Patrol in the same Sea Area. This definition applies even if the naval force in question is conducting multiple missions (as with amphibious invasions and SBS). If the non-phasing player fails to intercept, the phasing player may move on through the Sea Area and continue its mission, dealing with interception attempts as they are launched. Interception is always voluntary – the non-phasing player is never required to intercept (TW-Global exception: see Section 18.5.1.6 of TW-Europe rules, Mers-el-Kebir). If the interception succeeds, naval combat occurs. If the phasing player’s naval force is conducting multiple missions, he should indicate the path for each of those missions to the opposing player. The non-phasing player would then have the opportunity to announce which mission or missions he wants to intercept. At the conclusion of conducting its mission or missions, a naval force must return to its port of origin. A naval force may not be intercepted on its return to port. When air and naval units both intercept a phasing player’s naval mission, naval units attempt interception before air units attempt to intercept the naval force. Note that a natural “1” (that is a “1,” regardless of how the die roll is modified) is always an interception. A natural “10” (that is a “10” roll, regardless of how the die roll is modified) is always a miss. Land-based air units automatically intercept naval units in Sea Areas adjacent to their base. If a CV is in port, its NAC may intercept enemy air units within the NAC’s interception range, but otherwise must intercept enemy air/naval units via the interception table. The phasing player may move up to two TFs or TFEs into a Sea Area before the non-phasing player can roll for interception, provided that at least one of the TF/TFEs is engaged in an amphibious assault mission. Otherwise, interception is an IGO-UGO system. The phasing player moves one naval force; the non-phasing player attempts an interception (or not); the phasing player counter-intercepts (or not); the non-phasing player countercounter-intercepts (or not). After all the interceptions and counter-

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28 interceptions in any one particular Sea Area are done, the phasing player moves his next naval force into some other Sea Area. The non-phasing player may intercept that naval force (or not), and so on until all naval units have moved. When naval units counter-intercept enemy air units, each air unit counts as one TF or TFE on the Naval and Naval-Air Interception Table. For example, assume two Kamikaze units have intercepted two U.S. TFs in the Okinawa Approaches Sea Area. If a third U.S. TF based in Manila wanted to counter-intercept, it would roll on the “2-3” column of the facing Naval and Naval-Air Interception Table: [Designer’s Note: The “1” and “10” exceptions to the die roll are deliberate. One must avoid injecting too much certainty in naval warfare. Sometimes a ship or a naval force would be spotted…and then disappear due to freakish weather, erroneous pilot reports, command foul-ups or any number of other factors.] 7.10.1 Normal Modifiers The interception die roll is modified by certain modifiers that apply in every TW game and scenario. Some modifiers, however, are used only with Variants (see optional Variant rules) which may affect interceptions. Modifiers are cumulative. 7.10.2 Evasion Chits In TW-Global, the German, British, and American navies may each play one (and only one) Evasion chit once per year. The German player may only use an Evasion chit from Spring 1940 through Spring 1942. They represent extraordinary efforts by the phasing player to conceal a naval operation from the enemy. An Evasion chit adds +4 to all naval interception attempts against one naval force that turn. Evasion chits are purchased during the Diplomacy and Planning Segment. A naval force is defined as all naval units that began their mission in the same port, double port, triple port, or Improved port. In TW-Pacific, the Japanese player may play one Evasion chit once per game. The U.S. player may (as he can in the European theater), play one Evasion chit per year, beginning 1942. 7.10.3 Air Interception The non-phasing player may choose to intercept enemy naval units or supply lines using naval units only, both naval and air units, or air units only. This is permissible – the non-phasing player need not commit any naval units at all if he does not wish to do so. If the intercepting player chooses to intercept only with land-based air units, air interception is automatic, but only in Sea Areas adjacent to the intercepting air units’ bases. 7.10.4 Interdicting Sea Supply Players may need to trace supply for ground and air units by sea to their source of supply. If they need to do so, the phasing player may ask the non-phasing player to identify a specific supply path. Except for carrier air strikes against ships in port, most naval operations occur in Sea Areas, so players usually need not concern themselves with specific sea hexes. However, if asked to identify a supply line that obviously must be traced by sea, the non-phasing player must identify a specific path of hexes; the phasing player can then send air and/or naval units to intercept that supply path. The non-phasing player

TWP Rulebook 28 120pp.indd 28

can counter-intercept, the phasing player can counter-counterintercept and so on. If the phasing player wins the sea battle in the interception hex, ground and air units dependent on that supply line are out of supply from that moment. (See Section 12.1.2, Interdicting Supply, for details on cutting enemy sea supply lines.) 7.10.5 Multiple Interceptions in the Same Sea Area It’s possible to have multiple interceptions arise from the same mission. In that case, only the naval and/or naval-air units which have successfully intercepted or counter-intercepted may engage in naval or naval-air combat. If there is a naval battle in progress in a Sea Area, naval units which have not yet moved may not enter that Sea Area except via interception (or counter-interception, or counter-counter interception and so on – see Section 7.3 – Naval Movement). Multiple interceptions in the same Sea Area will result in a single large battle, provided no more than four Task Forces or Task Force equivalents are engaged in any one Round of naval and/or naval-air combat. In each battle, whichever side inflicts greater losses on the other is the victor. Losses are measured in Depletions inflicted on the other side – for this purpose, a DS (Defender Sunk) result would equal two Depletions. One eliminated air unit equals two Depleted air units. On rare occasions, both sides will have inflicted exactly equal damage on one another. In that case, the tie goes to the phasing player. Occasionally, one or both sides may successfully intercept or counter-intercept with more than four Task Forces or TFEs. If so, on each Round the owning player chooses which four of his TFs may engage (See Section 7.6.2.4, Which Task Forces Engage in Battle).

7.11 Naval-Air and Naval Combat Unless a player has achieved Surprise, the general rule for the First Round of naval-air combat is: a) phasing player’s air units fight non-phasing player’s air units (only); b) after undergoing flak, phasing player’s air units fight non-phasing player’s naval units (only, excluding the value of any of the non-phasing player’s NACs); c) phasing player’s flak fires at non-phasing player’s air units; d) phasing player’s naval units (only, excluding the value of the phasing player’s NACs) “attack” non-phasing player’s air units; e) all air units + all naval units on one side fight all air + naval units on the other side. Air units which engaged in air-toair combat may fight again in this step at the end of the Round. Either player may break off the action after the First Round or continue on to a Second (and after that, to a Third) if neither side breaks off the action. Note that CVs have a printed combat value which reflects their combat value on the Air-to-Sea/Naval CRT. This value is separate and distinct from the air-to-sea combat value of any NAC unit or units the CV may carry. When air units (only) attack naval units (only) or vice-versa, on the Air-to-Sea/Naval CRT, the air units use their air-to-sea combat factors (indicated in superscript beside each air unit’s air combat factor), while the naval units use their printed air-to-sea combat factors. For a CV carrying a NAC, the NAC’s air-to-sea combat value is excluded in calculating naval unit strength in steps “b)” and “d)” above. All naval-air combat values (including those of CVs and their NACs) are included in step “e) “above.

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29 Naval and Naval-Air Interception Table Number of Task Forces or Task Force Equivalents Die Roll

<1

2-3

4-5

>6

-1

Intercept

Intercept

Intercept

Intercept

0

Intercept

Intercept

Intercept

Intercept

1*

Intercept

Intercept

Intercept

Intercept

2-5

Intercept

Intercept

Intercept

Intercept

6

Miss

Intercept

Intercept

Intercept

7

Miss

Miss

Intercept

Intercept

8

Miss

Miss

Miss

Intercept

9

Miss

Miss

Miss

Miss

10*

Miss

Miss

Miss

Miss

11-12

Miss

Miss

Miss

Miss

Each Task Force counts as a single unit for naval and air-naval interception purposes. *a natural “1” is always an Interception and a natural “10” is always a Miss (regardless of the modified interception die roll)

Naval Interception Modifiers -1

Spring 1942 – Japan only

+1/-1

Counter Espionage (+1) or Espionage (-1) chit

+/- #

Naval and Air Nationality modifiers

Naval Counter-Interception Modifiers -1

Automatic (by definition, Counter-intercepting player already has at least one naval force engaged)

-1

Spring 1942 – Japan only

U.S. player only: - # of IPs applied (Maximum = 3)

+1/-1

Counter Espionage chit (+1) or Espionage chit (-1)

-1

if non-phasing player has an unDepleted CV/NAC unit accompanying his force

+/- #

Naval and Air Nationality modifiers

-#

U.S. player only: -# of IPs applied

-2

if non-phasing player has 1 or more land-based NAC, FTR, TAC or MDM units in a base adjacent to the Sea Area

-1

if counter-intercepting naval units have an unDepleted CV/NAC unit accompanying his force

-2

if non-phasing player has 1 or more Fleets and/or CVs on Patrol in the Sea Area

-2

-3

if non-phasing player intercepts in a strait where he controls at least 1 port adjacent to the strait

if counter-intercepting units have 1 or more land-based NAC, FTR, TAC or MDM units in a base adjacent to the Sea Area

-1

if the non-phasing player’s intercepting naval units are based in a port in an adjacent Sea Area

-3

counter-interception takes place in a strait where counterintercepting player controls at least 1 port adjacent to the strait

+/-0

if the non-phasing player’s intercepting naval units are based in a port 2 Sea Areas away

-1

counter-intercepting naval units are based in a port adjacent to the Sea Area

+1

if the non-phasing player’s intercepting naval units are based in a port 3 Sea Areas away

+/-0

+4

Phasing Player has played an Evasion chit (See Section 7.10.2 Evasion Chits)

counter-intercepting naval units are based in a port 2 Sea Areas away

+1

-1

Radar: the American player has obtained a radar breakthrough as per U.S. Variant #16, Radar Research; Japan has obtained Japanese Variant #20, Radar Research

counter intercepting naval units are based in a port 3 Sea Areas away

-1

+1

if phasing player has one or more land-based NAC, TAC or MDM units in a base adjacent to the Sea Area

Radar: the American player has obtained a radar breakthrough as per U.S. Variant #16, Radar Research; Japan has obtained Japanese Variant #20, Radar Research

-1

if enemy units being counter-intercepted include Kamikazes (U.S. player only)

-1

If enemy units being counter-intercepted include any naval units carrying NARFs/air/ground units

-#

+4

Western Allied naval units (only) on the PHST

-1

Phasing player’s force includes any naval units carrying NARFs/air/ground units.

Note: A CV/NAC together count as 1 unit for purposes of determining the column to use for interception; a Task Force containing at least one CV-1 or CV-2 count as one unit for purposes of determining interception. # and * results: regardless of the modifiers used, a natural “1” roll is always an Interception, and a natural “10” is always a Miss; + and - modifiers are compared to each other and players use the net figure. A player may not attempt to Intercept an enemy naval force more than three Sea Areas away. Two on-board SUBs only count as 1 Fleet unit (See Section 5.3, On-Board Use of SW Units). Magic points must be assigned before the Naval Interception die roll.

TWP Rulebook 28 120pp.indd 29

Note: A CV/NAC together count as 1 unit for purposes of determining the column to use for interception; a Task Force containing at least one CV-1 or CV-2 with an unDepleted NAC counts and one unit for interception purposes; # and * results: regardless of the modifiers used, a natural “1” roll is always an Interception, and a natural “10” is always a Miss; + and - modifiers are compared to each other and players use the net figure. A player may not attempt to Intercept an enemy naval force more than three Sea Areas away. Two on-board ASW only count as 1 Fleet unit (See Section 5.3, On-Board Use of SW Units). Magic points must be assigned before Naval Counter-Interception die rolls.

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30 If either player has achieved Surprise, then: a) the player who achieved Surprise is called the Ambush player, and his opponent is called the Reaction player; b) the Ambush player skips air-toair combat with the Reaction player’s air units; c) the Ambush player must still undergo Reaction player’s Flak; d) the Ambush player’s air units attack the Reaction player’s naval units – note that if the Ambush player’s air units are at 50% NAC (measured by combat factor), the Ambush player’s air-to-sea combat factors are doubled when attacking the Reaction player’s naval units (tripled if the Ambush player is attacking naval units in port); e) the Ambush player may break off the First Round after his air attack on the Reaction player’s naval units. If he declines to do so, the Reaction player may break off the action; if either side breaks off the action, the battle is over. If neither side breaks off, there is a Second Round of naval or naval-air combat. Note that there is no Surprise in the Second or Third Round of Combat. Either player may break off the action after the Second Round of naval or navalair combat. Combat may continue into a Third Round, if neither party breaks off the action after the Second Round. At the end of the Third Round, the battle is over whether either side breaks off or not. If he has any surviving naval units, the phasing player may proceed with his mission. In a purely naval engagement (e.g., no air units are involved), Fleet units which have achieved surprise count as double their usual naval combat factor. Regardless of the number of naval units in a Sea Area, no more than four TFs on each side may be included in any one die roll on the Air-to-Sea/Naval CRT. There are no limits on the number of air units which may participate in an air-naval battle. If a player has naval units (either individual units or TFs) in excess of these limits in a Sea Area, they are called Supporting Naval Forces. Note that in TW-Pacific, air battles, naval battles, and naval-air battles may go for up to three rounds of combat. If Surprise has been obtained in naval or naval-air combat, Surprise applies only to the (abbreviated) First Round. 7.11.1 Naval-Air Combat in Sea Areas 7.11.1.1 Computing the Odds – Air-to-Air Combat The phasing player first adds up the combat factors of his TAC, FTR, land-based NAC, and MDM air units in air bases adjacent to Sea Area along with any friendly CV/NAC air units from all engaged Task Forces available in that Sea Area. The phasing player then compares his total number of air combat factors with the combat strength of any intercepting air units the non-phasing player has committed to that Sea Area. The non-phasing player may commit some, none, or all of his eligible units. Eligible units include any TAC, FTR, land-based NAC, or MDM air units in air bases adjacent to the Sea Area, plus any CV/NAC air units from all engaged Task Forces in the Sea Area. Combat between air units is resolved on the Air-to-Air Combat Results Table. FTRs (fighter units) may engage other air units in Sea Areas adjacent to FTR bases, but FTR units may not attack naval units except in straits Sea Areas. If the phasing player has declared a Regional Air Offensive (RAE), all losses on the first round of an Air-to-Air CRT of an air battle are doubled. If the phasing player has declared a Sustained Air Offensive (SAE), all losses on the first round of an air battle are tripled. Note that if a player has achieved Surprise, there is no air combat on the first round of a naval-air battle, and thus RAEs and SAEs do not apply. However, if neither player has achieved Surprise, the phasing player may call an RAE or an SAE; once called, the RAE or SAE apples only to the first round.

TWP Rulebook 28 120pp.indd 30

In the facing table, the odds ratio compares the ratio (rounded down) of the Phasing/Ambush player’s (attacking) and NonPhasing/Reaction Player’s (defending) air units: 7.11.1.2 Air Attack on Naval Units in Port and at Sea Any NAC, TAC, and/or MDM units that survived Air-to-Air combat may attack Fleet, CVE, and/or CV units in port or in Sea Areas. Air attacks on naval units, whether at sea or in port, may last up to three rounds. In essence: air units fight air units; air units fight naval units; then all air and naval units on one side fight all the air and naval units on the other side. Surprise effects, if any, apply only to the First Round. FTR units may not attack enemy naval units except in Straits Sea Areas. Each FTR attacking naval units in Straits Sea Areas counts as only ½ of a Fleet, regardless of its combat factor (e.g., two Singapore-based Japanese 3-6-3 FTR units attacking a British Fleet in the Malacca Straits would equal one Fleet, as compared to a TAC, which would count as three Fleets on the Air-to-Sea/Naval Combat Table). Regardless of the number of naval units and/or naval Task Forces in a Sea Area, a player may include no more than 4 Task Forces or TFEs on any one roll on the Air-to-Sea/Naval Combat Results Table. This limit does not apply to land-based air units (FTR, land-based NACs, Kamikazes, MDM, and TAC) operating in Sea Areas. Note that when air units (only) fight naval units (only), the air units use their superscripted air-to-sea combat factors; naval units use their printed naval-air combat factors. CV units use only their intrinsic naval-air combat factors in the air-vs.- naval steps – the value of their NACs is excluded. The naval-air combat factors of all units (including NACs, and including the combat factors of air units which fought in the air-to-air combat step) is included in the last step of a naval-air battle. If a player’s naval or naval-air forces have been intercepted, he must fight at least one round of naval or naval-air combat. However, at the end of one round of naval-air or naval combat, either player may break off the action. 7.11.1.3 Air Cover In TW-Pacific (unlike TW-Europe), a player’s carrier-based air units must come up and fight in the air combat step of a naval-air battle. Surprise is an exception. If a player has achieved Surprise, the Ambush player ignores both the Reaction player’s air units and flak and proceeds directly to an air attack on enemy naval units. Otherwise, the phasing player’s air units must engage the non-phasing player’s air units. Any land-based air units within range may be added to carrier-based air in a naval-air battle. 7.11.1.4 Surprise Attacks Both the attacker and the defender may roll for Surprise. If a naval engagement involves only Fleets on both sides, the Japanese player rolls for Surprise first. If he fails to obtain it, the U.S. player may then roll for Surprise. If a naval-air engagement involves any air units on either side, the U.S. player rolls first for Surprise. If he fails to obtain Surprise, the Japanese player may then roll for it (see Surprise, Section 7.11.1.8, and Surprise Table below). With one exception, a player may not obtain Surprise in a navalair battle unless at least 50% of the air combat factors involved

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31 TW-Pacific: Air-to-Air Combat Results Table Odds Ratio: Attacker vs. Defender Die Roll

1-6

-1 0

1-5

1-4

1-3

1-2

2-3

1-1

3-2

2-1

3-1

AD/DD

DD

DD

AD/DD

AD/DD

DD

4-1

5-1

6-1

DD2

DE

DE

DE2

DE2

DE2

DD

DD2

DE

DE

DE2

DE2

DE2

DE3

DE3

DE3

DE2

DE2

DE3

DE3

1

AD

AD/DD

AD/DD

DD

DD

DD2

DE

DE

DE2

DE2

DE2

DE2

DE3

2

AD

AD

AD/DD

AD/DD

DD

DD

DD2

DE

DE

DE2

DE2

DE2

DE2

3

AD2

AD

AD

AD/DD

AD/DD

DD

DD

DD2

DE

DE

DE2

DE2

DE2

4

AE

AD2

AD

AD

AD/DD

AD/DD

DD

DD

DD2

DE

DE

DE2

DE2

5

AE

AE

AD2

AD

AD

AD/DD

AD/DD

DD

DD

DD2

DE

DE

DE2

6

AE2

AE

AE

AD2

AD

AD

AD/DD

AD/DD

DD

DD

DD2

DE

DE

7

AE2

AE2

AE

AE

AD2

AD

AD

AD/DD

AD/DD

DD

DD

DD2

DE

8

AE2

AE2

AE2

AE

AE

AD2

AD

AD

AD/DD

AD/DD

DD

DD

DD2

9

AE2

AE2

AE2

AE2

AE

AE

AD2

AD

AD

AD/DD

AD/DD

DD

DD

10

AE3

AE2

AE2

AE2

AE2

AE

AE

AD2

AD

AD

AD/DD

AD/DD

DD

11

AE3

AE3

AE2

AE2

AE2

AE2

AE

AE

AD2

AD

AD

AD/DD

AD/DD

12

AE3

AE3

AE3

AE2

AE2

AE2

AE2

AE

AE

AD2

AD

AD

AD

Odds worse than 1-6 are not permitted – the attacker is automatically eliminated without a die roll. Odds greater than 6-1 are treated as 6-1. • All losses are taken as incurred. • Double all first round air-to-air combat results if the phasing player has declared a Regional Air Offensive (RAE) prior to rolling; may only be selected on an RLE turn; • Triple all first round air-to-air combat results if the phasing player has declared a Sustained Air Offensive (SAE) prior to rolling; may only be selected on an SLE turn • AD= Attacker (phasing player) suffers 1 Depleted TAC, FTR, NAC or MDM • AD2= Attacker (phasing player) suffers 2 Depleted TAC, FTR, NAC or MDM • AE=Attacker (phasing player) player loses 1 TAC, FTR, NAC or MDM • AE2 or AE3= Attacker (phasing player) player loses 2 (or 3 etc.) MDM, TAC, FTR or NAC units • DD=Defender (non-phasing player) suffers 1 Depleted TAC, FTR, NAC or MDM • DD2= Defender (non-phasing player) suffers 2 Depleted TAC, FTR, NAC or MDM • DE=Defender (non-phasing player) player loses 1 TAC, FTR, NAC or MDM • DE2 or DE3= Defender (non-phasing player) player loses 2 (or 3, etc.) MDM, TAC, FTR or NAC units Phasing player obtains a favorable 1-column shift to the right on the air combat table when attacking enemy air units on the ground. +/- Nationality Modifiers: Compare Phasing/Ambush Player’s Rate (second row) with Non-Phasing/Reaction Player’s Rate (first column): Attacker Defender

First-Rate

Second-Rate

Third-Rate

Fourth-Rate

First-Rate

0

+1

+3

+4

Second-Rate

-1

0

+1

+2

Third-Rate

-3

-1

0

+1

Fourth-Rate

-4

-2

-1

0

Other Modifiers: • TAC/MDM (any): +1/-1 if a player’s force contains any TAC and/or MDM air units (unfavorable modifier for TAC/MDM); • TAC/MDM (only): +2/-2 if player’s force contains only TAC and/or MDM air units (unfavorable modifier for TAC/MDM – ignore the above modifier if this one applies); • Jets: Each of the phasing player’s Jet FTR= -2 from combat die roll; each of the non-phasing player’s Jet FTR =+2 to phasing player’s die roll; jet FTR modifiers are in addition to conventional FTR modifiers below) ; • FTR: Each friendly FTR = -1 from phasing player’s die roll; each of the non-phasing FTRs =+1 to phasing player’s die roll; • NAC: for each 3 NAC factors (round down): -1 for phasing player and +1 for non-phasing player – applies to carrier-based NAC only (note: it is assumed 1/3 of NAC units are fighters).

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32 are NAC units. The exception is Kamikazes (see Section 7.11.18 Naval-Air Combat Sequence below and Section 11.15, Kamikazes). This limitation does not apply to purely surface engagements, where (by definition) no air units are involved. The air-to-sea combat values of all air units which have obtained Surprise are doubled in an air-naval battle (tripled if the Surprise attack is made against naval units in port). The combat values of all naval units are doubled if they have obtained Surprise in a purely naval battle. Once a player has intercepted an enemy naval force, or announced an attack on enemy naval units in port, he must carry it through: he may not intercept or announce an attack and then cancel it if he fails to obtain Surprise. 7.11.1.5 Naval Flak Unless they have been surprised, Fleets, CVEs, and/or CVs get to roll on the Flak Table before undergoing an air attack. Each Fleet, CVE, and CV-1 with a NAC (whether Depleted or not) has a Flak factor of ½ (round up). CV-2s and Super BBs have a flak Factor of 1. CVs without their NACs have a Flak factor of zero. Depleted naval units have a Flak factor of zero. Naval flak, including port flak, may only fire once per Round.

7.11.1.7 Air Attack on Naval Units under Construction The phasing player may launch attacks against enemy naval units under construction in shipyards. The phasing player activates any air units within range of the targeted shipyard, and conducts an air attack, just as he would in any other air attack on a naval unit. However, unlike Fleets at sea, the defending Fleets or CVs under construction do not get a flak die roll prior to the attack. The shipyard/port gets to fire flak normally, as do any light flak units in the hex. If the Fleet, CVE, or CV unit is Depleted as a result of the attack, the Depleted naval unit need not go to the nearest shipyard – it stays put since it is already in a shipyard. A naval unit in a shipyard cannot be sunk – it may only be Depleted. If Depletion resulting from the attack exceeds the naval unit’s stage of construction (e.g., a “7” Depletion result on a Fleet in the “3” space of the shipyard), the naval unit is set back to the “0” space on the shipyard track – there are no negative spaces on the shipyard tracks. The shipyard itself is not affected by the air attack – it retains its shipbuilding capacity.

7.11.1.8 Naval-Air Combat Sequence

7.11.1.6 Air Attack on Naval Units Each 2-factor NAC has an air-naval combat factor equal to four Fleet equivalents. Each MDM or TAC has an air-naval combat factor equal to three Fleet equivalents. Each 1-factor NAC has an air-naval combat factor equal to two Fleet equivalents. Each Kamikaze is equal to four Fleet equivalents. A CV without its NAC is worth 0 Fleet equivalents. Each CVE is worth ½ of a Fleet. Each FTR unit, regardless of its combat factor, counts as ½ of a Fleet (round down – note that FTR units may attack naval units only in Straits Sea Areas). In a mixed force with some Depleted and some unDepleted air/naval units, the 50% rule applies – if 50% or more of a player’s air combat factors in air-to-air combat are SecondRate, then all of his air units engaged would be considered SecondRate; if 50% or more a player’s Fleet or Fleet equivalent combat factors are First-Rate, then all of his naval-air forces engaged in the battle would be considered First-Rate, and so on. Any attack by an air/naval unit with any combat factor at all on a Transport Fleet is resolved on the 4-1 or more column; any attack by a Transport Fleet on any air/naval units with any combat factor at all is resolved on the 1-4 column. Transport Fleets may fight each other – but only in the rare case where each side of a naval or navalair battle has nothing but Transport Fleets. In that case, Transport Fleets have a nominal combat factor of “1”. TW-Pacific Fleet Equivalents Value in Fleet Equivalents

General rules that apply to all naval-air combat are: • In TW-Pacific, a player may not obtain Surprise in a naval air battle unless at least 50% of the engaged air units are carrierbased NACs. (Note: in TW-Europe, all of the engaged air units must be NACs to obtain surprise.) In all naval-air battles except on the PHST and the turn after it, the Allied player rolls for Surprise first. Both British and U.S. naval and naval-air units may obtain Surprise. In purely naval battles (no air units involved on either side), the Japanese player rolls for Surprise first. The Japanese player automatically achieves Surprise in an air-naval battle if 100% of the intercepting air units are Kamikazes. • If the non-phasing player fails to intercept a carrier air strike against naval units in port, the phasing player automatically achieves Surprise. • When attacking enemy naval units, air units may not inflict any losses to Fleets carrying NARFs or ground/air units unless all other units in the TF have been eliminated. All air units (including Kamikazes) are subject to the additional restriction that they must assign losses to carriers before assigning losses to any other naval units: CVEs, CV-1s, and CV-2s, in that order. A player must assign Depletions to CVEs before assigning any to CV-1s and assign Depletions to CV-1s before assigning any to CV-2s and so on. • In air-to-air combat, the phasing player’s air combat factors are compared to the non-phasing player’s air combat factors. In air-vs.-naval combat, the air-naval combat factors of air units is compared to the air-naval combat factors of naval units – the combat value of CVs’ NACs is excluded. In air + naval vs. air + naval combat, the air-naval combat value of all naval and all air units on each side are included.

2-factor NAC, Kamikazes

4

MDM, TAC

3

1-factor NAC

2

Fleets, Super BB Fleets, CV (w/NAC)

1

FTRs (Straits Sea Areas only), CVEs

½

• Losses are allocated as they occur;

CV w/o NAC, Transport Fleets

0

• NAC units use their normal combat Air-to-Sea combat factor in computing odds;

TWP Rulebook 28 120pp.indd 32

If Surprise has not been achieved: • Air and naval losses are allocated by the owning player;

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33 • If a player’s NAC naval-air combat factors outnumber the defender’s by 2:1 or more, he receives a one-column shift to the right (as the attacker) or left (as the defender). If his NAC navalair combat factors outnumber the defender’s by 4:1 or more, he receives two columns shifts to the right (as the attacker) or the left (as the defender). If a player has zero NACs left after air combat, assume a notional 1 factor for purposes of calculating column shifts. • Carrier-based NACs must come up and engage enemy air units in the air-to-air combat step; • All of the phasing player’s air and naval units engage in combat with all of the non-phasing player’s TFs (up to the four-TF maximum); • The losing player multiplies his losses by 1x (if he has 1-2 TFs/ TFEs engaged) or by 2x (if he has 3-4 TFs/TFEs). • Either player may break off the action after the First Round. The phasing player decides first, then the non-phasing player. If neither player has chosen to break off the action, combat continues to a Second Round. • At the end of the Second Round, either player may break off the action. If neither player has chosen to do so, combat continues to the Third Round. The battle is over after the Third Round. If Surprise has been achieved: The player who has achieved Surprise, regardless of whether it is the phasing player or the non-phasing player, is called the Ambush player; the other player is the Reaction player. These terms are used because sometimes the Phasing player will obtain Surprise, and sometimes the Non-phasing player will do so. In effect, obtaining Surprise may temporarily trigger a role reversal between the Phasing and Non-Phasing players. Kamikazes always obtain Surprise (regardless of the U.S. Surprise die roll), provided 100% of the Japanese player’s engaged air units are Kamikazes. • Surprise (and the effects described below) only applies to the First Round of Naval-Air combat; • Order of precedence for losses: Reaction player’s losses are allocated by the Ambush player; the Ambush player’s losses (if any) are allocated by the Reaction player; • The Ambush player does not engage in air-to-air combat and moves directly to air attack on the Reaction player’s naval units (only). The Reaction player may fire flak. Reaction player’s NAC units may add their air-to-air combat factors to the flak die roll (See Section 7.11.1.8G below); • NAC Units’ Combat Value on the Air-to-Sea/Naval CRT ~ vs. Naval units at Sea: x 2; vs. Naval units in Port: x3. • All Reaction player losses on the Air-to-Sea/Naval CRT are doubled, tripled if the Ambush player is conducting a carrier air strike against naval units in port; this doubling or tripling occurs in addition to the multiplication of losses attributable to the number of TFs engaged (see bullet below); • In addition, the losing player must multiply losses on the Air-toSea/Naval CRT by 1x (if he has 1-2 TFs/TFEs engaged) or 2x (if the he has 3-4 TFs/TFEs engaged); • The Ambush player may choose how many of the Reaction player’s TFs or TFEs he wants to engage (up to the four-TF maximum); all losses must be assigned to engaged enemy TFs/ TFEs; • The Ambush player need not conduct a complete First Round of a naval or naval air battle. He may attack, inflict whatever damage he can as per the Air-to-Sea/Naval Combat Results table, and then terminate the First Round.

TWP Rulebook 28 120pp.indd 33

• If the Ambush player has achieved only Limited Surprise, the Ambush player must eliminate 50% of the Reaction player’s losses (round up); the Ambush player’s losses are assigned by the Reaction player. Fleets carrying NARFs and Fleets carrying ground/air units may not suffer any Depletion or Sunk results until all other units in their Task Force have been Sunk. • Either player may break off the action after the First Round; if the Ambush player declines to do so, the Reaction player may choose to disengage. If neither player is willing to disengage, there is a Second Round of combat, using the normal (nonsurprise) combat procedure. • At the end of the Second Round, either player may break off the action, phasing player first, then the non-phasing player. If neither player is willing to disengage, combat continues into a Third Round. Once again, as on the Second Round, there are no Surprise effects and players use the normal (non-surprise) combat procedure. The sequence for fighting a naval-air battle at sea is as follows: a) Phasing player initiates a mission; b) Non-phasing player intercepts phasing player’s mission with air and/or naval units (naval units use Naval Interception Table); c) Phasing player may counter-intercept with uncommitted air and/or naval units (naval units use Naval Counter-Interception Table); d) Roll for Surprise; either Surprise was achieved or it wasn’t. 7.11.1.8(E) - Surprise Table

1 or less

Surprise Achieved - Ambush player does not need to undergo air-to-air combat prior to striking enemy naval units. Ambush player may attack individual enemy naval units in the battle hex. Reaction player’s flak may fire.

2

Limited Surprise - Ambush player achieves Surprise as above, but at the end of the First Round suffers losses equal to 50% of the Reaction player’s losses (round down); Ambush player’s losses assigned by the Reaction player.

3-10 Miss Japan achieves surprise without a die roll if 100% of its engaged forces are Kamikazes. Japan automatically rolls for Surprise first on all naval and naval-air battles the turn it DOWs the U.S. and/or Britain, and the turn thereafter. After that, the U.S. rolls first on all naval-air battles; Japan rolls first on all purely naval battles. If the non-phasing player fails to intercept a carrier strike against naval units in port, Surprise is automatic. Modifiers: Both: +/- Nationality; U.S. Only: -# Magic points applied; +1 to U.S. roll if Japanese Variant #5, Naval Codes, has been played. Japan Only: Pearl Harbor Surprise turn: -4; the turn after PHST: -2; any engagement involving only Fleets on both sides, -1.

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34 If surprise was not achieved, follow steps F (1)-F (10) below; if it was achieved, go to G (1)-G (8) below (note that all losses are taken as they are incurred; losing player’s losses = 1x for 1-2 TFs/TFE, s; 2x for 3-4 TFs/TFEs): 7.11.1.8F - Naval Air Combat, Surprise Not Achieved F(1)

Phasing player’s air units (only) fight non-phasing player’s air units (only) (use Air-to-Air Combat Table); Carrier-based NACs in all engaged naval forces must come up to fight in air-to-air combat; air units use their air-to-air combat factors. Losses doubled on the first round if an RAE has been declared; tripled if an SAE has been declared.

F(2)

Non-phasing player fires Flak against attacker’s air units [use On-Board (Light) Flak Table];

F(3)

Phasing player’s air units who have survived air-to-air combat and Flak attack non-phasing player’s naval (only) units (use Air-to-Sea/Naval Combat Results Table). Phasing player’s air units use their air-naval combat factors; non-phasing player’s naval units use their air-naval combat factors – excluding NACs.

F(4)

Phasing player fires Flak against any non-phasing player’s air units which will be engaged by phasing player’s naval units [use On-Board (Light) Flak Table];

F(5)

Phasing player’s naval units (only) “attack” non-phasing player’s air units (only) (use Air-to-Sea/Naval Combat Results Table). Phasing player’s naval units use their air-naval combat factors – excluding NACs; non-phasing player’s air units use their air-naval combat factors.

F(6)

(Optional) Each player secretly selects a Naval Combat Card (See Section 29.14, Naval Combat Cards); cards are then flipped over and cross-indexed on the card matrix;

F(7)

All of phasing player’s air and naval units attack all the non-phasing player’s air and naval units (use Air-to-Sea Combat Table/Naval Combat Table). Air units which fought in step F (1) above may fight again in this step. All units on both sides (including NACs) use their air-naval combat factors.

F(8)

Both players decide whether or not they want to continue to fight a Second Round. Either side may break off the action. If either side breaks off, the battle is over. If not, there is a Second Round of combat. The sequence for the Second Round is the same as the First.

F(9)

At the end of the Second Round, both players decide whether or not to fight a Third Round. Either player may break off the action after the Second Round. If either side chooses to break off, the battle is over. If not, the sequence for the Third Round the same as the First and Second.

F(10)

At the end of the Third Round, the battle is over. At the end of any battle (whether the battle ends after one, two, or three rounds) either the Phasing Player has surviving units or he does not. If he does, surviving naval units may proceed on their mission.

If either player has achieved Surprise: 7.11.1.8G - Naval Air Combat, Surprise Achieved [Note Kamikazes automatically achieve Surprise] G(1)

The Ambush player’s air units ignore Reaction player’s air units.

G(2)

Ambush player’s air units attack Reaction Player’s naval units (only) at double their normal air-to-sea combat value, tripled if attacking naval units in port; Reaction player may fire flak; Reaction player’s NAC units may add their air-to-air combat factors to the flak roll.

G(3)

Ambush player rolls on the Air-to-Sea/Naval CRT. All Reaction player losses are doubled; then multiply losing player’s losses by a factor reflecting the number of TFs (or TFEs) he has engaged: 1x if 1-2 TFs/TFEs; 2x if 3-4 TFs/TFEs. Reaction player’s losses are assigned by the Ambush player. Kamikazes are eliminated after air attack on Reaction player’s naval units.

G(4)

If the Ambush player has achieved Limited Surprise, the Ambush players incurs 50% of the Reaction player’s losses (round up). Ambush player’s losses are allocated by the Reaction player.

G(5)

After the Ambush player’s First Round air strike, Round One is over. The Ambush player and Reaction player’s roles are terminated and they resume their roles as the phasing player and the non-phasing player.

G(6)

After the First Round, either player may break off the battle. If neither side has chosen to disengage, there is a Second Round of combat. There are no Surprise effects on the Second Round – players proceed according to Steps F(1) through F(11) above;

G(7)

After Round Two, either player may break off the battle. If neither player has chosen to do so, there is a Third Round of combat. There are no Surprise effects on the Third Round – players proceed according to Steps F(1) through F(11) above;

G(8)

At the end of the Third Round, the battle is over. At the end of any battle (whether the battle ends after one, two, or three rounds) either the Phasing Player has surviving naval units or he does not. If he does, any of the phasing player’s surviving naval units may proceed on their mission.

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35 7.11.1.9 Naval Combat Sequence Not all naval battles involve air units. If there are no air units involved in the battle, the sequence for fighting a purely naval battle is as follows. Note that Japan rolls for Surprise first in purely surface naval combat (e.g., an engagement only involving Fleet units), and receives a -1 modifier when it does so. If Japan does not obtain Surprise, the U.S. player may roll to do so. The sequence for fighting a purely naval battle at sea is as follows: a) Phasing player initiates a mission; b) Non-phasing player may attempt to intercept phasing player’s mission with naval units (use Naval Interception Table); c) Phasing player may attempt to counter-intercept with uncommitted naval units (naval units use Naval Counter-Interception Table); d) Roll for Surprise (as in Section 7.11.1.8(E) above above). Note that all losses are taken as they are incurred; losing player’s losses = 1x for 1-2 TFs/TFEs; 2x for 3-4 TFs/TFEs). If Surprise was not achieved: 7.11.1.9F - Naval Combat, Surprise Not Achieved F(1)

(Optional) Each player secretly selects a Naval Combat Card (See Section 29.14, Naval Combat Cards); cards are then flipped over and cross-indexed on the card matrix;

F(2)

All of phasing player’s engaged naval units attack all the non-phasing player’s engaged naval units (use Air-to-Sea Combat Table/Naval Combat Table). Losing side must multiply all losses by 1x the number of TFs/TFEs he has engaged (if he has 1-2 TFs/TFEs) or 2x (if he has 3-4 TFs/TFEs).

F(3)

At the end of the First Round, either player may break off the battle. If either side has chosen to do so, the battle is over. If not, players proceed to a Second Round of naval combat.

F(4)

At the end of the Second Round, either player may break off the battle. If neither side is willing to do so, players proceed to a Third Round of naval combat.

F(5)

At the end of the Third Round of naval combat, the battle is over. Either the Phasing Player has surviving naval units or he does not. If he does, any surviving Phasing naval units may proceed on their mission.

If Surprise was achieved, go to G (1)-G (7) below: 7.11.1.9G - Naval Combat, Surprise Achieved G(1)

The player who has achieved Surprise, regardless of whether it is the Phasing player or the Non-phasing player, is called the Ambush player; the other player is the Reaction player.

G(2)

(Optional) Each player secretly selects a Naval Combat Card (See Section 29.14, Naval Combat Cards); cards are then flipped over and cross-indexed on the card matrix;

G(3)

All of Ambush player’s engaged Task Forces and naval units attack all of the non-phasing player’s engaged Task Forces and naval units (use Air-to-Sea Combat Table/Naval Combat Table). Ambush Player’s naval forces are doubled versus Reaction player’s naval forces. All Reaction player losses on the Air-to-Sea/Naval CRT are doubled; then multiply losing player’s losses by 1x (if he has 1-2 TFs/TFEs engaged) or 2x (if he has 3-4 TFs/TFEs engaged). Reaction player’s losses are assigned by the Ambush player.

G(4)

If Ambush player has achieved Limited Surprise, he incurs losses equal to 50% of the Reaction player’s (round up). Ambush player’s losses are allocated by the Reaction player.

G(5)

At the end of the First Round, the Ambush player and Reaction player’s roles are terminated and they resume their roles as the phasing player and the non-phasing player. At the end of the First Round, either player may break off the battle. If neither side has chosen to do so, players proceed to a Second Round of naval combat. On the Second Round, there is no Ambush player, and there are no Surprise effects.

G(6)

At the end of the Second Round, either player may break off the battle. If neither side is willing to do so, players proceed to a Third Round of naval combat. On the Third Round, there is no Ambush player, and there are no Surprise effects.

G(7)

At the end of the Third Round, the battle is over. Whether the battle ends after the First, Second or Third rounds, either the Phasing Player has surviving naval units or he does not. If he does, any surviving Phasing naval units may proceed on their mission.

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36 7.11.1.10 Flak Rolls for Naval-Air Battles Before a player’s air units get to attack naval units at sea or in port, they must undergo flak, as per the On-Board (Light) Flak Table: The War: On-Board (Light) Flak/CAP Table Flak Factors Die Roll

1

2

3

4

5

-1

Miss

Miss

Miss

Miss

Miss

0-4

Miss

Miss

Miss

Miss

Miss

5

Miss

Miss

Miss

Miss

AD

6

Miss

Miss

Miss

AD

AD

7

Miss

Miss

AD

AD

AD

8

Miss

AD

AD

AD2

AD2

9

AD

AD

AD2

AD2

AD2

10

AD

AD2

AE

AE

AE

11

AD

AD2

AE

AE

AE2

12

AD

AD2

AE

AE2

AE2

AD = 1 attacker Depleted; AD2 = 2 attackers Depleted; AE = 1 attacking unit eliminated; AE2 = 2 two attacking units eliminated Naval Flak factors: Each Fleet, CVE, and CV-1 with a NAC (whether Depleted or not) has a Flak factor of ½ (round up). CV-2s and Super BBs have a flak Factor of 1. CVs without their NACs have a Flak factor of zero. Depleted naval units have a Flak factor of zero. +1 if player’s engaged TF (or TFs) contains a Super BB

-1 if player has been Surprised

7.11.1.11 Naval-Air and Naval Combat Results TW-Pacific: Air-to-Sea Combat Table/ Naval Combat Results Table Die Roll

Ratio of Attacker’s Fleets/CVs and/or Fleet Equivalents/Defenders’ 1-6

1-5

1-4

1-3

1-2

2-3

1-1

3-2

2-1

3-1

4-1

5-1

>6-1

-1

DD

DD

DD

DD2

DD2

DD2

DS

DS

DS2

DS3

DS4

DS4

DS4

0

AD2

DD

DD

DD

DD2

DD2

DD2

DS

DS

DS2

DS3

DS4

DS4

1

AD2

AD2

DD

DD

DD

DD2

DD2

DD2

DS

DS2

DS2

DS4

DS4

2

AD2

AD2

AD

DD

DD

DD

DD2

DD2

DS

DS

DS2

DS3

DS4

3

AS2

AD2

AD

AD

DD

DD

DD

DD2

DD2

DS

DS2

DS3

DS4

4

AS2

AS

AD2

AD

AD

DD

DD

DD

DD2

DD2

DS2

DS2

DS3

5

AS3

AS

AD2

AD2

AD

AD

DD

DD

DD2

DD2

DD2

DS2

DS3

6

AS3

AS2

AD2

AD2

AD2

AD

AD

DD

DD

DD2

DD2

DS

DS3

7

AS3

AS2

AS2

AD2

AD2

AD

AD

AD

DD

DD

DD2

DS

DS2

8

AS4

AS3

AS2

AS

AD2

AD2

AD

AD

AD

DD

DD

DD2

DS2

9

AS4

AS3

AS2

AS

AS

AD2

AD2

AD

AD

AD

DD

DD

DD2

10

AS4

AS4

AS2

AS2

AS

AD2

AD2

AD2

AD

AD

AD

DD

DD

11

AS4

AS4

AS3

AS2

AS

AS

AD2

AD2

AD2

AD

AD

AD

DD

12

AS4

AS4

AS4

AS3

AS2

AS

AS

AD2

AD2

AD2

AD

AD

AD

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37 Odds greater than 1-6 are not allowed – attacker is automatically eliminated; odds greater than 6-1 are treated as 6-1. General • All losses are taken as they occur; • If Surprise has not been achieved, the losing player must multiply his losses by a factor reflecting the number of Task Forces he has engaged in the battle. If a naval force is not organized into Task Forces, multiply by the number of TFEs. For 1-to-2 TFs/TFEs = 1x losses; 3-to-4 TFs/TFE = 2x losses. If Surprise has been achieved, the Reaction player’s losses are doubled; the losing player must multiply his losses by 1x (for 1-to-2 TFs/TFEs) or 2x (if he has 3-to-4 TFs or TFEs). • Air units may not incur any losses on the Air-to-Sea/Naval CRT when engaged only with naval units. • Any Naval Force in the Sea Area Transporting Ground or Air Units (any mission) ~ Phasing/Ambush Player: +1 / Non-Phasing/ Reaction Player: -1 • CVEs and Transport Fleets are considered Sunk if they sustain a Depletion. Any other Depleted naval unit which suffers a second Depletion result is considered Sunk. • 1st Time Carrier Strike by a Major Power: -2 • Kamikazes: +2 • If a player’s NAC naval-air combat factors outnumber the defender’s by 2:1 or more, he receives a one-column shift to the right (as the attacker) or left (as the defender). If his NAC naval-air combat factors outnumber the defender’s by 4:1 or more, he receives two columns shifts to the right (as the attacker) or the left (as the defender). If a player has zero NACs left after air combat, assume a notional 1 factor for purposes of calculating column shifts. Combat Values and Modifiers (General) In the air-vs.-naval/naval-vs.-air steps of naval-air combat, air units use their air-naval (superscripted) combat factor while naval units (including CVs) use their air-naval combat factor, excluding the value of any NACs the CVs might be carrying. “Surprise” Achieved (First Round only) • If Surprise is achieved, losses are allocated by the Ambush player, subject to the restriction that Fleets carrying NARFs and/or Fleets carrying air/ground units may not suffer any Depletion/Sunk results until all other naval units in their TF have been eliminated. (“Surprise” NOT Achieved: Naval and Air Units’ owning player assigns combat results). • All losses on the Air-to-Sea/Naval CRT are doubled; in addition, the losing player’s losses are adjusted by the number of TFs he has engaged (1-to-2 TFs/TFEs = 1x; 3-to-4 TFs/TFEs = 2x); • Combat Value of Ambush Player’s Air Units vs. Naval Units ~ At Sea: x2 / In Port: x3; in purely naval action, x2. • Japanese Player’s naval force contains one or more Super-BBs: -1 (Japanese Phasing/Ambush player)/+1 (U.S. Phasing/Ambush player) Table Entries • AS: Phasing/Ambush player eliminates a Fleet, a CVE, or a CV • AS2, AS3, or AS4: Phasing/Ambush player eliminates two, three, or four naval units • AD: Phasing/Ambush player “Depletes” a Fleet, CVE, or CV • AD2: Phasing/Ambush player “Depletes” two naval units in any combination • DS: Non-Phasing/Reaction player eliminates a Fleet, CVE, or CV • DS2, DS3, or DS4: Non-Phasing/Reaction player eliminates two, three, or four naval units • DD: Non-Phasing/Reaction player “Depletes” a Fleet or CV; CVEs and Transport Fleets are Sunk on a DD result • DD2: Non-Phasing/Reaction player “Depletes” two naval units in any combination +/- Nationality Modifiers: Compare Phasing/Ambush Player’s Rate (second row) with Non-Phasing/Reaction Player’s Rate (first column): TW-Pacific Nationality Modifiers: Air and/or Naval Units in Air-to-Sea or Naval Combat or Interception Attacker

First-Rate

Second-Rate

Third-Rate

Fourth-Rate

First-Rate

0

+1

+3

+4

Second-Rate

-1

0

+1

+2

Third-Rate

-3

-1

0

+1

Fourth-Rate

-4

-2

-1

0

Defender

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38

7.12 Depleted Fleets

7.13 Naval Nationality

Damage is cumulative. A Depleted Fleet may no longer Sea Transport units, conduct amphibious invasions, perform naval interception, or Strategically Move units. If a full-strength Fleet was already carrying ground and/or air units and became Depleted as a result of enemy attack, it must return to port at the end of naval combat. When a Fleet is Depleted, the owning player rolls to see how badly Depleted that naval force is. Use the following table:

There were significant qualitative differences between the navies of the various combatants throughout the Second World War. To reflect these, adjust combat rolls during Sea Area and Naval Impulse combat as follows:

TW-Pacific: Naval Depletion (# of turns Depleted) Die Roll

Fleets

SuperBB Fleets

CV-2s

1-3

1

1

2

4-5

3

4

3

6-8

5

7

4

9-10

7

10

5

CV-1s - # Turns Depleted

CVEs and Transport Fleets

2

NA (Depletion=Sunk for these units)

3

Japan only: add +1 to Depletion die roll in 1942; +2 in 1943; and +3 in 1944-45 (exception – Super BBs; Super BBs do not add + modifiers to Depletion die roll). U.S. only: add +3 to Depletion rolls for U.S. naval units Depleted on Pearl Harbor Surprise turn. British CVs only: subtract -2 from all Depletion rolls on British CVs.

7.13.1 First-Rate Naval Units In TW-Global (or TWP), Japanese, German, British, Free French, and U.S. naval forces are considered First-Rate naval units. On either the Interception Table or Naval CRT, Phasing First-Rate naval units receive a -1 DRM against Second-Rate naval units; a -3 DRM against Third-Rate naval units; and -4 DRM against Fourth-Rate naval units. 7.13.2 Second-Rate Naval Units In TW-Global (and TWP), French, Dutch (including any Dutch naval units initially based in the Dutch East Indies), and Swedish naval units begin the 1939 Campaign Game as Second-Rate naval units. On either the Interception Table or Naval CRT, Phasing Second-Rate naval units receive a -1 DRM against Third-Rate naval units; a +1 DRM against First-Rate naval units; and a -2 DRM against Fourth-Rate naval units.

Each Fleet has a notional 9 factors. Each Super-BB Fleet has a notional 12 factors. The amount of Depletion a Fleet sustains is determined by a die roll: on a 1-3, one factor; on a 4-5, three factors; on a 6-8, five factors; on a 9-10, seven factors. For CV-2s, the amount of damage sustained is as follows: 1-3, two factors; 4-5, three factors; 6-8, four factors; 9-10, five factors. CV-1s sustain two turns’ damage on a 1-5; and three turns’ damage on a 6-10. A CVE is automatically Sunk on a Depleted result. If a CV-1 or CV-2 is Depleted, its companion NAC unit is also considered Depleted.

Major Powers’ Second-Rate navies (only) may be upgraded to First-Rate navies by spending 20 NARFs in the Unit Construction and Reserve Creation Segment per turn for five consecutive turns. If the five-turn cycle is interrupted, the investing Major Power must drop back one step on the naval nationality level track for each turn he has failed to make the upgrade investment. After the unit Construction and Reserve Creation Segment of the fifth turn of investment in upgrading its navy, a Second-Rate Major Power navy becomes First-Rate.

Fleets and CVs on a mission together which have been intercepted and Depleted in combat may not be sent back to port on their own. The only way to get Depleted Fleets safely home to a shipyard is for the owning player to break off the action with all the units involved in the air/naval or naval battle. This rule applies even when a player voluntarily breaks off the action after one round of combat.

In TW-Global, France may not begin upgrading its naval forces until the Winter 1940 turn.

After the naval battle has been concluded, the unDepleted Fleets and/or CV/NACs return to their port of origin. The Depleted Fleets and/or CV/NACs sail to the nearest friendly shipyard. The return to the shipyard may not be intercepted by enemy air or naval units. CVs must also move to the nearest home-country shipyard if the NAC they carry is Depleted. Depleted Fleets/CVs that begin the turn in a port that is also a shipyard can be repaired. Place the Depleted Fleet and/or CV on the appropriate repair number on the shipyard track. The shipyard track, as it is assumed to be part of a port’s facilities, may be attacked by enemy air units. Each shipyard can normally repair one Fleet/CV factor per turn. This can be accelerated by spending additional NARFs (see Section 15.1.5.2 Fleet Construction and Repair and Section 15.1.5.4 Accelerated Construction). Repairing Fleets counts against a nation’s shipbuilding capacity – generally, a shipyard can build one new Fleet/CV/CVE factor in a turn, or repair one Depleted Fleet/ CV factor in a turn, but may not do both in the same turn. Repairs may not be made in the same turn the naval unit was Depleted – a Depleted unit sent back to a shipyard must wait until the next turn’s Build Units Segment to begin repairs.

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7.13.3 Third-Rate Naval Units In TW-Global (and TWP), Italy, Vichy France, the Soviet Union, and all minor countries other than the Dutch and the Swedes have Third-Rate navies. Except for Italy, Third-Rate naval units may never be upgraded. On either the Interception Table or Naval CRT, Phasing Third-Rate Fleets suffer a +3 DRM against First-Rate naval units; a +1 DRM against Second-Rate units; but receive a -1 DRM against Fourth-Rate units. In TW-Global, Italy may upgrade its navy, but may not begin doing so until the turn Italy declares war on Britain and France. Third-Rate minor country Fleets may not be upgraded. A Third-Rate navy (only) may be upgraded to Second-Rate by spending 10 NARFs in the Unit Construction and Reserve Creation Segment per turn for five consecutive turns. If the fiveturn cycle is interrupted, the investing Major Power must drop back one step on the naval nationality level track for each turn he has failed to make the upgrade investment. After the unit Construction and Reserve Creation Segment of the fifth turn of investment in upgrading its navy, the Third-Rate Major Power navy becomes Second-Rate.

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39 7.13.4 Fourth-Rate Naval Units All Depleted naval units are considered Fourth-Rate. On either the Interception Table or Naval CRT, Phasing Fourth-Rate naval units suffer a +4 DRM against First-Rate naval units; a +2 DRM against Second-Rate naval units; and a +1 DRM against ThirdRate naval units. 7.13.5 Combat Using Forces with Different Ratings As with ground units of different ratings, naval unit ratings function the same way (whichever rating comprises 50% or more of the units). In any combat involving units with different ratings, the highest-rated units take losses first.

8.0 Strategic Movement (Stratmoves) & Strategic Movement Points (SMPs)

During the Strategic Movement Segment, nations may strategically move (Stratmove) units, and transfer NARFs between each other. Enemy air and naval units may intercept friendly units stratmoved by sea or by air. Each Major Power is allotted a certain number of Strategic Movement Points (SMPs). Generally, it takes one SMP to Stratmove one naval, air, or ground unit.

8.1 Stratmoving Ground Units 8.1.1 Strategic Movement Process. Ground units Stratmove by moving from a starting hex (which may not be adjacent to enemy ground units unless those units are partisans or units in a fortress), across land or sea hexes to a destination hex. The land hexes may not go through enemy ZOCs. A Major Power may Stratmove only through empty or disputed, not enemy controlled (e.g. containing an enemy Patrol), Sea Areas. The destination hex may not be adjacent to enemy units, unless: a) the enemy units are partisans; b) the enemy units are in a fortress; or c) the only adjacent hex the ground unit enters is the destination hex, and the destination hex is a fortress. Ground units may Stratmove past partisans, but not through them. Usually, the order in which Stratmoves occur is not especially important. However, in case there is some dispute (say when a defender wishes to intercept a Stratmove), the order in which Stratmoves should occur are: air units, then ground units, then naval units.

8.1.3 General Limitations on Strategic Movement Generally, the route taken by units using Stratmove must be free of enemy units and ZOCs (for land and air units) and must not go through enemy-controlled Sea Areas (for naval units and land/air units being Stratmoved by sea). Ground units may not Stratmove through swamp hexes. Units may not Stratmove through neutral countries nor through enemy Sympathizer, Associated, or Satellite minor countries (although supply lines may be traced through friendly Sympathizer, Associate, and Satellite minor countries). The Western Allied faction (British, Nationalist Chinese, and American units and/or their minor country Satellites) may never Stratmove through the Soviet Union even if they are all at war with Japan. Nationalist Chinese units may not Stratmove through British-or Soviet-controlled hexes. British units may not Stratmove through Nationalist Chinese-controlled hexes. Units may not Stratmove into hexes adjacent to enemy units (exception – adjacency to partisans or fortresses does not count). They may not begin or end a Stratmove to or from a hex adjacent to enemy units, unless the intervening hex side is impassable for land units. Each nation is allotted a maximum number of SMPs per turn (see Section 8.4, Strategic Movement Capacity, below). A CV/NAC (regardless of whether it’s a CV1 or a CV2) counts as a single unit for SMP purposes, provided the NAC unit is based on the CV. Stratmoving a CV and a NAC separately would cost 2 SMPs. A TF counts as a single unit for Stratmove purposes.

8.2 Strategic Movement by Sea 8.2.1 Strategic Movement Using Naval Units Alone Fleets and CV/CVEs in TWP may Stratmove an unlimited number of Sea Areas provided they “touch base” at a friendly controlled port every six Sea Areas. If Fleets and/or CV/CVEs attempt to Stratmove through a disputed Sea Area, or one with enemy air or naval units in bases adjacent to the Sea Area, non-phasing naval and/or air units may attempt to intercept the phasing player’s naval units. The phasing player must halt his movement to determine if his units have been intercepted and fight a naval or naval/air battle. If the Stratmoving player wins the battle, he may proceed with the Stratmove mission. If he loses, the non-phasing player now controls that Sea Area; the phasing player’s units (assuming any of them survived) must return to their port of origin. Naval units attempting a Stratmove may be intercepted under normal naval interception rules. 8.2.2 Limitations: Stratmoves vs. Sea Transport Unlike Sea Transport, each nation may only Stratmove a limited number of units per turn. These limits are governed by each Major Power’s Strategic Movement Point (SMP) level. (See Section 8.4 Strategic Movement Capacity below).

8.1.2 Cost of Strategic Movement Stratmoving does not cost additional NARFs over and above the NARFs spent for the turn’s SLE, RLE, LLE, or MLE logistical selection. [Designer’s Note: In reality, the maritime Major Powers (Japan, Britain, and the U.S.) had enormous logistical challenges in deploying troops, supplies, air, and naval units over the vast distances of the Pacific. However, rather than “charge” for each Stratmove, the cost of Stratmoves is reflected in the cost of LE chits.]

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8.2.3 Strategic Movement to Off-Board Boxes In some instances, units may move to areas that are off the board. These off-board areas are represented by map board boxes (see Section 8.8 Map Board Boxes below). In most cases, players must use strategic movement to reach these areas (See Section 8.8 Map Board Boxes).

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8.3 Strategic Movement of Air and PARA units Air units may Stratmove by air and sea. PARA and CDT units may Stratmove by air, sea, and land. 8.3.1 Strategic Movement by Air On-board air units (TAC, MDM, FTR, and land-based NAC) may Stratmove by hopping from one airfield to another. Each hop can be up to twice the air units’ printed offensive range. In-supply air units may Stratmove an unlimited number of hops between onboard airbases. Air units may not hop to off-board boxes. Carrierbased NAC Stratmove along with their carriers. 8.3.2 Limitations on Air Stratmoves Air units may not Stratmove over neutral countries, enemy countries, colonies of enemy countries, or countries that are enemy Sympathizers, Associates, or Satellites. Air units may Stratmove over their own country’s Sympathizer, Associate, or Satellite minor countries. Enemy NAC, FTR, TAC, and/or MDM units may attempt to intercept Air Stratmoves with NAC, TAC, FTR, and MDM units. If an unescorted PARA unit is intercepted during Strategic Movement, it is automatically eliminated (air transports would be easy targets for almost any combat aircraft). Regardless of a Major Power’s overall SMP level, the total number of air units that may be Stratmoved each turn is equal to half that Major Power’s SMP level (rounded down). Thus, if Japan’s SMP level is 7, it may Stratmove no more than three air/PARA units on any given turn.

Fleet unit assigned to carry it and moves it to another friendly port within the Fleet’s offensive mission range (6 Sea Areas). The Fleet unit may continue Stratmoving an unlimited number of Sea Areas if it touches base at a friendly port at least every six Sea Areas. “Touching base” is defined as moving into a fully supplied port. The ground unit then traces a path of hexes (which may not be adjacent to enemy units, excluding partisan units, unless those units are in a neutral country or in a fortress) to its destination. An air unit is moved the same way, but its destination must be a city or airbase hex. Example#1: The U.S. player wants to move a 3-5-3 FTR unit from Pearl Harbor to Pago Pago. The FTR cannot stage to Pago as it is beyond the FTR’s staging range (see Section 11.2.1.1, Air Range and Staging Range). Therefore the FTR unit must Stratmove to Pago Pago. A Fleet or zero-factor Fleet carries the FTR unit to Pago Pago. The American player has now used 2 Strategic Movement Points (SMPs). Example #2: A Fleet Stratmoving a 1-3 Japanese breakdown INF between, say, Japan and Truk in the Summer 1942 turn will use 2 SMPs – 1 for the ground unit convoyed to Truk, and 1 for the Fleet carrying it. American Fleets and/or CV/NACs within interception range of the Japanese Fleet may want to intercept and try to send the Japanese Fleet (and its cargo) to the bottom.

8.4 Strategic Movement Capacity The following chart indicates the number of SMPs allotted to each nation at the start of the 1939 TWGlobal Campaign Game, as well as the 1941 TWPacific Campaign Game:

8.3.3 Strategic Movement of Ground and Air Units by Sea Air units may be carried by Fleets in order to Stratmove between locations that are beyond air range. Air units (including PARA units) may stage to a friendly port and then be picked up and carried by Fleet units. Generally, it costs 1 SMP to Stratmove 1 ground or air unit by sea plus 1 SMP for the ship carrying that unit. Each Fleet may Stratmove one ground or air unit or 20 NARFs of Lend Lease aid (see Section 14, National Resource Factors (NARFs). STA, Flak, and PARA units do not count towards a Fleet’s carrying capacity – that is, a single Fleet could Stratmove one 1-6-4 TAC and any number of STA, Flak, and/or PARA units. As with any other naval mission, enemy naval units may attempt to intercept naval units carrying air or ground units or LendLease. CVEs may be used (as if they were Fleets) to Stratmove FTR and TAC air units. Each CVE may Stratmove one FTR/TAC unit – it does not matter if the air units are Depleted or not. Until the end of the Winter 1944 turn, full-strength ground units may be Stratmoved through the Pacific and Indian Ocean Zones, but only if the destination hex(es) are in in a Continental Zone. Otherwise, only MAR, SNLF, STA, Garrison INF (regardless of their combat factor), breakdown units, and ground units with a combat factor of 1 or less may be Stratmoved into and through the Pacific and Indian Ocean Zones. These units are marked by a wave symbol in the lower left corner of the counter. The restrictions in this paragraph do not apply to air units – fullstrength air units may be Stratmoved into and through the Pacific and Indian Ocean Zones at any time. Restrictions on Stratmoving full-strength ground units through the Pacific and Indian Ocean Zones are lifted beginning with the Spring 1945 turn. To Stratmove a ground or air unit by sea, the owning player simply traces a path to the nearest friendly port, identifies the

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TW-Pacific: Strategic Movement Points Nation

SMPs

Minimum SMP Level

Britain

4

2

Soviet Union

4

2

Japan

8*

2

Nationalist China

2#

1

United States

12** (6 between U.S. West Coast Box and Hawaii, 6 on-board)

2

All Minor Countries

1

0

[Designer’s Note: Alert gamers may notice that Britain’s SMP level seems quite low. That’s intentional – the European Theater had first priority on the British Empire’s shipping resources.] *A Firestorm result (from Strategic Bombing, see Section 5.2.2, Firestorms) reduces the defending player’s SMP level by two during the following game turn. The lost SMPs are restored on subsequent turns. Each 10 NARFs destroyed by American SUBs and SAC (combined) results in the loss of 1 SMP for the Japanese (round up each 10-NARF increment – a loss of 15 NARFs due to American SUB/SAC warfare reduces Japanese SMPs by 2, a loss of 25 NARFs due to SUB/ SAC warfare reduces Japanese SMPs by 3, and so on). In addition, a Convoy Ambush result reduces Japanese SMPs by 2 during the Japanese player’s turn after the damage is inflicted; a Convoy Massacre reduces Japanese SMPs by 3

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41 on the Japanese player-turn after the damage is inflicted; and a Tanker Massacre reduces Japanese SMPs by 4 on the Japanese player-turn after the damage is inflicted. Japanese Stratmoves into, through, or from any hex within the 1937 boundaries of Nationalist China cost Japan 2 SMPs per unit. Stratmoves into or out of the India-Southeast Asia Front Monsoon cost 2 SMPs per unit under Heavy Rains (or worse) weather conditions. Weather conditions apply to both Allied and Japanese units. [See Section 26.1.2, India-Southeast Asia Front (ISEA) Monsoon]. #Nationalist Chinese SMP capacity cannot be reduced below 1; Stratmove capacity for other Major Powers cannot be reduced below 2; ** U.S. Stratmove capacity cannot be reduced below 2; U.S. Stratmoves in the Pacific Theater are separate and distinct from U.S. Stratmoves in the European Theater. 8.4.1 Increasing SMP Capacity Levels Japan and the U.S. may increase their SMP capacity beyond their initial levels. Both in TW-Global and TWP, Japan may increase its SMP Level by one each calendar year beginning in 1942, Both in TW-Global and TWP, the U.S. may increase its SMP Level by 2 each calendar year in the Pacific Theater beginning 1942, provided the U.S. is at war with Japan. In TW-Global, the U.S. may increase its SMP level in either the European Theater, the Pacific Theater, or both each year beginning in 1942. The first SMP increase each calendar year costs 25 NARFs. The U.S. must pay double (or 50 NARFs) for the second SMP increase it achieves in any one calendar year. An increase in U.S. SMP level increases both the U.S. West Coast Box to Hawaii level as well as the U.S. on-board SMP level. In TWP and TW-Global, Nationalist China, Britain, and the Soviet Union may not increase their SMP levels in the Pacific Theater. 8.4.2 SMP Levels and Railmoves Increasing a Major Power’s SMP level does not change that Major Power’s level of Railmoves.

8.5 Other Limits and Special Cases 8.5.1 Political and Geographic Constraints on Strategic Movement British units may not enter Nationalist or Communist China. U.S. air and ground units may Stratmove through Nationalist China, subject to some limitations (see below). British, American, and Nationalist Chinese may not enter any hex within the Soviet Union or Mongolia. British and American units may not enter any hex in Communist China. Soviet units may Stratmove into and through Mongolia, Communist China, Manchukuo, Nationalist China, and Japan (only). Nationalist Chinese units may only Stratmove into and through the 1937 boundaries of Nationalist China, Nationalist Chinese provinces, Communist China and Manchukuo. 8.5.2 Special Cases - Nationalist China and Siberia Each U.S. Stratmove into or through Nationalist China costs two SMPs. Each Japanese Stratmove into or through Nationalist China, Communist China, Mongolia, or Soviet Siberia costs the Japanese player two SMPs.

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8.5.3 Installations Installations, such as fortifications, fortresses, and airbases, have no movement factor. They must be moved via Stratmove. (Note: fortresses may not be moved). These “units” aren’t really units at all, but infrastructure – they can be Stratmoved, but it costs the owning player 1 SMP per airfield or fortification to do so. (Designer’s Note: Yes, I know one can’t just pick up an airfield or a fortification and move it. But one can dismantle an airbase or a fortification, transfer the personnel, moveable weapons, and equipment, and build a new one elsewhere. That’s what is being simulated.) 8.5.4 Special Case – The United States Although the U.S. has 12 SMPs per turn, they may not all be used on the board. A maximum of 6 of the U.S. SMPs may be applied to Stratmoving U.S. units from the U.S. West Coast Box to a friendly on-board port. U.S. units Stratmoving from the U.S. West Coast Box must be Stratmoved to Pearl Harbor, Dutch Harbor, Tahiti, or Pago Pago. The other 6 may be applied to on-board U.S. Stratmoves. It is possible, via production, to increase U.S. SMP capacity. In that case, increase both the U.S. West Coast-to-Pacific map board capacity and the U.S. on-board SMP capacity by the same amount. Thus, if the U.S. adds 2 SMPs to its capacity in the Spring of 1942, its U.S.-to-Pacific Theater SMP capacity increases by two; its onboard capacity would also increase by 2. 8.5.5 U.S. Inter-Theater Transfer in TW-Global U.S. Stratmove capabilities noted above apply to the U.S. player’s Pacific Theater Force Pool only (e.g., a purely TWP game). In a TW-Global scenario, they are separate and distinct from the U.S. player’s TW-Europe (TWE) Stratmove capacity. The U.S. may not transfer any air, ground, or naval units from the Pacific to the European Theater. Beginning the turn after Germany surrenders (or Winter 1944, whichever comes first), the U.S. player may Stratmove one ground, one air, and one naval unit per turn from the U.S. Box on the TWE map to the U.S. Box on the TWP map. A CV and its NAC count as a single unit for inter-theater transfer purposes. Stratmoves from the TWE U.S. Box to the TWP U.S. Box count against the U.S. player’s TWE Stratmove limits. Ground and air units are transferred via Stratmove from the U.S. Box on the European map to the U.S. West Coast Box on the Pacific map. Naval units may be transferred via Stratmove from either the U.S. Box on the European map or from any Atlantic port to the Panama Canal Box on the TWP map; Fleets may not carry air or ground units. Note that U.S. units Stratmoving from the TWE board to the TWP board must be exchanged to TWP-scale units (See Section 9.6.3, Stacking and Breakdown Units, below). Only the units on the U.S. Inter-Theater Conversion Chart (See Section 9.6.3.3) may be transferred between Theaters.

8.6 Minor Country and Colonial Satellites Minor country units are Stratmoved by their controlling Major Power, using the minor country’s SMP limit, to a maximum of 1 unit per country per turn, as per the SMP Table in Section 8.4. Major Powers’ colonial units are Stratmoved via their controlling Major Power’s SMP capabilities.

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8.7 The Anglo-American Partnership Once the U.S. and Britain are both at war with Japan, British Fleets may Sea Transport or Stratmove U.S. units and vice versa.

8.8 Map Board Boxes Some areas are off the board, but accessible, by the various players’ units. Map Board Boxes can only be reached via Stratmove. 8.8.1 Canada Box The very small portion of Canada’s war effort devoted to the war in the Pacific is part of the British NARF base. Canada has 1 shipyard, which may be used to repair British naval units. Naval units built in Canada must be Stratmoved onto the board using British SMPs. Canadian ground units also appear in Canada and must also be Stratmoved onto the board using British SMPs. Canadian units are built in the Canada West Coast Box and Stratmoved onto the board via Dutch Harbor or Pearl Harbor. The British player may Stratmove one ground or air unit per turn from the TWE Canada Box to the TWP West Coast Canada Box, beginning the turn after Germany surrenders. 8.8.2 India Box The India Box represents the off-map portions of British-held India (today’s India, Pakistan, and Bangladesh). When Indian units are added to the British Force Pool, they must be built (or rebuilt) in India or the India Box. If playing a TW-Global scenario, Indian units that are bound for the TWE map must begin their Stratmove in the India Box and then Stratmoved to Suez, Basra, or the South Africa Box to come onto the board. If playing a standalone TWP scenario, Indian units must be built (or rebuilt) in the on-board portions of India. The India Box is considered to be one Sea Area west of the Ceylon Sea Area. Allied naval units in the India Box may conduct operations on the map board – they enter the board via the Ceylon Sea Area. 8.8.3 Panama Canal Box The Panama Canal Box represents a U.S.-controlled transshipment point for naval units (including naval units carrying NARFs, ground, and/or air units) moving from the TWE map to the TWP map. U.S. and/or British naval units may Stratmove from the TWE U.S. or Canada Boxes or from any TWE Atlantic port to the Panama Canal Box on one turn, and Stratmove onto the TWP map the next. Such units appear on the board at Pearl Harbor, Pago Pago or any Improved Port on the TWP map. In addition, the U.S. has three naval units (the South Dakota (Fleet), the North Carolina (Fleet), and the Wasp (2-factor CV) which appear, already fully built, in the Panama Canal Zone Box. These units appear in the Summer 1942 turn, both in TW-Global and TWP. Units Stratmoved from the Panama Canal Zone Box onto the Pacific map board count against the U.S. West Coast Stratmove limit. 8.8.4 South Africa Box The South Africa Box represents the Union of South Africa and Southwest Africa, including the port of Cape Town. The US may Stratmove naval units (including naval units carrying NARFs, ground or air units) to the Nationalist Chinese via the South Africa Box and from there to the India Box. In a Global War

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Campaign scenario all units Stratmoving from Britain to the TW Pacific map via South Africa “around the cape” must Stratmove onto the board in the India Box or the on-map portion of India or Ceylon. The South Africa Box is considered to be two Sea Areas southwest of the Central Indian Ocean Sea Area; the India Box is also considered to be two Sea Areas away from the South Africa Box. Allied naval units in the South Africa Box may conduct missions on the map board – they enter the board via the Central Indian Ocean Sea Area. 8.8.5 Urals Box The Urals Box represents central Soviet Siberia and the eastern portion of European Russia. In a Global War scenario, Soviet units may Stratmove from the TWE map to the Urals Box and from there they may Stratmove (on the following turn) onto the TWP map board. In TW-Global, note that Soviet units Stratmoving from the TWE board to the TWP board must be exchanged for TWP-scale units (see Section 9.6.3, Stacking and Breakdown Units, below); the reverse is also true – Soviet units Stratmoving from the Soviet Far East to Europe via the Urals Box must be exchanged for Europeanscale units before appearing on the European map board. 8.8.6 The U.S. West Coast Box The U.S. West Coast Box represents the western U.S.A., all of which is off map. Japanese units may not enter the U.S. Box. U.S. and British units (after the U.S. enters the war) may enter the U.S. Box West Coast Box only via Stratmove. In a Global War scenario, U.S. ground and air units may Stratmove from the TWE map to the TWP map via Stratmove from the U.S. Box on the TWE map (on one turn) to the U.S. West Coast Box via Stratmove, and from there they may be Stratmoved onto the Pacific map during the next turn. Such Stratmoves may be made starting the turn after Germany surrenders. The U.S. West Coast Box is considered to be 4 Sea Areas east of the East Hawaiian, Northeast Hawaiian, and East Cascadian Basin Sea Areas’ eastern map edges; thus the Hawaiian Islands are six Sea Areas from the U.S. West Coast Box.

9.0 Ground Unit Movement

In the ground movement portion of the Operations Segment each player moves his ground units from hex to hex via adjacent land hexes. The phasing player first moves as many of his units by Rail as he wishes, up to his nation’s Rail Capacity, (provided they have been activated – See Section 4.0 Logistics). Ground units then conduct normal ground movement in two Impulses (depending on the LE chosen – See Section 4.0, Logistics). Each ground unit has a movement allowance, expressed as Movement Points (MPs) printed on the unit – the larger number in the lower right corner of the unit. Generally, it costs one MP to move through each desert or clear terrain hex. ZOCs, automatic victory [AV], swamp, jungle, and jungle-mountain hexes impose additional movement costs. Units cannot exceed their MPs and MPs may not be saved up from turn to turn. Unless the attacker is able to ensure an Automatic Victory

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43 (See Section 9.7, Automatic Victory below), ground units may not enter hexes occupied by enemy units (except amphibious invasions – See Section 7.7, Amphibious Invasion and airborne assaults – See Section 11.14, Airborne Operations). Accordingly, combat occurs when friendly ground units attack enemy ground units in adjacent hexes. Each unit, or stack of units, should complete its movement before the owning player moves the next unit or stack of units.

9.1 Rail Movement After conducting various air and naval missions (see Sequence of Play Chart), the moving player conducts ground unit movement. The first step in ground unit movement is moving units by rail. 9.1.1 Eligibility for Rail Movement Only ground units may move by rail during SLEs, RLEs, LLEs, and MLEs. All ground units except PART units are eligible for Rail Movement: INF, ARM, CAV, MAR, MECH, MOT, STA, SNLF, Flak, CDO, CDT, ART, and PARA. To move in this manner, a ground unit must begin its turn in a friendly-controlled city hex. It may be adjacent to enemy units (or even in an enemy ZOC) when it begins its railmove. The unit may then move up to 15 contiguous land hexes. On its journey, it must move through friendly-controlled hexes that are in supply. It may move through hexes adjacent to PART units, but not through them. The unit must end its Rail Movement in a city hex, which may not be adjacent to an enemy unit. After its Rail Movement, it may make a First Impulse move like any other unit and a Second Impulse move, if it is an ARM, MECH, or CAV unit (see below). 9.1.2 Rail Capacity Each nation has a rail capacity, as indicated below: TW-Pacific Rail Capacities Nation

Railmoves

British Empire

2

Japan##

4

Soviet Union

4

Nationalist China

3

All Minor Countries

1

## Each Japanese Railmove within the 1937 boundaries of Nationalist China counts as 2 railmoves; rail capacity exists only in mainland Asia, Japan and Australia. 9.1.3 Cost of Rail Movement Railmoves do not cost any NARFs. However, the starting hex of the unit being Railmoved must be within the appropriate radius of an LLE or RLE counter, unless the phasing player chose an SLE or an MLE as his logistical option during the Diplomacy and Planning Segment. 9.1.4 Continental Zones and the Pacific-Indian Ocean Zone Railmoves may only be made in Continental Zones. They are not permitted in the Pacific and Indian Ocean Zone.

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9.2 First and Second Impulse Movement Ground unit movement is broken down into two impulses. On First Impulse, all units under an SLE, RLE, LLE, or MLE may move as many MPs as the wish up to their maximum movement allowance. All ARM, MECH, and CAV units (only) may move again during Second Impulse up to their full movement allowance with the following reductions: First-Rate, -1 MP. Second-Rate, -2 MPs, and Third-Rate -3MPs. Fourth-Rate units are ineligible for Second Impulse movement. Any successful combat in either impulse resulting in the defender vacating a hex can be immediately followed by a 1-hex advance after combat into the vacated hex by the victorious attacking units – this advance after combat does not cost any MPs. Regardless of the effects of terrain and/or ZOCs, a ground unit may always move one hex on First Impulse, even if doing so would cost more than its printed movement factor.

9.3 Basic Ground Unit Movement Costs Except when moving into or through ZOCs, swamps, jungle, crossing arrows, or jungle-mountain hexes all unit types pay one MP per hex entered no matter the terrain (remember, each turn is three months). Ground units move up to their movement point allowance (MP). Each ground unit or stack of ground units should complete its move before the next ground unit or stack of ground units may move. A player may not use some of a unit or stack’s MPs, move some other unit or stack and then resume moving the original unit. This convention is especially relevant when conducting Automatic Victory (AV) attacks (See Section 9.8, Automatic Victory (AV) and Movement). It costs ground units1 extra MP to leave an enemy ZOC [See Section 9.7, Details of Zones of Control (ZOCs).] Ground units may move into and through hexes which are part land and part sea; they may not move into or through all-sea hexes or across lake hex sides where the entire hex side is water.

9.4 Enemy-Occupied Hexes In general, ground units may not enter hexes occupied by enemy units. There are three exceptions to this rule: a) airborne landings; b) amphibious assaults; and c) Automatic Victory. ARM units must stop when entering swamp, jungle hexes, and Jungle-mountain hexes. Ground units are assumed to be moving from one contiguous land hex to another as they move. 9.4.1 Neutral Major Powers The U.S. begins the 1939 Global War scenario and the 1941 Campaign Game scenario as a neutral Major Power. The Soviet Union (and its Satellite, Communist China) begins both the 1939 and the 1941 Campaign Games scenarios as a neutral Major Power. Ground units of other Major Powers may not enter a neutral Major Power’s home country or colonies unless it is at war with that Major Power. Japanese ground units may not enter the U.S. West Coast Box at any time. 9.4.2 Associate and Satellite Minor Countries A Major Power’s ground units may enter minor countries that have become Associates or Satellites of that Major Power (see Section 16, Diplomacy).

9.5 Movement is Optional Units are never required to move. Assuming it is in supply, a player may leave one or more of his units in place indefinitely.

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44

9.6 Stacking Limits First-Rate armies’ units may stack 3 units to a hex. PARA, CDT, CDO, and Flak do not count towards stacking limits, regardless of whether the army in question is First, Second-, Third-, or FourthRate. Second-Rate and Third-Rate armies’ units may stack 2 units per hex and 1 unit per hex, respectively. Fourth-Rate units also stack only 1 unit to a hex. Thus a hex with a Second-Rate ARM unit may also contain an INF unit, a Flak unit, a CDO, and a PARA unit. No more than 2 ground combat factors may exist on an atoll or one-hex island, regardless of their quality rating. Generally, when armies with different ratings are allied, the higher-level rating governs stacking, provided that the higherrated army’s combat factors in the stack are greater than or equal to the number of combat factors of the lower-rated army. The same rule applies when two units with different ratings belong to the same army - as when, say, a Second-Rate Japanese ground unit is stacked with a Depleted Japanese ground unit (generally, Depleted units are Fourth-Rate). Any number of ground units, including ARM units, stack together when making an amphibious assault. However, once ashore, the resulting Bridgehead or Breach hex may contain no more than 6 ground combat units, excluding PARA, CDO, CDT, and ART units. A Bridgehead resulting from a cross-river assault is subject to the same limits. If a successful attack contained at least 1 ARM unit and the defender is either eliminated or forced to retreat, then a Breach is made in the defender’s former hex; attacking units up to the current stacking limit may stack in a Breach hex. All of the ground combat units in a Breach or Bridgehead hex may attack out of, or defend, the breach hex. (See Section 9.6.2 Stacking in Bridgeheads and Breaches). Note that it is possible for a hex to be both a Bridgehead and a Breach. However, even if a hex is both, no more than 6 ground combat units may stack in that hex. At the conclusion of the End Segment, all armies must conform to stacking limits – excess units are eliminated. Breakdown units stacked in the same hex may be re-united into whole units to meet stacking limits. Bridgeheads and Breaches are exceptions to the usual stacking rules applicable to First-, Second-, Third-, and Fourth-Rate units (see Section 9.6.2, Stacking in Bridgeheads and Breaches). With the exception of Bridgehead and Breach hexes, the stacking limits applicable to First-, Second-, Third-, and Fourth-Rate units above apply at the end of First Impulse movement, advance and retreat after combat, Second Impulse movement, Strategic Movement, and after all new units are placed during each production segment. The active player may move as many units as desired through a hex, but after movement is complete every hex must conform to the stacking limits. If any hexes exceed the stacking limits at any of the times mentioned above, the owning player(s) must choose ground units to eliminate in the over stacked hexes until they all meet the stacking limit. Return eliminated units to the Eliminated In Supply Box on the Force Pool card. Ground units’ stacking limits are not affected by the presence of air and naval units. See airbase and port capacity rules for how many air and naval units may stack in the same airbase (See Section 11.1 Airbases) or port hex (See Section 7.1 Ports), respectively.

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Ground units may over stack if they are simply moving through friendly units to get from one hex to another. For example: Japan’s Second-Rate Army can stack two ground combat units on the same hex. Assume Tsingtao contains two Japanese INF units, Shanghai contains two Japanese INF units, and Nanking is empty. The Japanese stack on Tsingtao can move through Shanghai to Nanking (its destination hex). The over stacking is allowed because it is merely a momentary situation that facilitates the ability of players to move their troops around. 9.6.1 Stacking: Western Allied and Nationalist Chinese Units The British player may not place ground units in Nationalist China at all, but the U.S. player may do so. Nationalist Chinese ground units in Burma and/or India may stack with U.S. ground units, but not with British ground units. The Nationalist Chinese player may stack 3 ground combat units on Chungking, regardless of Nationalist China’s Army quality rating. The U.S. player may stack up to 3 ground combat units in Pearl Harbor, regardless of the U.S. Army’s quality rating.

9.6.2 Stacking in Bridgeheads, Breaches, Beachheads, Atolls and One-Hex Islands A Bridgehead is a hex captured after a successful attack across a river where the defender received the river defense bonus. Units in a Bridgehead hex may stack up to 6 ground units of any type. Note that a Bridgehead is not created after a cross-river attack if the river was frozen or if the usual river defense benefit was nullified by an airborne assault. A Breach is an enemy hex that has been cleared of the ground units occupying it as a result of a ground attack involving at least 1 ARM unit (CAV, MECH, and/or MOT do not count for this purpose). At the end of the attacking player’s next player turn, remove the Breach marker and normal stacking rules apply. That is, if the Japanese established a Breach hex in the Summer 1942 turn, they would have to remove it, and reduce any over stacking in the hex, by the end of the Japanese Fall 1942 turn. A Beachhead is a hex which has been captured via a successful amphibious assault. Invading units may stack 6-high on a Beachhead. PARA, CDO, CDT and ART do not count towards stacking limits. If the attacker has an excess number of ground units after resolving his amphibious assault, any surviving attacking ground units in excess of the Beachhead stacking limit are Depleted and are returned to port with the naval units that brought them. PARA, CDO, CDT and ART units do not count towards stacking limits in a Beachhead). If a successful amphibious assault results in over stacking a Breach or Beachhead hex, the excess units must be removed by the end of the Phasing player’s turn, or they are considered eliminated out of supply No more than two ground combat factors may be placed on an atoll or one-hex island, unless the hex is a beachhead. (See Section 10.6.1, Atolls and One-Hex Islands).

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45 9.6.3 Stacking and Breakdown Units Certain INF, ARM, PARA, and MECH units may be broken down by the controlling player during the Breakdown Units phase of the Operations Segment. Except for U.S. Marines, ground units may only be broken down during this phase. Marine units may be broken down during the Breakdown Units phase, but they may also be broken down to satisfy exchanges (1/2 EX, EX, EX/PV, and 2xEX) incurred on the GCRT. Once broken down, such units must conform to the above stacking rules. That is, a unit is a unit is a unit for stacking purposes. Thus, a Second-Rate Japanese 6-3 INF (which is broken down into a 2-3 INF, a 2-3 INF, and a 1-3 INF) that is stacked with a 1-5 ARM unit must move 2 of the breakdown units off the 6-3 unit’s original hex and, with two exceptions, conform to stacking rules thereafter. One exception is re-uniting the breakdown units. Breakdown units, whatever their quality level, may over stack momentarily at the beginning of the Breakdown Units phase while they are exchanged for their original parent unit, after which normal stacking limits apply. A second exception is when whole units are broken down to facilitate an amphibious invasion or sea transport. In TW-Global, the stacking limits in this Section apply to both European and Pacific theaters. However, only MAR, SNLF, STA, Garrison INF (regardless of their combat factor), breakdown units, and ground units with a combat factor of 1 or less may move or engage in combat in the Pacific and Indian Ocean Zones on the TWP map. These units are marked by a wave symbol in the lower left corner of the counter. The restrictions in this paragraph do not apply to air units. In both TWP and TW-Global, they are lifted beginning with the Spring 1945 turn. Stacking in Continental Zones on the Pacific map is unaffected by the limitations of this paragraph. [Designer’s Note: The European and Pacific theaters operated on very different scale, both in terms of geography, and in terms of unit density. The geographic scales are different – the European hexes are about 60 miles to the hex; the Pacific hexes a bit more than 100 miles to the hex, depending on how close to the Equator one might be. Pacific battles were every bit as fierce as any in Europe, they were simply on a smaller scale. Even Okinawa, the biggest amphibious invasion of the Pacific war, involved only seven U.S. divisions (3 Marine, 4 Army) versus a Japanese force of 3 divisions, 5 mixed brigades, and various miscellaneous local levies. Those were large forces to be sure, but not even close to the huge Allied armies that overran Germany in the Spring of 1945. Thus, applying European stacking rules to the Pacific would result in enormous ground forces being shoehorned into tiny Pacific islands. Such an approach would be inconsistent with both historical realism and good game design. As a design mechanic, the prohibition (with some exceptions) against full-strength units in the Pacific and Indian Ocean Zone also neatly captures two other realities. First, it forces the Japanese player to break down his stronger 6-3 and 4-3 INF units in China and Manchuria and feed them into the Pacific in dribs and drabs, as was the case historically. For the U.S. player, the restriction against full-strength units in the Pacific and Indian Ocean Zones in itself forces a lower density of troops per hex without imposing much in the way of administrative overhead.] 9.6.3.1 Japanese Breakdown Units Japan may break down its 6-3, 4-3, and 2-3 INF units, and its Variant 3-5 ARM units:

In a TW-Global game, Japan may not transfer any units from the TWP map to the TWE map. Nor may German and Italian units may be transferred from the European Theater to the Pacific Theater. 9.6.3.2 Nationalist Chinese Breakdown Units The Nationalist Chinese may not break down any of their ground units, nor may they transfer any units from the TWP map to the TWE map.

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46 9.6.3.3 American Breakdown and Inter-Theater Transfer Units The U.S. player may break down his 6-3 INF, 3-5 ARM, and 2-3 MAR units:

9.6.3.4 British Breakdown and Inter-Theater Transfer Units The British player may break down his 2-3 INF, 6-3 (Variant) INF, 3-5 ARM, and 4-5 ARM units:

In a TW-Global game, the U.S. may begin transferring units from the European to the Pacific Theater, one air, one ground, and one naval unit per turn, starting the turn after Germany surrenders or Winter 1944, whichever comes first (See Section 8.5.5 above). Only those unit types listed on the U.S. Inter-Theater Conversion Chart may be transferred from one Theater to another: In a TW-Global game, Britain may begin transferring units from the European Theater to the Pacific Theater, beginning the turn after Germany surrenders or Winter 1944, whichever comes first. Britain may transfer two 6-7 MOT, one 1-12-5 CV, one 1-3-2 NAC, and one 1-12-5 Fleet from the European Theater to the Pacific Theater. European Theater British units may be Stratmoved to the Pacific Theater via U.S. Fleets. Such transfers count against Britain’s European Theater SMP limits, even if the air/ground units transferred are Stratmoved by U.S. Fleets. There is no per-turn unit transfer limit, but only the units mentioned in this paragraph may be transferred between Theaters, unless permitted by a Variant. European Theater to Pacific transfers may be made via the South Africa Box, or from an Atlantic port to the Pacific map via the Panama Canal. When such transfers are made, exchange European-scale ground units for Pacific-scale units. Only those unit types listed on the British Inter-Theater Conversion Chart may be transferred from one Theater to another:

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t)

ts ng er -5 n ts h s, S. he n to m n ts h ne

47 9.6.3.5 Soviet Breakdown and Inter-Theater Transfer Units In-TW-Global, Soviet ground units in TWP may not be broken down; nor may breakdown units be Stratmoved from the European map to the Pacific map. Some Siberian units may be transferred from the Pacific map to the European map in the Summer 1941 turn; and some Soviet units may be transferred from the European map to the Pacific map. (See Section 21, Soviet Union). European-scale units must be exchanged for Pacific-scale units and vice versa when transferring Soviet units between Theaters. Only those units listed on the Soviet Inter-Theater Conversion Chart may be transferred between Theaters:

9.6.3.6 “Build-Up” Units Players may exchange full-strength units for “build-up” or army-size units during the breakdown phase of the Operations Segment.

9.7 Details of Zones of Control (ZOCs) A ZOC represents the area where a full-strength ground combat unit might reasonably be expected to influence enemy movement over the 3-month seasonal-turn timeframe of the game. Ground combat units with a combat factor of 6 or more have a ZOC. ARM, MECH, and CAV units, regardless of their printed combat values, exert a ZOC. Air units, naval units, and STA units, regardless of their combat strength do not possess a ZOC. Depleted units do not possess a ZOC. CDO, INF, and PARA units with a combat strength of less than 6 do not have ZOCs. Nor may such units exert ZOCs simply by stacking 2 or more of them together: Three 2-3 breakdown INF units stacked together still would not exert a ZOC. ZOCs do not extend across rivers, into or out of jungle or jungle-mountain hexes, nor into or out of fortresses. ARM, MECH, and MOT units do not exert ZOCs into or out of mountain hexes. INF units, no matter what their combat strength, do not exert ZOCs in desert terrain hexes. All units pay an extra MP to leave each hex containing a ZOC. There is no additional movement penalty if the same hex contains multiple ZOCs. Unlike TW: Europe (where it also costs an additional MP to move into a ZOC), there is no extra movement penalty to move into a ZOC. ZOCs block supply lines, even if the ZOC is occupied by a friendly unit. [Designer’s Note: TW: Pacific uses a different map scale than TW: Europe. Accordingly, a ground unit’s radius of influence (aka zone of control) is necessarily more limited.]

9.8 Automatic Victory (AV) and Movement First- and Second-Rate armies may conduct AV attacks. In any hex attacked at 6-1 or greater odds, the defenders are eliminated without a die roll and are removed during the movement portion of either First or Second

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Impulse, provided that at least one of the attacking units was an ARM unit. If an attacker has odds of 6-1 or greater, but has no ARM units included in the attack, he rolls on the 5-1 table and the assault does not count as movement – it must wait until the combat phase of the Operations Segment. Provided at least one ARM unit is present, INF, MECH, MAR, SNLF, MOT, CAV, and PARA units may all participate in a First Impulse AV. Only ARM, MECH, and CAV units may execute a Second Impulse AV. A stack of units may, but is not required to, stay together after performing an AV. INF and STA units are not doubled when defending against a Second Impulse AV attack in clear or desert terrain (See Section 10.6.1 Clear and Desert Hexes). AV counts as movement not combat. AVs may be achieved by attacking from more than one hex. Offensive Air Support (OAS) may be used to attain the necessary odds ratio (note: OAS assisting AV attacks may be intercepted), although the moving player may only use his air units to support one AV attack per air unit per Impulse. That is, if a player had three TAC units, he could use them to support three different AV moves in the same First Impulse. The same air units could also perform other air missions later in the turn (See Section 11.2.3 Restriction on Air Missions). Conducting an AV attack costs the moving units an extra MP for each AV hex the moving unit enters, which is expended as the moving unit moves into the defender’s hex. It is also possible for attacking units to conduct or assist in an AV without actually moving. They need only be adjacent to the defending unit or units, and have enough MPs to enter the hex to do so – the phasing player’s units are not required to enter the target hex. The 1-MP movement penalty only applies if the moving player’s units actually enter the defender’s hex. A player may not execute AV attacks against mountain, swamp, fortification, or Major Power fortress hexes, though they may be made against city hexes. As a memory aid, players conducting AV attacks can place an AV marker to help them remember which hexes have been subject to AV attack (and thus cost the phasing player +1 MP when entering the hex during that turn). AV attacks may be made as part of an amphibious assault. If the attack obtains the necessary 6-1 or greater odds (may be achieved with the assistance of Shore Bombardment Support and/or OAS), an AV from a seaborne invasion is treated like any other AV. However, amphibious AV attacks may not be made against Major Power fortress hexes.

9.9 Reserves There are no Reserves in TWP. If playing TW-Global, Reserve rules are applicable only to the European Theater. [Designer’s Note: In the European Theater, the presence (or absence) of large armored and mechanized formations able to deal with enemy armored breakthroughs was critical. The lack of such reserves played a key role in France’s defeat in 1940. In this respect, there really were no Asia-Pacific parallels to European military practice. For most of the war, the Chinese front was static; and reserves in the European sense play no role in amphibious invasions.]

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48

10.0 Ground Combat

Combat may occur during either impulse, after movement. Any of the phasing player’s units may attack adjacent enemy units after First Impulse Movement. Only ARM, MECH, and CAV units may attack after Second Impulse movement. After placing an SLE, or one/multiple RLEs or LLEs, he may move his ground units and then attack enemy units adjacent to his own ground units (or enemy units in the same hex, in the case of airborne and amphibious assaults). Note that if he has announced an MLE, he may not attack any enemy units. Attacking is always voluntary. The attacker compares the number of his combat factors versus the enemy combat factors in the target hex. The result is converted to a ratio, rounded down to benefit the defender (e.g., a 13-4 is a 3-1, not a 4-1). Odds of 1-6 or worse are not treated as an automatic attacker eliminated (AE) result – the attack may not be made at all. For example, assume a Nationalist Chinese 2-3 INF has been placed out of supply by a Japanese Second Impulse attack in the Fall 1942 turn. At the beginning of the Nationalist Chinese Fall 1941 Operations Segment, the OOS 2-3 is adjacent to a 6-3 Japanese INF in clear terrain. The Nationalist Chinese unit may not make a 2-to-12 (1-6) attack, since those odds are worse than 1-5 for the attacker. Normally, the attacker may not break down ground units to “make change” in response to exchanges. However, the U.S. player may break down U.S. Marine units (only) in response to exchange results. All of the phasing player’s battles are assumed to be taking place simultaneously. Therefore, the phasing player announces all of his ground attacks, then rolls for each of them. one at a time. The phasing player may not announce an attack, wait until its outcome, then decide whether to launch another. He commits to all attacks before rolling for the first one. Players should use the Battle markers to keep track of which hexes they are attacking during a turn. Roll 1d10 for ground combat on the facing table:

10.1 Attacking 10.1.1 Procedure Total the attacking ground combat factors adjacent to enemy units they wish to attack, adjusting the odds columns for any air units providing Offensive Air Support (OAS) and/or Defensive Air Support (DAS) (See Section 11.3, Offensive Air Support and Section 11.4, Defensive Air Support). Compare this total to the total number of defending factors, adjusting for terrain (See Section 10.6 Effect of Terrain on Ground Combat and Terrain Effects Chart). Compute the odds ratio (fractions rounded down in favor of the defender – e.g., 13-4=3-1) and roll one 10-sided die. The maximum possible odds are 5-1, unless conducting an AV attack, which counts as movement not combat and requires 6-1 odds. If the attacker destroys all defending units in the hex, or forces them to retreat, he may move units (subject to stacking limits, or Breach rules as the case may be) into the defender’s now-empty hex. This advance after combat does not count as movement. It is always voluntary.

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10.1.2 Limitations Except in amphibious and airborne assaults, ground units must be adjacent to the units they are attacking. Defending units in a hex are summed up into a single defending number – separate units in a hex may not be attacked individually. Units may not attack across impassable hex sides or into impassable hexes (see Terrain Effects Chart). Major Powers may not voluntarily eliminate their own units nor those of their Sympathizers, Associates, or Satellites.

10.2 Conducting Combat Operations The phasing player first decides whether or not to neutralize any enemy air units via counter-air operations. Next, he conducts First Impulse movement to move his ground units adjacent to any enemy units he wishes to attack, and announces the attack. Then he allocates any TAC, NAC, and/or MDM air units to Offensive Air Support (OAS). Then the non-phasing player responds to the attack by flying any TAC, NAC, or MDM air units allocated to Defensive Air Support (DAS) to the hex(es) under attack. The phasing player may counter-intercept DAS if he wishes. FTR units may accompany OAS as escorts, and may intercept enemy FTR, MDM, NAC and TAC units. The phasing player arranges all of his battles before rolling for the first one. Each battle is fought as follows: 10.2.1 First Impulse Air Combat Phase Resolve any air combat between air units providing OAS and DAS (See Section 11.9 Air Combat). 10.2.2 First Impulse Combat Phase Total the combat strengths of all active units attacking the target hex. The total combat factors of the attacker are compared to the defender, giving a ratio (round down in favor of the defender). The odds are then modified for any air support. The attacker then rolls on the GCRT and the results are applied. If the phasing player is victorious, his surviving units may advance into the vacated hex. 10.2.3 Results of First Impulse Combat Battles are resolved in any order the phasing player wants, but each battle has to be resolved before the next one is rolled. If victorious, the attacker’s units may advance into any hex vacated by combat, subject to stacking limits. If the attack included at least one ARM unit, a Breach is made. Up to 6 ground combat units may stack on a Breach hex. This over-stacking is temporary – the over-stacked units must return to normal stacking limits at the end of the moving player’s next turn. 10.2.4 Second Impulse Movement Phase After First Impulse Combat, ARM, MECH, and CAV units may move again. This Second Impulse Movement is also called Exploitation Movement (See Section 9.2, First and Second Impulse Movement above). PARA units (whatever their Rating), that have not moved, attacked, or airdropped during First Impulse can airdrop during Second Impulse Movement. On the Pearl Harbor Surprise Turn (only), all Japanese ground combat units may move on Second Impulse up to their printed movement allowance – this is a onetime benefit.

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49 TW-Pacific Ground Combat Results Table Die Roll

1-5

1-4

1-3

1-2

1-1

2-1

3-1

4-1

5-1

-1

½ EX

DDΩ

DDΩ

DDΩ

DE

DE

DE

DE

DE

0

½EXΩ

½ EXΩ

DDΩ

DDΩ

½ DEΩ

DE

DE

DE

DE

1

EX

½EXΩ

½EXΩ

DDΩ

½DEΩ

½ DEΩ

DE

DE

DE

2

½ AE

EXΩ

½ EXΩ

½EXΩ

DDΩ

½ DEΩ

½ DEΩ

DE

DE

3

AE

½ AE

EXΩ

½ EXΩ

½ EXΩ

4

AE

AE

½ AE

EXΩ

EXΩ

DDΩ

½ DEΩ

½ DEΩ

DE

½ EXΩ

DDΩ

½ DEΩ

½ DEΩ

5

AE

AE

½ AE

½ AE

EXΩ

EXΩ

½ EXΩ

DDΩ

½ DEΩ

6

AE

AE

AE

½ AE

½ AE

EX/PVΩ

EXΩ

½ EXΩ

DDΩ

7

AE

AE

AE

AE

½ AE

2xEX

EXΩ

EXΩ

½ EXΩ

8

AE

AE

AE

AE

AE

½ AE

EXΩ

EXΩ

EXΩ

>6-1

AUTO VICTORY

9

AE

AE

AE

AE

AE

½ AE

EX/PVΩ

EXΩ

EXΩ

10

AE

AE

AE

AE

AE

AE

EX/PVΩ

EX/PVΩ

EXΩ

11

AE

AE

AE

AE

AE

AE

2xEX

EX/PVΩ

EX/PVΩ

12

AE

AE

AE

AE

AE

AE

2xEX

2xEX

EX/PVΩ

The attacker may voluntarily choose a less-favorable result (e.g., at 4-1, if the attacker rolls a “4” [1/2 DE], he could choose a “5” [DDΩ] result instead). AE= (Attacker Eliminated); all attacking units are eliminated; ½ AE (Half-Attacker Eliminated) = Eliminate half of all attacking factors (round up); remaining attacking units must retreat one hex. ½ EX (Half Exchange) = the side with the smaller number of ground combat factors removes all their units; the other player must eliminate half as many factors (rounded up); EX= (Exchange) the side with the smaller number of ground combat factors removes all of their units, other player must eliminate at least as many ground combat factors; EX/PV (Exchange-Pyrrhic Victory) = side with the smaller number of ground combat factors removes all their units, other player must eliminate 1½ x as many ground combat factors (rounded up); 2xEX (Two-for-One Exchange) = side with the smaller number of ground combat factors removes all their units; the other player must eliminate 2x as many ground combat factors (rounded up); Note: In TW-Pacific, unlike TW-Europe, terrain is taken into account only in computing odds on the GCRT – terrain is not taken into account in response to ½ EX, EX, EX/PV, or 2xEX results. Ground combat units are exchanged at their printed value. DR= (Defender Retreat); the defender must retreat all units in the target hex one hex in the direction of his nearest supply source; units in fortresses do not have to retreat on a DR result, but a DR causes an additional Depletion; units on 1-hex islands are eliminated if forced to retreat. DD= (Defender Depleted); defender places a Depleted marker on the affected unit(s) and must retreat all units in the target one hex in the direction of nearest supply source; once a unit is Depleted it is always Fourth-Rate, regardless of its nationality, until such time as it is repaired. Units in fortresses do not have to retreat on a DD result, but suffer an additional Depletion if they cannot, or choose not to, retreat; ½ DE= (Half-Defender Eliminated); half of all defending factors are eliminated (round up); remaining defenders must retreat one hex; DE= (Defender Eliminated); all defending units are eliminated. LLE Modifier and Shift: Attacking ground units (regardless of their rating) receive a -1 die roll modifier when attacking during LLE turns; during LLE turn attacker may obtain a 1-column shift to the right on 1 attack on 1 hex; Marine/SNLF Shift: In any amphibious assault where at least 50% of the attacking combat factors are U.S. MAR or Japanese SNLF the attacker receives a (favorable) one-column shift to the right; MAR/SNLF units must absorb the first losses in any amphibious assault. Second Impulse ARM/MECH modifier: ARM/MECH units receive a -1 (favorable) modifier on Second Impulse combat if they began the Impulse in a Breach hex; Air Support Shifts: Offensive Air Support may shift an attack up to two columns to the right; Defensive Air Support may shift up to two columns to the left; Enhanced Fortifications (atolls and 1-hex islands only): provide the Japanese player with a 1-colum shift to the left. Shore Bombardment Shift: Fleets may shift combat odds 1-column to the right during amphibious assaults; Marines and Exchanges: U.S. MAR units (only) may be broken down in response to ½ EX, EX, EX/PV, and 2xEX results. Ω = if the ground combat involved a Western Allied attack on any atoll or 1-hex island in the Pacific and Indian Ocean Zone, Allied ground units incur one Depletion for each defending Japanese combat factor, regardless of any other combat result. +/- Nationality Modifiers: Compare Phasing/Ambush Player’s Rate (second row) with Non-Phasing/Reaction Player’s Rate (first column): Attacker Defender

First-Rate

Second-Rate

Third-Rate

Fourth-Rate

First-Rate

0

+1

+3

+4

Second-Rate

-1

0

+2

+3

Third-Rate

-3

-2

0

+1

Fourth-Rate

-4

-3

-1

0

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50 10.2.5 Second Impulse Combat Phase After Second Impulse Movement, exploiting ARM, MECH, and CAV units may attack again, as can First- and Second-Rate PARA units that airdropped in the Second Impulse Movement Phase. FirstRate ARM and MECH units (ONLY, not CAV units) receive a -1 modifier on the GCRT during Second Impulse Combat against enemy INF or STA units in clear hexes provided the ARM and/or MECH units in question began their Second Impulse movement in a Breach hex. The -1 Second Impulse combat modifier is in addition to any nationality modifiers that may apply. SecondRate, Third-Rate, and Fourth-Rate (Depleted) units may not use the Second Impulse -1 modifier. The active player declares the target hexes. TAC and MDM units may provide OAS to Second Impulse combat. The Defender may also commit DAS to Second Impulse combat. The moving player may wish to place a Schwerpunkt counter on top of ARM, MECH, and/or CAV units exploiting out of a Breach hex, as a reminder of the -1 combat bonus accorded such units in Second Impulse Combat. If some attackers in Second Impulse combat have the -1 Schwerpunkt benefit, but other attackers do not, the attacker may use the -1 modifier if the majority of the ground combat factors in the attack are Schwerpunkt units. INF and STA units are not doubled in clear or desert terrain when attacked by ARM, MECH, and/or CAV units in Second Impulse AVs or Second Impulse Combat. If the phasing player attacks a mixed stack (say the defender has one ARM and one INF unit stacked together) in clear terrain on Second Impulse), the INF unit would defend at face value (see Section 10.6.1 Clear and Desert Hexes), while the ARM doubles its face value. The presence of the defending ARM unit in the mixed stack would nullify the -1 Second Impulse modifier. The attacker completes all First Impulse combat before executing any Second Impulse Movement and Combat. Complete Second Impulse Movement before initiating Second Impulse Combat. Note that defending units which were Depleted in First Impulse combat may be attacked again in Second Impulse combat. In general, AV attacks can occur in either impulse. However, Japanese units may not conduct Second Impulse AVs within the Soviet Union. Second Impulse attacks can be executed in any order desired by the attacker. As with the First Impulse, the attacker must announce all attacks before executing the first one. Once all attacks have been resolved, all air units that flew offensive or defensive air support must return to base. 10.2.6 Ground Combat Results for Breakdown Units and Units

no distinction between a partial loss (a “DD” result) and a total loss (a “DE” result) in the Pacific. Thus a small, but important distinction in combat results in TWE versus TWP.] 10.2.7 Second Impulse Supply Provided they began the Operations Segment in supply, the units which conducted Second Impulse Movement and/or Second Impulse Combat are considered to be in supply throughout their own turn and throughout their opponents’ following player turn (See also Section 12.3, Supply for Airborne Drops and Exploiting Units). 10.2.8 Hex Control after Second Impulse Movement and Combat Hexes that were enemy-controlled at the beginning of a phasing player’s Operations Segment remain enemy-controlled during the enemy player’s subsequent Operations Segment. However, at the end of the End Segment of the enemy’s Operations Segment, nonfortress hexes which have been put out of supply by the phasing player’s Second Impulse movement become controlled by the phasing player.

10.3 Constraints on Ground Units & Special Cases 10.3.1 Terrain Effects Various natural terrain features (such as rivers or mountains) as well as some man-made ones (such as fortifications) have an effect on combat. (See Section 10.6, Effects of Terrain on Combat and the TEC). 10.3.2 Exchanges and Exchange/Pyrrhic Victory Results In an Exchange or an Exchange/Pyrrhic victory, the weaker side removes all of its units first. “Weaker” means the side with the fewest combat strength factors, after adjusting for terrain. After that, the stronger side removes at least as many combat factors as those lost by the weaker side. TAC and MDM air units may not be eliminated or exchanged as a result of any roll on the GCRT. In the case of ½ EX and EX-PV results, round losses up: e.g., if a U.S. 2:1 attack on a 1-factor Japanese ground unit obtained an EX-PV result, the U.S. player would have to eliminate 2 attacking ground combat factors (1 x 1.5 = 1.5, rounded up to 2 factors). With one exception, ground combat units may only be broken down during the Breakdown Units phase of the Operations Segment – the exception applies to U.S. Marine (MAR) units, which may be broken down in response to ½ EX, EX, EX/PV, and 2xEx ground combat results.

with Less than 4 Factors In TWP, unlike TW-Europe, all First Second and Third-Rate ground combat units (including breakdown units) may be Depleted, regardless of their combat factor. As in TW-Europe Fourth-Rate ground combat units are eliminated if Depleted. [Designer’s Note: TW-Europe players should make a special note of the difference in Depleted results in TWP versus TWE. Given the smaller scale of most Pacific battles compared to European ones, it is appropriate to modify the game’s combat results to reflect that difference. Ground units in the Pacific and Indian Ocean Zones will almost always be either breakdown units, ground units with a combat factor less than 4, or both. Such units in TWE may not be Depleted – and that concept works well enough in a theater where most ground combat units are much larger and more resilient than in the Pacific Theater. Without some modification of the TWE GCRT (designed for larger formations), there would be virtually

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Example: a Japanese 1-factor INF unit defending an atoll subject to an EX result would force the Allied player to eliminate 3 Allied ground combat factors. Assume a U.S. amphibious assault force of two 2-3 MAR units. The U.S. player could eliminate one 2-3 MAR, then break down the other 2-3 MAR into four ½-3 breakdown MAR units; two of the ½-3 MAR units would be eliminated, but two ½-3 MAR units would survive to occupy the target hex. 10.3.3 Beach Hexes & Airborne Landing Hexes – Failed Attacks If an amphibious assault or an airborne landing fails to clear a target hex of enemy units, the attacker’s units do not retreat – they are eliminated if they are not the sole occupants of a hex after combat. Any units eliminated after a failed amphibious assault or airborne landing are assumed to have been eliminated Out of Supply, regardless of whether or not they could actually trace a

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51 supply line. If a unit is eliminated while Out of Supply, it is returned to the Force Pool, but should be kept segregated and placed in the Eliminated Out of Supply box on its controlling player’s country card. Units eliminated out of supply may be rebuilt at twice the normal construction cost. 10.3.4 Losses Shared Among Allies When allied forces take losses, the strongest nations (in terms of Army nationality level) take losses first. That is, First-Rate army units take losses before Second-Rate army units and Second-Rate army units before Third-Rate ones. 10.3.5 Motorized Infantry Units Motorized (trucked) infantry units are not eligible for Second Impulse Movement and Combat. 10.3.6 Japanese Attrition in China On any turn in which the Nationalist Chinese player places any LLE chits within the 1937 boundaries of Nationalist China, the Japanese player must Deplete one INF or air unit, regardless of the outcome of any ground combat results, and regardless of the number of Nationalist Chinese LLE chits placed on the map. Japan incurs two INF and/or air unit Depletions on Nationalist Chinese RLE turns and three such Depletions on Nationalist Chinese SLE turns. Japanese attrition-related Depletions occur during the End Segment. (See also Section 20.4, The Chinese Morass). The Nationalist Chinese player chooses which units to Deplete.

10.4 Retreating After a Defender Retreat (DR) or Defender Depleted (DD) result, the defender must retreat his units one hex. In either case, the defender decides the direction of retreat. However, in retreating the affected units, the defender must not deliberately over stack – if an adjacent hex is already occupied by the maximum number of units allowed under stacking rules, the retreating unit must keep retreating until it is no longer over stacked. Note that Depleted units, as they are Fourth-Rate, cannot stack. The attacker must retreat one hex after a ½ AE result. [Designer’s Note: In TW-Europe, the default mode for units forced to retreat is two hexes. But bear in mind the different scale of the Pacific Theater. Accordingly, the default mode for retreats in TWPacific is one hex, not two.] Units must be retreated towards the nearest supply source (See Section 12.2 Sources of Supply). If the path of retreat is entirely through friendly hexes that are not occupied by enemy units, the friendly unit just keeps retreating until it finds an available friendly hex within stacking limits. If the unit is already Depleted, it is eliminated if it has to retreat into an enemy ZOC, whether the hex in question is occupied by a friendly unit or not. If the only path of retreat is a hex occupied by enemy units, the defender is eliminated. Exception – if the path of retreat is occupied only by enemy PART units, a retreating unit is Depleted rather than eliminated. If the unit is already Depleted, it is eliminated. If the defender must retreat a stack of units, then the stack (rather than each unit in the stack) suffers a Depletion. Retreating units do not use any MPs conducting a retreat. Units may not retreat into impassable hexes, such as all-sea hexes. Ground units on 1-hex islands are eliminated if forced to retreat.

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10.5 Advancing After Combat After a defending unit is forced to retreat, the successful attackers may (but are not required to) advance 1 hex, which must be the vacated hex, regardless of whether the attack included ARM units or not. If the attackers had at least 1 ARM unit in the attack, a Breach occurs, and any ARM/MECH/CAV units adjacent to the original attack may move into (and over-stack on – see Section 9.6.2, Stacking in Bridgeheads and Breaches) the Breach hex and subsequently perform Second Impulse Movement and Combat (see Section 10.2.6 Second Impulse Movement and 10.2.7 Second Impulse Combat). First-Rate ARM and MECH units receive a -1 combat modifier in Second Impulse Combat on the GCRT if they began their Second Impulse in a Breach hex. The decision to advance after combat must be made immediately after the attack is rolled – the attacker cannot wait to learn the outcome of other battles before deciding whether or not to advance after combat. Advance after combat into the vacated hex does not cost any MPs and pays no movement penalty for any ZOCs.

10.6 Effect of Terrain on Ground Combat With some exceptions (see below) all full-strength units are doubled on defense. Depleted units always defend at their printed combat values, and thus are never doubled, trebled, quadrupled, or quintupled on defense, regardless of the terrain. Terrain affects only ground units. Air and naval units are unaffected by terrain. A TAC unit flying Defensive Air Support (DAS), for example, would not be tripled in a mountain hex. Air units’ combat factors are material only in air-to-air or air-naval combat. They affect ground combat only via column shifts and these shifts are unaffected by terrain. Crossing arrows aren’t actually terrain. They have no effect on ground combat. 10.6.1 Atolls and One-Hex Islands Ground combat unit density on atolls and one-hex islands is limited. Unless a beachhead has been established in the hex, an atoll or one-hex island may not hold more than two defending ground combat factors. Japan (only) may increase this stacking limit to 3 combat factors if it obtains Japanese Variant #27. 10.6.2 Clear and Desert Hexes Generally, full-strength defending units are doubled on defense; that is, a supplied 2-3 INF is ordinarily doubled on defense, and thus defends as a 4-3 INF. INF and STA units are not doubled in clear or desert terrain when attacked by ARM, MECH, and/or CAV units in Second Impulse AVs or Second Impulse Combat. STA units are not doubled in clear or desert terrain if attacked solely by an airborne landing in either First or Second Impulse. INF units in desert hexes do not exert a zone of control, no matter what their combat strength. Australian Outback desert hexes are impassable for ground units except via rail movement. Depleted units are not doubled in clear hexes – Depleted units gain no terrain modifiers. They always defend at their printed strength. FTR units may base at clear or desert hexes in Continental Zones, without requiring an airbase counter.

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52 10.6.3 Beach Hexes Defending units in beach hexes are trebled when defending solely against amphibious invasions. Atolls and 1-hex islands are all assumed to contain beach hexes. If the beach (or atoll/1-hex island) has been fortified, or a beach-mountain hex, the defending units are quadrupled against amphibious invasion (only). However, the presence of a Commando (CDO) unit negates the effect of beach fortifications. Thus the defenders remain only tripled if the amphibiously invaders are stacked with a CDO unit. If a beach hex is attacked from the landward side, or if it is simultaneously attacked from both a river hex side and a beach, it is treated as clear terrain. If a fortified beach hex is attacked from the landward side, the defender is tripled. FTR units may base at beach hexes, without requiring an airbase counter. 10.6.4 Forest Hexes In addition to the normal doubling of printed combat strength, forest hexes add +1 to the defensive strength of each defending INF, MAR, SNLF, MOT, STA, or PARA (but not PART) unit. Thus, a 4-3 Soviet INF unit would be worth 9 factors defending a forest hex – the usual doubling as noted in Section 10.6.1 above, plus 1 one additional factor for the forest. 10.6.5 Fortifications Defending units are trebled in fortifications (quadrupled if the fortified hex is a beach hex subject to enemy amphibious assault; or if the fortified hex is attacked exclusively by units attacking across a river, strait or canal hex side). Japan, Britain, the Soviet Union, and the U.S. (only) may construct fortifications at a cost of 2 NARFs each. A player may not build more than 2 fortifications per turn (4 per turn for the Soviet Union). Beach, clear, city, atoll, one-hex island, forest, jungle, and swamp hexes occupied by at least 1 friendly INF, MOT, MAR, SNLF, STA, or PARA unit may be fortified. ARM units do not get the -1 Second Impulse bonuses when attacking fortified hexes. Hexes already containing fortresses may not be fortified. Unless he has obtained Nationalist Chinese Variant #8, Digging In, the Nationalist Chinese player may not build any fortifications. Fortifications may be built in hexes adjacent to enemy units, even if the hex is in an enemy ZOC. No Major Power may have more than 10 fortifications on the board at any one time. Fortifications must be continuously occupied by INF, MOT, MAR, SNLF, STA, or PARA units to be effective – if a full game turn goes by without the fortification being occupied by any of these unit types, it is considered to have been dismantled or fallen into disrepair and removed to the owning nation’s Force Pool. They may be rebuilt on any subsequent turn. After an attacker takes a fortification hex, the fortification is considered destroyed and removed. 10.6.6 Enhanced Fortifications The Japanese player (only) may build Enhanced Fortifications. An Enhanced Fortification must be built on a hex already containing a fortification, and costs the same to build. Japan may not build more than one Enhanced Fortification per turn. Defending units in fortifications are quadrupled (quintupled if the Enhanced Fortification hex is a beach hex subject to amphibious assault; or if the Enhanced Fortification hex is attacked exclusively across a river or strait

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crossing arrow). The Japanese player may build Enhanced Fortifications in atoll or 1-hex island hexes occupied by at least 1 friendly INF, SNLF, STA, or PARA unit. Enhanced fortifications provide the defender with a one-column shift to the left on the GCRT. 10.6.7 Mountains Treble the combat strength of all ground units defending in a mountain hex. PARA units may not conduct airborne drops onto mountain hexes, although CDT units may drop onto mountain and/or jungle-mountain hexes. Amphibious assaults may be made on mountain hexes, provided there is also a beach in the hex. Units may Stratmove through mountains. ARM units do not get the -1 Second Impulse bonuses when attacking mountain hexes. ARM, MECH, and MOT units do not exert ZOCs into mountain hexes, although they do exert ZOCs out of them into non-mountain hexes. Neither fortifications nor fortresses may be built in mountain hexes. Himalaya mountain hexes are impassable for all ground units. 10.6.8 Fortresses There are only two fortresses in TWP, and neither one is a complete fortress in the European sense. No Major Power may build any additional fortresses in TWPacific. Allied INF units in Singapore are quintupled, but only against an amphibious assault against the hex. The same applies to Corregidor (Manila) – U.S. INF (only) are quintupled, but only against an amphibious invasion of Manila. Neither Singapore nor Corregidor fortresses provide any defensive benefit against landward attacks. If a fortress has a CD ART (Coast Defense Artillery) on it, the CD ART may make a 1-1 attack on each invading naval unit, and may not suffer any adverse effects. CD-ART units cannot be moved, and have no effect on attacks from the landward side. Both Singapore and Corregidor fortresses are dismantled as soon as Japan obtains control of them, and provide no subsequent benefit to Japan. Units in fortresses receive no other terrain benefits other than the fortress itself when attacked by amphibious assault. 10.6.9 Swamps INF, ART, STA, CAV, CDT, and PARA ground units are trebled defending in a swamp hex. PARA units may not airdrop into swamp hexes. Ground units may enter swamp hexes, but must stop as soon as they enter the first swamp hex they move into and move no further that turn. Units in swamps may not be AV’d. If an INF, ART, CAV, CDO, CDT, MAR, SNLF, Flak, STA, or PARA ground unit began its First Impulse in a swamp hex, it may move through swamp hexes at a cost of 2 MPs per swamp hex. ARM, MECH, and MOT units that began their First Impulse or Second Impulse in a swamp hex may move through the swamp at a cost of 4 MPs per hex. ARM, ART, MECH, and MOT units defend at their printed value in swamps. Ground units may not Stratmove through swamps. 10.6.10 Cities Generally, cities have an inherent Light Flak factor of 1; a city with an airbase on it has a Light Flak factor of 2; a double-

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53 port city with an airbase on it has a Light Flak factor of 3. However, neither Nationalist nor Communist Chinese-controlled cities have an inherent Flak value. Japanese-controlled cities in Nationalist or Communist China do have an inherent Flak factor. Unlike TWEurope, cities in TW-Pacific have no effect on ground combat. 10.6.11 Ports Ports, including double-ports, are treated like other cities, but have an inherent Light Flak factor of 2. Ports are identified by their labels being in white.

10.6.12 River or Crossable Strait Hex Sides Defending units are trebled behind rivers and crossable straits; but only if all attacking units are attacking across these terrain types. (Note: crossable straits are not to be confused with Straits Sea Areas). Defending units are quadrupled if defending in a mountain hex behind a river position. A crossable strait has a crossing arrow, as with the crossing arrow between mainland hexes 3010 and 3011. If simultaneously attacked from the same side of the river or strait, there is no river terrain benefit. A PARA or CDT unit’s airborne assault on a river position, in conjunction with a cross-river attack, negates the river defense bonus. ZOCs do not extend across rivers or straits. 10.6.13 All-Sea Hexes and Hex sides All ground movement and combat is prohibited in all-sea hexes, and across all-sea hex sides, unless such hex sides are rivers or crossing hex sides. 10.6.14 Outback Normal ground movement is prohibited in the Australian Outback. The Allied player (only) may move units by rail across Outback hexes. 10.6.15 Jungle It costs ARM, MECH, MOT, and CAV units +1 MP to enter a jungle hex. In addition to the normal doubling of printed combat strength, jungle hexes add +1 to the defensive strength of each defending INF, MAR, SNLF, STA, and PARA unit. Thus, a 2-3 Japanese INF unit would be worth 5 factors defending a jungle hex – the usual doubling as noted in Section 10.6.1 above, plus 1 one additional factor for the jungle. This terrain benefit does not apply to PART units. FTRs may base in jungle hexes without requiring an airbase. 10.6.16 Jungle-Mountain Hexes It costs ARM, MECH, MOT, and CAV units +2 MP to enter a jungle mountain hex. It costs all other ground units +1MP

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to enter a jungle-mountain hex. Airbases may not be built in junglemountain hexes. Defending ground units in jungle-mountain hexes are tripled (due to the mountain terrain). In addition, INF, MAR, SNLF, STA, and PARA units receive a +2 combat factor/unit defensive benefit (the benefit is assigned after tripling the defending unit’s combat factor). Thus, a 2-3 Japanese breakdown INF unit defending a jungle-mountain hex would be worth 8 combat factors. No more than 2 ground combat factors may attack out of a junglemountain hex. 10.6.17 Different Types of Terrain in the Same Hex Generally, terrain effects are cumulative. That is, a 6-5 INF in a forest hex with a fortification in it would be worth 19 (6 trebled for the fortification, and +1 for the forest). Fortresses are an exception (See Section 10.6.7 Fortresses).

10.7 Captured Fortresses When enemy units capture Singapore or Corregidor, the fortress is considered to have been dismantled. The former fortress hex reverts back to the other terrain that exists in the hex.

10.8 Ground Unit Nationality There were significant qualitative differences between the armies of the various combatants throughout the Second World War. In general, there are First, Second, and Third-Rate Armies and the same stacking and combat rules (see below) apply to each. There are a few exceptions to this system: a) unless an atoll or one-hex island is a beachhead only two combat factors may be stacked on an atoll or one-hex island hex (see Sections 7.9.4, Beachheads, and 10.6.1 Atolls and One-Hex Islands; b) the U.S. may always stack up to three ground combat units on Pearl Harbor, regardless of the U.S. Army’s Rating; and c) the Nationalist Chinese player may always stack up to three ground combat units on Chungking. 10.8.1 First-Rate Ground Units U.S. Marine units are First-Rate at the start of both 1939 TWGlobal and the 1941 TW-Pacific Campaign Games. All U.S. Army units, as well as other nation’s ground forces may be upgraded to achieve First-Rate status as the game progresses. First-Rate ground units: • On the GCRT, receive a -1 DRM against Second-Rate ground units; a -3 DRM against Third-Rate ground units; and a -4 DRM against Fourth-Rate (that is, Depleted) ground units. These benefits apply to both First Impulse and Second Impulse Combat, and are distinct from the Second Impulse Combat modifier (see below); • Stacking Limit: 3 ground units (exception = atolls); (excludes ART, CDO, CDT, Flak, and PARA units); • Receive a -1 modifier in Second Impulse Combat when attacking enemy units in clear, desert, forest, and non-objective city hexes in addition to the nationality benefit noted above (Note – applies only to ARM/MECH units); • Move their full movement allowance minus 1 during Second Impulse, provided they are ARM, MECH, or CAV units; other units types may not move on Second Impulse.

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54 10.8.2 Second-Rate Ground Units Second-Rate ground units: • On the GCRT, receive a -2 DRM against Third-Rate ground units; a -3 DRM against Fourth-Rate (Depleted) ground units; but suffer a +1 DRM against First-Rate ground units; these modifiers apply to both First Impulse and Second Impulse Combat; • Stacking Limit: 2 ground units (exception = atolls; may stack 3 ground units in Pearl Harbor, even if Second-Rate); (excludes ART, CDO, CDT, Flak, and PARA units); • Move their full movement allowance minus 2 during Second Impulse, provided they are ARM, MECH or CAV units; other units types may not move on Second Impulse. Second-Rate armies may stack 2 units per hex (exception: atolls). They may use Second Impulse Movement and Combat. Major Power Second-Rate armies (only) may be upgraded to First-Rate armies by spending 20 NARFs per turn in the Unit Construction and Reserve Creation Segment for five consecutive turns. If the five-turn cycle is interrupted, the investing Major Power must drop back one step on the army nationality level track for each turn he has failed to make the upgrade investment. After the Unit Construction and Reserve Creation Segment of the fifth turn of investment in upgrading its armies, a Second-Rate Major Power army becomes First-Rate. For example, in TW-Global, if Britain begins upgrading its ground forces in the Production Segment of the Summer 1943 turn, its ground units become First-Rate after the Unit Construction and Reserve Creation Segment of the Summer 1944 turn. Japan begins both the 1939 TW-Global and the 1941 TW-Pacific Campaign Games with a Second-Rate Army. The Japanese player may not begin upgrading his Army until the Spring 1944 turn. Britain begins the 1939 and 1941 Campaign Games with a SecondRate Army. In TW-Global, Britain may begin upgrading its Army from the Fall 1940 turn, or the turn after France surrenders, whichever comes first. In TW-Global, when Britain upgrades its Army, the upgrade applies to all British Empire units both in Europe and in the Asia-Pacific Theater. In TWP, British units are automatically upgraded from Second to First-Rate in the Fall 1942 turn, at no cost to Britain (it is assumed that the NARFs needed to upgrade the British Army have been spent in Europe). Once it has achieved Second-Rate status, the U.S. may begin upgrading its Army from Second-Rate to First-Rate on the Winter 1942 turn. The Soviet Army begins the 1941 TW-Pacific scenario as a SecondRate Army. The Soviet Union may automatically upgrade its Army and Air Force from Second-Rate to First-Rate at no NARF cost in the Spring 1945 turn. 10.8.3 Third-Rate Ground Units Third-Rate ground units: • On the GCRT, receive a -1 DRM against Fourth-Rate ground units; suffer a +2 DRM against Second-Rate ground units; and suffer a +3 DRM against First-Rate ground units; these modifiers apply to both First Impulse and Second Impulse Combat; • Stacking Limit: 1 ground unit (exception = atolls; may stack 3 ground units in Pearl Harbor, even if Second-Rate; Nationalist

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Chinese Central Government ground combat units may stack three-high on Chungking, even though they are always ThirdRate); (excludes ART, CDO, CDT, Flak, and PARA units); • Move their full movement allowance minus 3 during Second Impulse, provided they are ARM, MECH, or CAV units; other units types may not move on Second Impulse. Nationalist Chinese Central Government and Chinese collaborator units are always Third-Rate, both in TWP and TWGlobal, and may not be upgraded. In TW-Global, the U.S. Army begins the Fall 1939 turn as a Third-Rate Army; the U.S. may begin upgrading its Army from Third-Rate to Second-Rate in the Fall 1941 turn. The Soviet Army begins the 1939 TW-Global scenario as ThirdRate. In TW-Global, the Soviet Army on the Pacific map is automatically upgraded from Third-Rate to Second, and Second to Third, at the same time as the Soviet Army on the European map, at no cost to the Soviet player. In TWP, the Soviet Army is automatically upgraded from Third-Rate to Second-Rate, at no NARF cost to the Soviet player, in the Fall 1941 turn. Third-Rate armies may be upgraded to Second-Rate armies by spending 10 NARFs per turn for five consecutive turns. The cost of upgrading U.S. Army units is separate and distinct from upgrading Marine units – the latter are considered part of the U.S. Navy, which begins all scenarios as First-Rate and retains that status throughout all scenarios. In TWP, the U.S. may not begin upgrading its Army from Third-Rate to Second until the Fall 1941 turn. Thus, at the start of the TWP 1941 scenario, the U.S. player has made a one-turn investment (Fall, 1941) in upgrading the U.S. Army. In TW-Global, the U.S. Army on the Pacific map is automatically upgraded from Third-Rate to Second, and Second to First, at the same time the U.S. Army is upgraded on the European map, and vice versa. If Japan DOW’s the U.S. prior to Fall 1941, the U.S. may begin upgrading its Army the following turn. The cost of U.S. Army upgrades may be paid out of U.S. Pacific Theater NARFs or U.S. European Theater NARFs, at the U.S. player’s discretion. If the five-turn cycle is interrupted, the investing Major Power must drop back one step on the army nationality level track for each turn he has failed to make the upgrade investment. [Example of Upgrade: The U.S. player spends 10 NARFs each turn in the Fall 1941, Winter 1941, Spring 1942, Summer 1942, and Fall 1942 turns, to upgrade his untrained Third-Rate army. After the Unit Construction and Reserve Creation Segment of the Fall 1942 turn, the U.S. ground units are considered SecondRate rather than Third-Rate.] 10.8.4 Fourth-Rate Ground Units Fourth-Rate ground units: • On the GCRT, suffer a +4 DRM against First-Rate ground units; a +2 DRM against Second-Rate ground units; and a +1 DRM against Third-Rate ground units; these modifiers apply to both First Impulse and Second Impulse combat; • Stacking Limit: 1 ground unit (excludes ART, CDO, CDT, Flak, and PARA units); • Do not receive a Second Impulse -1 combat modifier when attacking; • May only move one hex on Second Impulse (provided they are ARM, MECH, or CAV units);

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55 • Defend at their printed combat strength, regardless of terrain; • Do not exert a ZOC, regardless of unit type; • Fourth-Rate ground combat units are eliminated if they suffer a Depleted result on the GCRT. Partisan units, whatever their nationality, are always considered Fourth-Rate. Nationalist Chinese Provincial and Communist Chinese units are always Fourth-Rate and may not be upgraded. All Depleted units, whatever their nationality, are considered Fourth-Rate. A Depleted ground unit that has been repaired resumes its former nationality status. For example, in the Spring 1942 turn, if a Second-Rate British 6-3 INF suffers a “DD” result, place a Depleted marker on the unit; thus it becomes a FourthRate unit. It remains so until such time as the British player sees fit to repair the unit, whereupon it once again becomes a SecondRate unit. 10.8.5 Nationality Modifiers for Mixed Forces When armies with different nationality ratings engage in combat, the nation with the majority of the combat factors (or at least 50%) in combat determines the modifier. That is, if one Japanese 6-3 INF and a Chinese Collaborator 2-3 INF attack a Nationalist Chinese Central Government 2-3 INF, the Japanese player has 6 combat factors from a Second-Rate army (Japan’s) but only 2 from a Third-Rate army (the Chinese Collaborator unit) out of 8 total; since the Second-Rate army has the majority of combat factors committed to the attack, the Japanese player rolls as if 8 Second-Rate factors have attacked a Third-Rate unit (the Nationalist Chinese). Thus, the Japanese would benefit from the -2 nationality modifier when Second-Rate ground units attack Third-Rate ground units. In the event of exactly equal numbers of two different nationality levels, the higher nationality level applies. That is, if 50% or more of a stack of ground units is FirstRate, the whole stack is treated as First-Rate on the GCRT; if 50% or more of a stack of ground units is Second-Rate, the whole stack is treated as Second-Rate on the GCRT, and so on. The highest rated units in the stack take losses first.

11.0 Air Operations

Strategic Warfare). FTR units may be based on any clear, jungle, atoll, 1-hex island, desert or beach hexes (one per hex) – they do not need either an airbase counter or a city to base. If based on a city hex or an airbase counter, they do not necessarily exhaust the basing capacity of that city or airbase. That is, a hex containing a city and an airbase could base 3 FTR units, or a TAC, a MDM and a FTR. Airbases have an intrinsic Flak factor of 1; airbases in cities have a Flak factor of 2 – one for the city and one for the airbase. FTR units based on clear, desert, atoll, 1-hex island, jungle, or beach terrain receive no intrinsic Flak benefit (See Section 11.12.1 Intrinsic Flak Factors). Atolls and 1-hex islands have an intrinsic basing capacity of one FTR and 1-factor NAC air unit; players may base one FTR and one 1-factor land-based NAC unit without having to have an airbase on the atoll or 1-hex island. TAC, MDM and 2-factor NACs may base on atolls and/or 1-hex islands only if there is a city in the hex or the owning player has an airbase there. NAC units (only) may base on CV-2 and CV-1 carriers. One or two 1-factor NAC units may be based on a CV-2, but a 2-factor NAC may not be based on a CV-1. 2-factor NACs may not be broken down into 1 factor NACs. 11.1.1 Building Airbases The Allied player may build (or dismantle and rebuild) airbases in the Stage Air Units step of the Operations Segment at a cost of 5 NARFs per base. Japan may not build (or dismantle and rebuild) airbases during the Stage Air units step. The Allied player may build, (or dismantle and rebuild airbases) for free if he waits until the Unit Construction Segment of their turn. The Japanese player may build (or dismantle or rebuild) airbases via a twoconsecutive-turn process during the Unit Construction Segment: on the first turn, Japan places an airbase underconstruction marker on an friendly-controlled hex, at a cost of 5 NARFs; on the second (following) turn, the airbase-under-construction marker is replaced by an airbase counter, again at a cost of 5 NARFs (total cost over two turns thus equals 10 NARFs). There are national limits to such airbase construction: Japanese, 4; Nationalist Chinese, 1; Soviets, 2; British, 4; Americans, 10. A player may build airbases in any friendly-occupied or friendly-controlled hex except junglemountain hexes, even if the hex is adjacent to an enemy unit or in an enemy ZOC. Land-based air units must be based in a city or an airbase, but NAC units may also base on cities or airbases; they may even fly a mission from a carrier and return to a city or an airbase provided the city or airbase is in range. 11.1.2 Restrictions on Using Airbases and the Capture of Airbases

On-board air units are abstractly represented in the game by TAC, FTR, NAC, MDM, and KMZ (Kamikaze) units. Off-board air units are SAC and INT units. In air operations the phasing player is the attacker; the non-phasing player is the defender. Unlike most ground operations, air unit operations are conducted in the target hex, not adjacent to it.

11.1 Airbases All cities on the board (including those one 1-hex islands) have an intrinsic airbase, which can base one conventional air unit (TAC, land-based NAC or MDM). Kamikazes count as 1/3 of a conventional air unit for basing purposes. Players may build an airbase on a city hex, which increases the city’s air unit capacity to two air units. (Ignore SAC and INT units – they are used only off-board in

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Once placed, airbases remain and only the owning player may dismantle and remove them from the map. The same airbase may then be rebuilt somewhere else. This dismantling/rebuilding costs the owning player 5 NARFs if done during the Stage Air Units step of the Operations Segment, plus one SMP per dismantled/rebuilt airbase or two SMPs if the rebuild required naval transport: one for the airbase and one for the Fleet; or for free (zero NARFs and zero SMPs) by placing one from a player’s Country Card and placed for free (costing zero NARFs and zero SMPs) during the Build Segment (U.S. only). Airbases, unlike ground units, do not block enemy movement. If an enemy units moves onto an airbase hex, it is considered captured by that enemy player. If an airbase is undefended by any ground unit and the airbase hex is captured by enemy units, the planes on that airbase are immediately Depleted. They must then fly away

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56 to any other base within staging range (that is, twice their printed range). If an airbase was defended by ground units, and was captured anyway, the air units based there are not Depleted, but do have to fly to the nearest available base within range. If there is no base within staging range, the air unit is eliminated. If an air unit has been forced to leave its base because enemy ground units have captured the base, the air unit may not perform any air missions during the phasing player’s Operations Segment. Captured enemy airbases are considered destroyed and removed from the board and returned to the owning player’s Force Pool.

[Designer’s Note – Players will notice that Japanese air units generally have longer ranges than their Allied counterparts. Japanese aircraft designers did not place much value on defensive armor and armament. Many Japanese combat aircraft outranged their Allied opposite numbers. One can opt to omit features like armor plating and obtain greater range. Unfortunately for Japanese airmen, this design trade-off meant Japanese aircraft were easier to destroy in air-to-air combat than their Allied counterparts. Indeed the Mitsubishi G4M “Betty” became known to Allied airmen as the “Zippo” or the “flying cigar” because it lit up so easily (e.g., exploded) under Allied machine-gun and cannon fire.

11.2 Air Unit Movement

Early in the war, the more maneuverable (but lightly armed) Japanese performed very well against obsolescent Allied planes like the Douglas TBD Devastator and the Brewster Buffalo. Longer ranged aircraft were a great advantage when Japan was on the offensive. For example, at the outset of the Pacific war, MacArthur’s air force in Manila was wiped out by long-range Japanese air units based in Formosa. But as time went on, and the quality of Allied aircraft improved, early design trade-offs would come back to haunt the Japanese air effort.]

TAC, FTR, Kamikaze, land-based NAC and MDM air units move from hex to hex, flying over both land and sea hexes at the same basic cost of 1 movement point per hex. Carrierbased NAC units are attached to CVs and move with them. CVs generally move by Sea Area, not by hex, and take their attached NAC units with them. (See Section 11.6, Carriers). Non-NAC units may not base on, nor be carried by CV1s and CV-2s. Non-NAC units may be Sea Transported or Stratmoved by CVEs. Air units cannot block the movement of ground units. A ground unit may move right through a hex containing only an air unit. If a ground unit enters a hex containing an air unit in an air base, the air unit immediately flies away to the nearest friendly air base within staging range and is Depleted (See Section 11.1.2, Restrictions on Using Airbases and Capture of Airbases). If no such base exists, the air unit is eliminated. 11.2.1 Range 11.2.1.1 Air Range and Staging Range Air units may only engage targets within their range. The range for various air units is as follows: • Japanese FTR – Offensive range = 6 hexes; defensive range=3 hexes; • U.S. and British Empire FTR – Offensive range = 5 hexes; defensive range =3 hexes; • U.S. Long-range FTR – Offensive range = 7 hexes; defensive range = 6 hexes; • Jet FTR (Japanese Variant only) – Offensive range = 2 hexes; defensive range = 1 hex; • Japanese TAC – Offensive range = 7 hexes; defensive range = 5 hexes; • U.S. and British TAC – Offensive range = 6 hexes; defensive range = 4 hexes; • Japanese MDM – Offensive range = 9 hexes; defensive = 7 hexes; • U.S. MDM – Offensive range = 8 hexes; defensive range = 6 hexes; • Japanese NAC – Offensive = 4 hexes; defensive = 2 hexes; • U.S. NAC – Offensive range = 3 hexes; defensive range = 2 hexes; • Japanese KMZ (Kamikazes): Offensive range of 3; interception range = 1; • All land-based air units have an defensive range of one Sea Area when intercepting naval units; • All Depleted air units: normal range, but fight as FourthRate air units.

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To attack or intercept targets in a Sea Area, TAC, KMZ, MDM or land-based NAC must be based in a hex adjacent to that Sea Area, or must stage to it (see below). FTR units may not attack or intercept enemy naval units except in Straits Sea Areas. How far an air unit may move in an impulse depends on what it does in that impulse. Air and PARA units may move up to twice their printed offensive range in hexes to change bases during each “leg” of the process of changing bases. Air units’ movement to a base prior of conducting a mission or as part of it is called staging. Air units may move up to three “legs” when staging. Thus, a Japanese 1-7-5 TAC unit could move up to 3 “legs” of 14 hexes each, hopping from base to base, each one no more than 14 hexes from the previous one. Since FTR units can base on any friendly clear/desert/beach hexes, each “leg” for a FTR unit need only end on a friendly-controlled clear-desertbeach hex. Thus a 3-6-3 Japanese FTR could move three 12-hex “legs,” hopping from friendly hex to friendly hex, each no more than 12 hexes from the previous one. Air and PARA units may make such a base change prior to conducting a mission, and may do so in the same impulse as the mission. Air units may move during both First Impulse movement and Second Impulse movement. 11.2.1.2 Staging Limits Each major Power has a limit on the number of air units he may stage during the staging step of the Operations Segment. The limit is equal to half the Major Power’s SMP level (round up). Staging does not have any influence on SMP levels; it is a separate limit, pegged to, but distinct from, SMP levels. Each Japanese air unit staged into, or from, any hex within the 1937 boundaries of China counts as 2 air units. Any air unit staged into or from any other area counts as one air unit. [Note: This rule is an optional Expansion Kit rule in TWEurope. It is a standard rule in TW-Pacific and TW-Global.] 11.2.1.3 Computing Air Range for a Mission Air units performing missions may only hit targets no farther away in hexes from its starting airbase than their range. An air unit’s range is its mission range. An air unit’s mission range is the number of hexes stated in Section 11.2.1.1 Air Range and Staging Range above, not counting its airbase hex of origin, but includes the target hex. If a CV executes a carrier air attack on ships in port, it must move through one or more Sea Areas to a sea hex within offensive range of the target.

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57 Unless they are Strategic Warfare units (SAC and INT) air units have an offensive mission range and a defensive mission range printed on the counter. Depleted air units have their normal offensive or defensive range, but fight as Fourth-Rate units, regardless of nationality. Air units performing defensive (Interception or Defensive Air Support) missions may not stage. TAC, MDM, KMZ and land-based NAC air units operating against naval units at sea have a range of one Sea Area. TAC, MDM, KMZ and land-based NAC air units intercepting enemy naval missions must begin the phasing player’s move in an airbase adjacent to the Sea Area in which they intend to operate. FTR units intercepting naval units in a Straits Sea Area must have begun the turn in an airbase adjacent to that strait. Carrier-based NAC units may operate: a) anywhere within the Sea Area in which their parent CV is located; or b) within the NACs defensive range if its parent CV is in port. 11.2.2 Returning to Base Air units may return to the base from which they began the turn or they may land in any friendly base within their range (if performing an offensive mission) or interception range (if intercepting or performing DAS). FTR units may return to any friendly clear, beach, or desert hex. 11.2.3 Restrictions on Air Missions If the non-phasing player requests it, the phasing player must show how his air units moved to a target hex, to give the non-phasing player the opportunity to decide whether or not to intercept the phasing player’s air units on their way to or from the target. Air units may not fly over neutral Major Powers or over neutral minor countries. Air units may fly over friendly Sympathizer, Associate and Satellite minor countries (See Section 16, Diplomacy). Unlike other units, air units may perform multiple missions in a single turn. Generally, an air unit may perform one mission of each type, each impulse of a player turn. The types of air missions the phasing player may perform are: • AV air support (TAC and MDM only) (considered part of Movement Phase of Operations Segment) • Offensive Air Support – First Impulse Combat (TAC, NAC, and MDM only) • Offensive Air Support – Second Impulse Combat (TAC, NAC and MDM only) • Escorting air units performing OAS on First or Second Impulse - (FTR, TAC, NAC, or MDM) • Counter-Air Missions - (TAC, NAC [land-based only], MDM and FTR) • Air strikes against enemy naval units on Patrol, at sea or in port - (TAC, MDM and NAC only) • Counter-intercepting intercepting defending air units on any mission (TAC, NAC, MDM and FTR; FTRs may not counterintercept in Sea Areas unless it is a Straits Sea Area; • Staging – the phasing player is under no obligation to attack; provided his air or PARA units have been activated by an SLE, RLE, LLE or MLE, he can simply rebase his air units and may stage his air units to do so • Counter-intercepting air interception of Stratmoves by naval units • Note that CVEs may not fly any of the above missions. Unlike all other air and naval units, CVEs’ nominal air-naval combat factors are added to the phasing player’s ground combat factors when conducting amphibious invasions.

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The types of air missions the non-phasing player may perform are: • Intercepting moving air units performing AV air support (TAC, NAC, MDM or FTR) • Intercepting moving air units performing OAS in First Impulse Combat (TAC, NAC, MDM or FTR) • Intercepting moving air units performing OAS in Second Impulse Combat (TAC, NAC, MDM or FTR) • Intercepting moving air units performing counter-air missions (TAC, NAC MDM, FTR ;) • Providing DAS to friendly ground units (TAC, NAC, and MDM); • Intercepting moving air or naval units in Sea Areas (TAC, Kamikaze, MDM or NAC; FTR only if in a Straits Sea Area); note – each three-round air-naval battle in a Sea Area counts as one mission. However, the same air units may not intercept the same naval force again if the naval units move to an adjacent Sea Area as that would involve using the same air units to perform the same mission twice in one impulse. • Intercepting moving air units performing air strikes against Patrols (TAC, NAC or MDM) or non-moving naval units in port (TAC, NAC, MDM or FTR) • Counter-counter-intercepting counter-intercepting air units on any mission (TAC, MDM, FTR and NAC; FTRs may not counter-counter-intercept in Sea Areas unless it is a Straits Sea Area • Intercepting the moving player’s staging air and/or PARA air units • Intercepting Stratmoves by naval units • CVEs may not conduct any of the above missions. [Designer’s Note: If it sounds like air units can do a great many things in one turn, they can. This is deliberate. Consider how many air missions could have been flown in 3 months. For players who prefer a more restricted treatment of air power, air units may be limited to one mission per turn – see Optional Rule 29.10, Air Missions.]

11.3 Offensive Air Support (OAS) A player may move TAC, NAC and MDM air units to a hex containing enemy ground units to assist in a ground attack against those units. Air units may not attack enemy ground units if the air units are the only ones without accompanying ground units. Fighter (FTR) units may not contribute to ground combat, but may accompany TAC and MDM units as escort. 11.3.1 Performing OAS Missions The phasing player moves his air units to the target hex within the air units’ offensive range. The non-phasing player may intercept the phasing player’s air units over the target hex or anywhere along the flight path taken by the phasing player’s air units. Air combat must be resolved before OAS can take effect. FTR units have no impact on OAS, but can participate in air combat against enemy FTR, NAC, TAC, or MDM air units over the target hex or in any hex on the flight path to or from the target. Each surviving unDepleted TAC or NAC air unit performing an OAS mission provides a 1-column shift to the right on the GCRT. For 1/2 –factor TACs, round up for OAS purposes; ½ factor MDM units only provide a 1-column shift to the right. NACs may only shift combat odds one column to the right, regardless of whether it’s a 1-factor or a 2-factor NAC. Each surviving unDepleted MDM OAS unit permits a 2-column shift to the right. Thus, a 2-1 ground attack with one surviving unDepleted TAC unit flying OAS becomes a 3-1; a 2-1 ground attack with one surviving unDepleted MDM air unit flying

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58 OAS becomes a 4-1. Combat odds on the GCRT may not be shifted more than 2 columns to the right due to OAS. Depleted air units can provide OAS, but may not shift the odds on the GCRT more than 1 column to the right, regardless of the number of Depleted air units assigned to the mission. If the phasing player assigns a mix of Depleted and unDepleted air units to an OAS mission, the 50% rule applies: if 50% or more of the phasing player’s air units are full-strength units, it counts as a full-strength OAS mission; if not, the one-column-shift limit would apply. Although air combat is adjusted for nationality modifiers, OAS itself is not. 11.3.2 Restrictions on OAS NAC, TAC and MDM air units may be used to execute OAS missions both in the First- or Second-Impulse combat. FTR units do not contribute to ground combat in any way. However, if there is air combat in the target hex, FTR units flying escort may participate in an air battle preceding the ground combat. OAS may not cause the combat odds on the GCRT to shift more than 2 columns to the right. Further, if a ground attack consists solely of PARA units supported by OAS, the OAS may not shift the odds more than 1 column to the right, regardless of how many air units (NAC, TAC, or MDM) may be flying OAS in support of the attack. Air units that have not yet performed a counter-interception mission may counter-intercept Defensive Air Support. Neither Kamikazes nor CVEs may provide OAS.

11.4 Defensive Air Support (DAS) During a turn, the non-phasing player may move TAC, NAC, and MDM air units to a hex containing friendly ground units to assist in the defense of a hex subject to ground attack by enemy units. Fighter (FTR) units may not contribute to DAS, but may escort TAC, NAC and MDM units flying DAS missions. 11.4.1 Performing DAS Missions After the phasing player has indicated all OAS missions, the nonphasing (defending player) may intercept with any of his own FTR, land-based NAC, TAC or MDM units within the air units’ defensive range, traced either to the target hex or to a hex on the phasing player’s air units’ flight paths. The attacker, in turn, may counter-intercept these DAS units. The defender may countercounter, and so on until neither side has any more air units to commit. FTR units do not add anything to the strength of defending ground units. They may, however, participate in any air combat over the target hex or any hex on the flight path to or from the target hex. After air combat is resolved, TAC, NAC and/or MDM air units in the target hex may influence the ground combat. UnDepleted land-based NAC, TAC, and MDM units that have survived air combat in the target hex provide column shifts to the left – 1 column shift to the left for each surviving unDepleted TAC or land-based NAC; 2 column shifts to the left for each unDepleted MDM. For 1/2 –factor TACs, round up for DAS purposes; NACs may only shift combat odds one column to the left, regardless of whether it’s a 1-factor or a 2-factor NAC. Although air combat is adjusted for nationality modifiers, DAS itself is not. In this sense DAS works like OAS. As with OAS, Kamikazes may not provide DAS. Remember, DAS provides column shifts to the left; OAS provides columns shifts to the right. Combat odds on the GCRT may not shift more than two columns left due to DAS.

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11.4.2 Depleted Air Units and DAS Depleted air units may fly DAS, but must fight as Fourth-Rate air units, regardless of nationality. Depleted air units may not shift combat odds on the GCRT by more than 1 column to the left when providing DAS, regardless of how many air units are involved.

11.5 Counter-Air Missions 11.5.1 Strafing and Bombing Airfields Counter-air missions are performed before any other air mission in a turn. FTR, land-based NAC, TAC and/or MDM air units may fly to a defending airbase to strafe and/or bomb enemy air units on those airfields. FTR, land-based NAC, TAC and/or MDM air units may also fly to clear hexes containing enemy FTR units to strafe and/or bomb the enemy FTR units in those hexes. Counter air missions are considered to be strikes against an entire hex, not just an airbase. Thus all defending flak factors in a target hex (flak from a city, as well as an airbase) are added together. Resolve counter-air attacks as air battles, except that: • Air units on the ground may choose to intercept the phasing player’s units, or not, at the defender’s discretion • If the defender chooses not to intercept counter-airing units, there is no air battle, but the phasing player must undergo Flak; once he does so, he may attack enemy units on the ground and ignore any adverse combat results; further, the phasing player obtains a 1-column shift to the right when attacking air units on the ground rather than in the air • If the defender does choose to intercept, there is an air-to-air battle, but the defender does not get to fire Flak at this time (the attackers are assumed to have been intercepted well before they actually get to the target airfield) • The attacker moves his counter-airing units one air unit at a time. As each attacking air unit is committed to its mission, the defending player immediately announces whether he is intercepting, with which units, and where. The defender cannot wait until the attacker has committed all of his planes and then decide which ones to intercept. Once the attacker has moved all his counter-airing units, and the defender has decided which ones to intercept, players conduct air combat • The non-phasing player may choose to come up and fight for one round of combat, and then refuse to do so for Rounds Two and Three. If so, after air-to-air combat, surviving attacking air units must undergo airbase Flak; but then they may strafe or bomb enemy air units on the ground. Flak gets to fire before each round. • CV-based NAC units may not perform counter-air missions. They may launch carrier-air strikes on enemy airbases, which is a substantially similar mission (See Section 11.7.5, Carrier Strikes against Enemy Air Units), but this counts as a naval mission, rather than a counter-air mission. 11.5.2 Airbase Flak Every airbase has an inherent Flak factor of 1. Air bases in cities have an inherent Flak factor of 2 (1 for the base, 1 for the city). Clear or desert hexes used as FTR bases do not receive an inherent Flak factor. Light Flak units may be used to increase Flak protection for air base hexes, or to provide Flak defense for clear or desert terrain used by FTR units. Flak units fire on the Flak table before counter-airing attacking units get to roll on the Air Combat Table. Air Nationality modifiers apply to counter-air missions, as well as air-to-air combat.

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59

11.6 Carriers (CVs) and Carriers’ Naval Air Component (NAC) Combat Carriers are naval units that have a notional 4 (or 6) factors, indicating how long it takes a shipyard to build them. CV-1 naval units have four notional factors; CV-2 naval units have 6 notional factors. Carriers also carry a Naval Aircraft Component (NAC). CV-1s may carry one 1-factor NAC; CV-2s may carry one or two 1-factor NACs or one 2-factor NAC. If both sides have CVs and/or air units in a Sea Area, air-to-air combat takes place before air-tosea combat, which takes place before naval combat (see Section 7, Naval Operations). A CV unit itself cannot be lost in air-to-air combat, however it may be lost in air-tosea or naval combat. NAC may be based on airbases rather than CVs – but land-based NAC cannot achieve surprise against opposing naval units. CVEs have a notional 2 factors, which also indicates the time it takes a shipyard to build them. Carrier-based NAC (only) have a unique advantage compared to other air units. If 50% or more of a player’s air combat factors in a naval-air battle are composed of carrier-based NAC, the player may role for Surprise (See Section 7.11.1.8, Naval Air Combat Sequence). If a player obtains Surprise, his air units’ naval-air combat factors will be doubled when attacking naval units at sea on the Air-to-Sea/Naval Combat Results Table and tripled versus naval units in port.

11.7 Carrier-Air Strikes CV/NAC, TAC and/or MDM may attack enemy ships in port. FTR units may not attack ships in port, but may accompany CV/NAC, TAC and MDM units who do and participate in air combat in the port hex. The CV unit must move through a Sea Area adjacent to the target. Enemy land-based air units may intercept the CV and/or its escorting Fleets. Naval units in naval bases adjacent to the Sea Areas the attacking CV moves through may also intercept a carrier air strike mission. TAC and MDM air units may only launch air strikes against ships in port that are within TAC/MDM air range, although such units may stage first. Kamikazes and CVEs may not launch air strikes against naval units in port.

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11.7.1 Executing Carrier Air Strike Missions vs. Ships in Port CVs must move into the Sea Area from which they intend to make a strike. The non-phasing player may intercept the carrier air strike, either at sea or over the target hex (Exception: Pearl Harbor Surprise, see Section 20.1 Japan and Pearl Harbor). The phasing player, and only the phasing player, may obtain Surprise in an air strike against the nonphasing player’s naval units in port. If the attacking air units are not eliminated in air to air combat, they must then undergo Flak. Surprise might be in effect (see below). The defender rolls for any Flak factors in the port hex. Ports have a default Flak strength of 2 and further be increased by any Flak units in the hex. The phasing player then rolls on the Air-to-Sea CRT. Unless Surprise has been achieved, the owning player chooses which naval units are Depleted or sunk. Naval-air combat lasts three rounds against ships in port. There are no Surprise effects on the Second and Third Rounds of an air strike against ships in port. Enemy Flak gets to fire on the Second and Third Rounds. 11.7.2 Surprise Effects on Ships Attacked at Sea and in Port In TW: Europe, if air-to-air combat occurred over the target Sea Area or port hex, surprise is lost, and there are no surprise effects. In TW: Pacific, both players may roll for surprise in all naval and naval-air engagements at sea, although only one of them may obtain surprise in a single battle. Note that both the phasing and the non-phasing player may roll for Surprise in naval-air combat at sea, unless 100% of the air units in a naval-air battle are Kamikazes. In that case, Japan automatically achieves Surprise. In a naval-air engagement at sea, during any turn (up to and including the Pearl Harbor Surprise Turn) the Japanese player rolls first for Surprise on the Pearl Harbor Surprise Turn, and the turn thereafter. Subsequently, the U.S. player always rolls for surprise first in naval-air engagements. In either case, if the first Major Power to roll achieves Surprise, the second Major Power may not roll for Surprise. In any purely naval engagement (e.g., there are no air units involved on either side), the Japanese player rolls first for Surprise. In TWPacific, as in TW-Europe, only the phasing player may obtain Surprise when launching carrier air strikes against ships in port. If Japan does not attack Pearl Harbor, the Japanese player rolls first for Surprise on all turns up to and including Spring 1942; the U.S. player rolls first for Surprise on all subsequent turns. Japan obtains a -4 modifier on the PHST, and a -2 modifier on the turn immediately following it. Subsequently, in Fleet vs. Fleet combat, Japan gets a -1 modifier.

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60 7.11.1.8(E) - Surprise Table

1 or less

Surprise Achieved - Ambush player does not need to undergo air-to-air combat prior to striking enemy naval units. Ambush player may attack individual enemy naval units in the battle hex. Reaction player’s flak may fire.

2

Limited Surprise - Ambush player achieves Surprise as above, but at the end of the First Round suffers losses equal to 50% of the Reaction player’s losses (round down); Ambush player’s losses assigned by the Reaction player.

3-10 Miss Japan achieves surprise without a die roll if 100% of its engaged forces are Kamikazes. Japan automatically rolls for Surprise first on all naval and naval-air battles the turn it DOWs the U.S. and/or Britain, and the turn thereafter. After that, the U.S. rolls first on all naval-air battles; Japan rolls first on all purely naval battles. If the non-phasing player fails to intercept a carrier strike against naval units in port, Surprise is automatic. Modifiers: Both: +/- Nationality; U.S. Only: -# Magic points applied; +1 to U.S. roll if Japanese Variant #5, Naval Codes, has been played. Japan Only: Pearl Harbor Surprise turn: -4; the turn after PHST: -2; any engagement involving only Fleets on both sides, -1. Unlike TW-Europe, Espionage and Counter Espionage chits may not be used to influence surprise in TW Pacific. The player who achieves Surprise is called the Ambush player; the other player is the Reaction player. The Ambush player’s air-to-sea combat factors are doubled on the first round of naval-air combat. A naval force may include more than one CV/NAC. [Note: for details of the steps in naval-air combat, see Section 7.9.1.7 and 7.9.1.8]. Note that Japanese Kamikaze units automatically achieve surprise, provided all the attacking air units are Kamikazes (see Section 11.15.6, Kamikazes.] In an air strike against naval units in port, only the phasing player may obtain Surprise. At least 50% of the phasing player’s air units must be carrier-based NACs to do so. If the phasing player does obtain Surprise against naval units in port, the naval-air combat factors of his air units are tripled on the First Round of navalair combat. If the non-phasing player fails to intercept a carrier strike against naval units in port, Surprise is automatic.

11.7.3 First-Time Surprise Effects If: a) the carrier strike has obtained Surprise, and b) if the carrier strike in question is the first one ever launched by the attacking Major Power, and c) the attacking air units are exclusively NAC air units, the phasing player obtains an additional -6 die roll modifier on the first round of any combat on the Air-to-Sea CRT. The -6 first-time surprise modifier is over and above any nationality modifiers, and over and above the doubling or trebling of attacking forces as per Section 20.1, Japan and Pearl Harbor. The first-time modifier does not apply on any other subsequent carrier air strikes launched by the same Major Power. A carrier strike is defined as any air mission where an unDepleted NAC based on a carrier has participated in an air attack on enemy ships at sea or in port. [Designer’s Note: In all TW-Pacific games, the Major Power obtaining First Time Surprise effects will be Japan. In TWGlobal, it is possible, although very unlikely, that the U.S. or Britain could obtain First Time Surprise Effects.] 11.7.4 Limitations on Surprise Effects In any naval-air engagement (e.g., one involving both air and naval units), a player may only obtain surprise if: a) he has CVbased NAC units engaged in the battle (CVEs do not count); and b) 50% or more of his air units involved in a given navalair battle are CV-based NACs (measure by air-combat factors, excluding any FTR units in the battle hex). A naval force or Task Force containing only Fleet/CVE units may obtain surprise in a surface action – that is, all units on both side are Fleet/CVE units. CVs without their NAC components are treated as Fleets for this purpose. Players do not roll for surprise in purely air-toair combat – there must be at least one naval unit in the port or sea hex, as the case may be. There is no Surprise after the first round of a carrier strike against naval units in port. Surprise effects only apply to First Round of naval air combat, whether that combat is at sea or against naval units in port. Further, the same target may only be subject to one Surprise attack by one naval force per Operations Segment. 11.7.5 Carrier Air Strikes against Enemy Air Units Carrier-based NACs may launch air strikes against enemy air units, in a manner similar to counter-air missions. However, a carrier air strike against enemy air bases counts as a naval rather than an air mission. Thus it does not occur in the counter-air step in the Sequence of Play. Rather, it is a naval mission like any other. The same air-combat rules apply to a carrier-air attack on an enemy air base as those that would apply to a counter-air mission. The non-phasing player’s air units may fight, or they may stay on the ground. If the come up and fight, their Flak may not fire. If they stay on the ground, Flak may fire against incoming enemy air units, but the phasing player receives a one-column shift to the right in conducting his air attack. Like other air combat, carrier air strikes against enemy air bases may go three rounds, with Flak firing each round. 11.7.6 Carrier Air Strikes and Beachheads Carrier air strikes may not be made against any air or naval target if the mission originated in a beachhead hex.

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11.8 Guidelines for Intercepting Enemy Air Missions 11.8.1 Flying to and from a Target Generally, air units (other than Strategic Warfare air units, which are accounted for separately) may be intercepted anywhere along the flight path between their airbase of origin and their chosen target hex. The attacker may choose a circuitous flight path to avoid interception, provided he does not exceed his offensive air mission range. PARA and CDT units may be intercepted on their way to an airdrop, as it is assumed they are being carried in notional transport aircraft inherent in the PARA or CDT units’ drop range. 11.8.2 Restrictions on Interception Air units flying DAS may be counter-intercepted by FTR, NAC, TAC and MDM units belonging to the attacker, subject to the rule that each air unit may only perform one mission of each type each impulse. Note that there is some tactical finesse involved in planning and executing air missions – the attacker may commit one TAC to a target hex, more or less daring the defender to intercept with an FTR unit, then counter-intercepting with his own FTR units. The defender may counter-counter-intercept, and so on. 11.8.3 Interception of Carrier Air Strikes and NAC Interception of Land-Based Air CVs performing carrier air strikes must move within their printed offensive range of the target port to launch an attack on enemy ships in port. Other than tracing a sea supply line for purposes of identifying an interception hex, this is the only naval mission where the phasing player needs to concern himself with hexes in Sea Areas. The defending (intercepting) player may intercept a carrier air strike with any air units of any type that are within normal interception range of the hex from which the CVs are launching their attack, or any of the hexes along the path of hexes from the CVs to the target. In this latter case, the intercepting units need not be based in an airbase adjacent to the attackers’ Sea Area – they just need to be within range of the target hex or the path of hexes from the CV to the target. NAC units based on carriers in port may only intercept enemy air units within their printed interception range. Land-based NAC operate like other land-based air units, and therefore can intercept enemy air units anywhere in a Sea Area adjacent to their base. The non-phasing player’ naval units in port, including carrier-based NAC, may attempt to intercept a carrier air strike. But if they fail to intercept, or choose not to, the phasing player automatically obtains Surprise.

If a player’s air mission has been intercepted, the Phasing Player must conduct at least one round of air combat, and may remain to fight a second and third round if both sides have remaining air units in the hex. The defender also must fight one round of air combat and may remain to fight a second and third round or break off the battle. The decision to continue or break off is made by each player after each round, starting with the Phasing Player. Before conducting the first round of air combat during an RLE turn, the Phasing Player may announce the use of a Regional Air Effort (RAE). If declared, double all first round air-to-air combat results – e.g., an “AD” result becomes an “AD2.” Before conducting the first round of air combat during an SLE turn, the Phasing Player may announce a Sustained Air Effort (SAE). If declared, triple all first round air-to-air combat results – e.g., a “DE” result becomes a “DE3.” After one, two or three rounds of air combat (depending on the players’ choice), there will be three possible outcomes: a) on land, the effects of OAS and DAS attributable to surviving aircraft are netted out against one another and applied to the land battle the planes are supporting; or b) after each round of air combat at sea, if any air units survive, an air-sea battle is fought – each surviving TAC or MDM counts as 3 Fleets; each surviving 1-factor NAC is also equal to 2 Fleets and each 2-factor NAC is worth 4 Fleets (See Section 7.9.1.7 Naval Air Combat Sequence for details of navalair combat); or c) if the battle is purely air unit vs. air unit, both the attacking and defending air units fly home to base. In a counter-air mission, if the defender declines to fight, the phasing player may attack the defender’s planes on the ground (See 11.5 Counter-Air Missions above), on any round. For example, if the defender fought during the first round and then breaks off the combat afterwards, the attacker still gets his second and third round – but the second and third round of combat will be treated as counter-air missions as per Section 11.5.

11.10 Repairing Depleted Air Units Place a Depleted marker on any TAC, NAC, FTR, or MDM air unit. Depleted air units are always Fourth-Rate until repaired. A player may repair Depleted air units that begin their Operations Segment on any air base not adjacent to enemy units and perform no other missions that Segment. For the costs of repairing air units, see Section 15.1.2 Cost of Building and Repairing Units. Air units which did perform an air mission and/or are based adjacent to enemy units on the turn of repair incur double the normal cost to repair.

11.9 Air Combat Whenever an air battle occurs (due to interception or OAS and DAS in the same hex), the phasing player rolls on the Air-to-Air Combat Table. Total up all the air factors in the hex, convert them to an odds ratio (round down in favor of the defender, e.g., 13-4=3-1) and use that column on the Air-to-Air CRT. The die is rolled after adjusting for all modifiers. Note that MDM and TAC units suffer from adverse modifiers in air combat, and that the presence of FTR escort is a significant advantage. The owning player chooses which of his units in the air battle suffer losses inflicted by the enemy, provided that the highest rated units take losses first.

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62 TW-Pacific: Air-to-Air Combat Results Table Odds Ratio: Attacker vs. Defender Die Roll

1-6

-1 0

1-5

1-4

1-3

1-2

2-3

1-1

3-2

2-1

3-1

AD/DD

DD

DD

AD/DD

AD/DD

DD

4-1

5-1

6-1

DD2

DE

DE

DE2

DE2

DE2

DD

DD2

DE

DE

DE2

DE2

DE2

DE3

DE3

DE3

DE2

DE2

DE3

DE3

1

AD

AD/DD

AD/DD

DD

DD

DD2

DE

DE

DE2

DE2

DE2

DE2

DE3

2

AD

AD

AD/DD

AD/DD

DD

DD

DD2

DE

DE

DE2

DE2

DE2

DE2

3

AD2

AD

AD

AD/DD

AD/DD

DD

DD

DD2

DE

DE

DE2

DE2

DE2

4

AE

AD2

AD

AD

AD/DD

AD/DD

DD

DD

DD2

DE

DE

DE2

DE2

5

AE

AE

AD2

AD

AD

AD/DD

AD/DD

DD

DD

DD2

DE

DE

DE2

6

AE2

AE

AE

AD2

AD

AD

AD/DD

AD/DD

DD

DD

DD2

DE

DE

7

AE2

AE2

AE

AE

AD2

AD

AD

AD/DD

AD/DD

DD

DD

DD2

DE

8

AE2

AE2

AE2

AE

AE

AD2

AD

AD

AD/DD

AD/DD

DD

DD

DD2

9

AE2

AE2

AE2

AE2

AE

AE

AD2

AD

AD

AD/DD

AD/DD

DD

DD

10

AE3

AE2

AE2

AE2

AE2

AE

AE

AD2

AD

AD

AD/DD

AD/DD

DD

11

AE3

AE3

AE2

AE2

AE2

AE2

AE

AE

AD2

AD

AD

AD/DD

AD/DD

12

AE3

AE3

AE3

AE2

AE2

AE2

AE2

AE

AE

AD2

AD

AD

AD

Odds worse than 1-6 are not permitted – the attacker is automatically eliminated without a die roll. Odds greater than 6-1 are treated as 6-1. • All losses are taken as incurred. • Double all first round air-to-air combat results if the phasing player has declared a Regional Air Offensive (RAE) prior to rolling; may only be selected on an RLE turn; • Triple all first round air-to-air combat results if the phasing player has declared a Sustained Air Offensive (SAE) prior to rolling; may only be selected on an SLE turn • AD= Attacker (phasing player) suffers 1 Depleted TAC, FTR, NAC or MDM • AD2= Attacker (phasing player) suffers 2 Depleted TAC, FTR, NAC or MDM • AE=Attacker (phasing player) player loses 1 TAC, FTR, NAC or MDM • AE2 or AE3= Attacker (phasing player) player loses 2 (or 3 etc.) MDM, TAC, FTR or NAC units • DD=Defender (non-phasing player) suffers 1 Depleted TAC, FTR, NAC or MDM • DD2= Defender (non-phasing player) suffers 2 Depleted TAC, FTR, NAC or MDM • DE=Defender (non-phasing player) player loses 1 TAC, FTR, NAC or MDM • DE2 or DE3= Defender (non-phasing player) player loses 2 (or 3, etc.) MDM, TAC, FTR or NAC units Phasing player obtains a favorable 1-column shift to the right on the air combat table when attacking enemy air units on the ground. +/- Nationality Modifiers: Compare Phasing/Ambush Player’s Rate (second row) with Non-Phasing/Reaction Player’s Rate (first column): Attacker Defender

First-Rate

Second-Rate

Third-Rate

Fourth-Rate

First-Rate

0

+1

+3

+4

Second-Rate

-1

0

+1

+2

Third-Rate

-3

-1

0

+1

Fourth-Rate

-4

-2

-1

0

Other Modifiers: • TAC/MDM (any): +1/-1 if a player’s force contains any TAC and/or MDM air units (unfavorable modifier for TAC/MDM); • TAC/MDM (only): +2/-2 if player’s force contains only TAC and/or MDM air units (unfavorable modifier for TAC/MDM – ignore the above modifier if this one applies); • Jets: Each of the phasing player’s Jet FTR= -2 from combat die roll; each of the non-phasing player’s Jet FTR =+2 to phasing player’s die roll; jet FTR modifiers are in addition to conventional FTR modifiers below) ; • FTR: Each friendly FTR = -1 from phasing player’s die roll; each of the non-phasing FTRs =+1 to phasing player’s die roll; • NAC: for each 3 NAC factors (round down): -1 for phasing player and +1 for non-phasing player – applies to carrier-based NAC only (note: it is assumed 1/3 of NAC units are fighters).

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11.11 Air Force Nationality Levels There were substantial qualitative differences among the various combatants’ air forces. Some were First-Rate; others Second-Rate (or worse). Further, the challenges faced by both sides in maintaining and improving their air forces were especially important in the Pacific Theater. In this respect TW: Pacific materially differs from TW: Europe. The following attempts to describe the qualitative differences between air forces: 11.11.1 First-Rate Air Units All Japanese air units of all types are considered First-Rate at the beginning of the 1941 Campaign Game scenario. However, they may degrade in quality level. Whenever a Depleted Japanese air unit is repaired, it is repaired as the next lowest quality level, until it reaches Third-Rate status. The same rule applies to rebuilt air units. For example, a Depleted First-Rate NAC will be repaired as a Second-Rate NAC. A Second-Rate TAC that has been eliminated will be rebuilt as a Third-Rate TAC, and so on. Once a Japanese air unit has degraded to Third-Rate status, it remains at that level. Once a First-Rate Japanese air unit has been degraded via repair or rebuilding, it may not be upgraded back to First-Rate status. The Flying Tigers air unit begins the 1941 Campaign Game scenario as a First-Rate unit, and retains that status throughout the war. The Flying Tigers unit must be repaired or rebuilt with Nationalist Chinese NARFs. British and Australian air units are considered First-Rate air units throughout the game. However, there are so few of them that they will have only a limited impact until very late in the war. First-Rate air units receive a -1 DRM in air-to-air and counter-air combat against Second-Rate air units, a -3 DRM against Third-Rate air units, and a -4 DRM against FourthRate air units. The U.S. air forces are considered First-Rate from the start of the 1939 TW-Global Campaign game, as well as the start of the 1941 TW-Pacific campaign game. In TW-Pacific, the Soviet Union does not enter the war until the Summer 1945 turn, but when it does, its air units are considered First-Rate. 11.11.2 Second-Rate Air Units Second-Rate Air units suffer a +1 DRM when attacking First-Rate air units. They receive a -1 DRM when attacking Third-Rate air units. Major Powers with Second-Rate air forces may upgrade their air units to First-Rate status by expending 20 NARFs per turn for five consecutive turns. If the five-turn cycle is interrupted, the investing Major Power must drop back one step on the air nationality level track for each turn he has failed to make the upgrade investment. The effects of the upgrade begin following the Unit Construction Segment of the fifth turn after making the initial investment. The Japanese player may not upgrade repaired or “demoted” (from First-Rate to Second-Rate) Japanese air units.

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11.11.3 Third-Rate Air Units The Soviet Union begins the 1939 TW-Global Campaign Game scenario with a Third-Rate air force, which may be upgraded. Major Powers with Third-Rate air forces may upgrade their air units from Third-Rate status to Second-Rate status by expending 10 NARFs per turn for five consecutive turns. If the five-turn cycle is interrupted, the investing Major Power must drop back one step on the air nationality level track for each turn he has failed to make the upgrade investment. Third-Rate air units suffer a +1 modifier when attacking Second-Rate air units, and a +3 DRM when attacking First-Rate air units. The Japanese player may not upgrade repaired or rebuilt “demoted” (from Second-Rate to Third-Rate) Japanese air units. Kamikaze units are all treated as Third-Rate in air combat and may not be upgraded. 11.11.4 Fourth-Rate Air Units All Depleted air units are Fourth-Rate air units in air-toair combat. If a Depleted air unit is Depleted again, it is eliminated (there is no Fifth-Rate class of air units). Fourth-Rate air units suffer a +4 DRM when attacking First-Rate air units; a +2 DRM when attacking Second-Rate air units; and a +1 DRM when attacking Third-Rate air units. These modifiers apply to both First Impulse and Second Impulse combat. Fourth-Rate May only shift ground combat odds 1 column to the left or right while performing DAS or OAS missions, respectively, even if the owning player has committed two or more Depleted units to the DAS/OAS mission. An Allied Depleted air unit that has been repaired resumes its former nationality status. Any Japanese air unit which has been Depleted or rebuilt is repaired using an identical unit of the next lowest quality level: a First-Rate 2-4-2 Japanese NAC which has been Depleted becomes a Second-Rate NAC after it has been repaired. For the U.S., both its land-based and carrier-based air units begin the game as First-Rate units. If an American 1-6-4 TAC suffers a “DD” result, the unit has a Depleted marker placed on it and thus becomes a FourthRate air unit. It remains so until such time as the American player sees fit to repair the unit, whereupon it once again becomes a FirstRate unit. Note that unlike TW: Europe, NAC units are not inherently FourthRate in air-to-air combat. Japanese NAC units begin as First-Rate air units in all respects, but as they are Depleted or lost and rebuilt, they are replaced by lower-quality units: First to Second, and Second to Third. Once a Japanese air unit becomes Third-Rate, it is repaired or rebuilt as a Third-Rate. Depleted NACs may fly missions (unlike TW-Europe). 11.11.5 Combat Using Forces With Different Ratings As with ground units of different ratings, air unit ratings function the same way. Whichever rating is equal to half or more of the units in an air battle, that’s the rating that governs the combat. This 50% rule is applied on the basis of all the air units in the battle hex. For example, assume a naval-air battle. The U.S. has launched an air strike with a Depleted 1-6-4 TAC (Fourth-Rate) and a 1-3-2 NAC (First-Rate). In the target hex, the 1-6-4 TAC attacks a First-Rate Japanese CV-2; the 1-3-2 NAC attacks a First-Rate Japanese CV-1. Does the 1-6-4 TAC count as First-Rate or Fourth-Rate when it attacks the Japanese CV2? Answer: First-Rate because 50% of the air units in the battle hex are First-Rate. In all air-to-air and naval-air combat, the highest rated units take losses first.

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11.12 Flak Britain, the US, and Japan may build Flak units. Air units must undergo Flak before attacking ships at sea or in port and potentially before counter-air attack on airfields (See Section 11.5.1, Strafing and Bombing Airfields). Players may produce Flak units and place them in ports and/or airfields to increase their Flak factor. Flak units may also fire at enemy air units performing OAS. Players use the on-board (that is, Light) Flak Table for firing against on-board units (TAC, FTR, Kamikaze, MDM and NAC) and the Heavy Flak Table for firing at Strategic Bombers. 11.12.1 Inherent Flak Factors Airbases have an inherent Flak factor of 1. Airbases in cities have an intrinsic Flak factor of 2. Ports (including double ports) have an inherent Flak factor of 2. Each Fleet, CVE and CV-1 with a Depleted NAC has a Flak factor of ½. Super BBs and CV-2s with either a Depleted or unDepleted NAC have a flak factor of 1. CVs without their NACs have a Flak factor of zero. Depleted naval units have a Flak factor of zero. Unlike losses on the Air-to-Sea/ Naval CRT, losses from flak are not multiplied by the number of TFs engaged. Generally, national capitals have an intrinsic Flak value of 2. However, neither Nationalist nor Communist Chinesecontrolled cities possess an inherent Flak factor - see Sections 18.7, Nationalist Chinese Cities and 19.7, Communist Chinese Cities. Light Flak may not fire at SAC in the Strategic Warfare segment, but Heavy Flak may do so (See below and Section 5.2 Strategic Bombing).

alone in ground combat, not stacked with any other ground units, Flak units are automatically eliminated and returned to the Force Pool. Flak units fire at enemy air units before counter-air attacks, at OAS, at Strategic Bombers (Heavy Flak only) and against air attacks on ships. Like PARA/CDT units, Flak units do not count towards stacking limits. Flak units have no impact on ground combat. Light Flak units cost 2 NARFs each to build. They may move only on First Impulse. 11.12.3 Heavy Flak Levels Heavy Flak is the only kind of Flak that may fire at enemy units engaged in strategic bombing. Only Japan has heavy flak. The Japanese player has a Heavy Flak Level of “1” at the start of the 1939 TW-Global and 1941 TW-Pacific Campaign scenarios. A Heavy Flak level of 1 or 2 does not result in a modifier on the SBCRT. However, each Heavy Flak level greater than 2 adds a +1 modifier to the SBCRT (e.g., a Heavy Flak Level of 3 = +1, a Heavy Flak Level of 4 = +2, etc. - See Section 5.2 Strategic Bombing). Beginning in 1942, Japan (only) may add to its Heavy Flak level by purchasing additional levels at a cost of 25 NARFs per level. However, Japan may not upgrade its Heavy Flak level by more than one level per year. 11.12.4 Flak and Nationality Modifiers Flak die rolls against air units are not adjusted for nationality. A Flak die roll result is the same for all Major Powers, regardless of whether they have First, Second or Third-Rate armies or air forces. 11.12.5 Flak in Hexes Containing Multiple Targets

11.12.2 Light Flak Units Inherent Flak levels may be increased by producing Flak units. Light Flak represents lighter caliber anti-aircraft artillery protecting assets such as air bases and ports. A Light Flak unit on an airbase, for example, would give the base a Flak factor of 2. Flak units may only fire at air units that enter their hex. If attacked

The phasing player may launch an air strike against a hex containing multiple targets (such as a carrier-air strike against a hex containing a TAC, a two Fleets, an airbase, a port, and naval units based in the port). In such cases, the non-phasing player may allocate his flak any way he wishes, provided each flak factor fires only once per round.

TW-Pacific: On-Board (Light) Flak Table

TW-Pacific: Strategic Bombing Heavy Flak Table

Flak Factors

Die Roll

1

2

3

4

-1

Miss

Miss

Miss

Miss

0-4

Miss

Miss

Miss

5

Miss

Miss

Miss

6

Miss

Miss

Miss

7

Miss

Miss

AD

8

Miss

AD

AD

9

AD

AD

AD2

10

AD

AD2

AE

11

AD

AD2

AE

12

AD

AD2

AE

≥5

1

2

3

4

≥5

Miss

-1

Miss

Miss

Miss

Miss

Miss

Miss

Miss

0-2

Miss

Miss

Miss

Miss

Miss

Miss

AD

3

Miss

Miss

Miss

Miss

AD

AD

AD

4

Miss

Miss

Miss

AD

AD

AD

AD

5

Miss

Miss

AD

AD

AD2

AD2

AD2

6

Miss

AD

AD

AD2

AD2

AD2

AD2

7

AD

AD

AD2

AD2

AD2

AE

AE

8

AD

AD2

AD2

AD2

AE

AE

AE2

9

AD

AD2

AD2

AE

AE

AE2

AE2

10

AD2

AE

AE

AE

AE

11

AD2

AE

AE

AE

AE2

12

AD3

AE2

AE

AE2

AE2

Naval Flak factors: Each Fleet, CVE and CV-1 with a NAC (whether Depleted or not) has a Flak factor of ½ (round up). CV-2s with a NAC and Super BBs have a flak Factor of 1. CVs without their NACs have a Flak factor of zero. Depleted naval units have a Flak factor of zero. +1 if player’s engaged TF/TFE contains a Super BB AD = one attacker Depleted; AD2 = 2 attackers Depleted; AE = one attacker eliminated; AE 2 = 2 two attackers eliminated Double all Flak results when firing at Kamikazes.

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Flak Factors

Die Roll

Modifiers: +1 to the die roll if attacker has > or = 4 SAC; +2 to the die roll if attacker has > or = 6 SAC; AD= One attacker Depleted (for Flak rolls vs. Strategic Bombing, an AD result=an AA (Attacker Abort) result; SAC may be Depleted; AD2 = two attackers Depleted; AD3= three attackers Depleted, etc. AE = one attacker eliminated; AE 2= two attackers eliminated, etc.

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11.13 Jets If the Japanese player obtains Variants #6 and/or #7, Japan may build jets. A Jet FTR unit cost 24 NARFs. Variant #6 permits the Japanese player to build one Jet FTR in the Fall 1944 turn, while Variant #7, permits the Japanese player to build one Jet INT in the Spring 1944 turn. Jet FTRs, like other FTR units, may not provide OAS or DAS. Each attacking Jet FTR provides the attacker a -2 DRM on the Air-to-Air CRT. A defending Jet FTR (available to Japan in Fall 1944), provides the defender a +2 DRM on the Air-to-Air CRT. Jet INT cost 5 NARFs per unit and provides a +2 DRM to the attacker’s die roll on the SBCRT. Japan may not build more than one Jet FTR and one Jet INT.

11.14 Airborne Operations First and Second-Rate PARA and Chindit (CDT) units may conduct airborne landing operations during SLE and RLE turns. 11.14.1 Mechanics of Airborne Landings PARA/CDT units are assumed to have an intrinsic air transport unit. This intrinsic unit allows a PARA/CDT unit to drop on any hex, including hexes occupied by enemy units, within 3 hexes of the unit’s airbase. To conduct an airborne landing, PARA/CDT units must begin the turn in an airbase. A PARA/CDT unit may not move and then make an airborne landing, nor may it make an airborne landing and then move. PARA/CDT units may be intercepted by enemy TAC, FTR and MDM. They may also be escorted by friendly TAC, FTR and MDM air units. If intercepted alone by intercepting TAC, FTR or MDM units, unescorted PARA units are automatically considered to have been shot down and eliminated. If the PARA/CDT units are escorted, their friendly escorts must survive the air combat (even if in Depleted condition) to enable them to complete their mission. PARA/CDT units may not receive more than a 1-column shift to the right when dropping on an enemy-occupied hex, even if they have 2 or more TAC air units (or 1 or more MDM air units) performing OAS. 11.14.2 Target Hexes PARA units may only airdrop onto islands, beaches, cities (including ports), jungle, fortified hexes (if the other terrain in the hex is clear, city, island, beach or jungle terrain) and clear terrain. They may not drop onto sea, forest, swamp, mountain or jungle-mountain hexes, or any hex which contains a Major Power’s fortress. The CDT unit may airdrop on any hex available to a PARA and may also airdrop onto mountain and jungle-mountain hexes.

11.14.4 Airborne Special Abilities Units defending behind rivers lose their defense bonus if they are attacked both by airdrop and cross-river assault in the same attack – they would receive the normal doubling of defense factors, not treble. STA units are not doubled in clear or desert terrain if attacked solely by an airborne landing in either First or Second Impulse. The phasing player may double the value of any PARA unit if it is dropping onto a beach hex in conjunction with an amphibious landing. Airborne units (PARA and CDT) do not count towards stacking limits, regardless of who they are stacked with. 11.14.5 Airborne Supply PARA/CDT units are assumed to be in supply during the player turn in which they conduct an airborne landing, as well as during their opponents’ turn immediately following the landing. The owning player must re-establish normal supply to the PARA/CDT unit by the end of the friendly Operations Segment in the turn following the airdrop. For example, if the Allies drop a CDT unit into Burma in the Summer 1944 turn, the CDT unit is considered supplied in the Allied Summer 1944 turn; it is considered supplied throughout the Japanese player’s Fall 1944 turn; but must be able to trace supply by the end of the Allied player’s Fall 1944 turn (See Section 12.3 Supply for Airborne Drops and Exploiting Units). Otherwise, the normal rules for supply apply to PARA units.

11.15 Kamikazes Only the Japanese player has Kamikaze (“divine wind” or suicide) units. Kamikazes appear the turn after any U.S. ground unit controls any hex within 10 hexes of a Japanese city, but not before the Summer 1944 turn. 11.15.1 Conversions of Conventional Air units to Kamikazes Kamikazes appear on the Japanese force pool card beginning Summer 1944. These air units are not actually additions to the Japanese force pool. The Japanese player may convert full-strength NAC and/or land-based air units (TAC, MDM, 2-factor NACs, and/ or FTR units) of any rating into two Kamikazes during the Build Segment, beginning in the Build Segment of the Fall 1944 turn. 1-factor NACs and Depleted TAC/MDM/2-factor NAC/FTR units may be converted to Kamikazes on a one-for-one basis. The total number of conversions is limited only by the number of Kamikazes in the Japanese force pool. Once a conventional air unit converts to Kamikazes, if may not be re-converted back to a conventional air unit. The initial conversion of conventional units to Kamikaze unit has no NARF cost. Once eliminated, Kamikazes can be rebuilt at a cost of 6 NARFs per Kamikaze. There is no cadre cost to rebuilding Kamikaze units. Kamikazes are not subject to any oil effects under Section 24, Oil.

11.14.3 Contested Airborne Landings If PARA/CDT units land on an enemy-occupied hex, the PARA/ CDT units must succeed in clearing their target hex – if the target hex still has 1 or more enemy ground units in it at the end of the Operations Segment, the PARA/CDT unit is eliminated. Adjacent friendly ground units attacking the same enemy ground unit may assist PARA/CDT in their airborne landing. PARA/CDT units may conduct airborne landings either in the First- or Second-Impulse phases of the Operations Segment but not both in the same turn.

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12.0 Supply

11.15.2 Kamikaze Range and Effects Kamikazes have an offensive range of 3 hexes. Like all other air units, Kamikazes have an interception range of one Sea Area. Kamikaze units launch separate attacks after all conventional air units have engaged the enemy. Unlike conventional air units, however, they are automatically eliminated after rolling on the Air-to-Sea/Naval Combat CRT. 11.15.3 Basing Kamikazes may base on any city or airbase hex. They may not base on one hex islands or atolls. Kamikazes may base three units per city hex, six if the hex contains both an airbase and a city. 11.15.4 Limitations on Kamikazes Kamikazes may only be used to attack Allied naval units. They may not stage, and may not be used for any other air mission other than an air attack on enemy naval units. After conversion, they are all automatically Third-Rate air units. OOS air units may not be converted to Kamikazes. Kamikazes may not fly counter-air missions, and may not provide either OAS or DAS. Kamikazes are always eliminated after conducting an air strike on naval units – in determining the victor of an air-naval battle involving Kamikazes, an eliminated Kamikaze is equivalent to two Depletions. No more than two Kamikaze units may ever attack a single TF or TFE in any round of naval-air combat. When attacking naval units, Kamikazes incur twice the normal losses attributable to Flak. 11.15.5 Kamikazes in Air Combat Kamikaze units are considered Third-Rate in air combat. Kamikazes may not engage in offensive air-to-air combat. Defensively, if Kamikaze units choose to intercept enemy air units, they may come up and fight, within their 1-hex interception radius. Kamikazes may not be counter-aired. [Designer’s Note: The rule assumes although the Japanese player can have his inexperienced Kamikaze pilots come up and fight, he may well try to conceal and protect Kamikaze air assets, hoarding them for attacks on Allied naval forces.] 11.15.6 Kamikaze Attacks on Naval Units When Kamikazes intercept enemy naval units, they automatically achieve Surprise, provided all the intercepting air are Kamikazes. Otherwise, any Japanese air and/or naval force containing Kamikaze units may not roll for Surprise. Kamikaze units are considered Third-Rate units when attacking enemy naval units on the Air-to-Sea/Naval CRT. Each Kamikaze unit has an air-to-sea combat factor of 4. When attacking enemy naval units Kamikazes, like conventional air units, may not assign any losses to Fleets carrying NARFs or ground units unless all other units in the Task Force have been eliminated. Like conventional air units, Kamikazes are subject to the additional restriction that they must assign losses to carriers before assigning losses to any other naval units: CVEs, CV-1s and CV-2s, in that order. A player must assign Depletions to CVEs before assigning any to CV-1s and assign Depletions to CV-1s before assigning any to CV-2s and so on.

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Generally, units must either be able to: a) trace a path of contiguous hexes to their nation’s home capital to be in full supply; or b) trace a path of contiguous hexes to a friendly-controlled port, and from there through a path of contiguous Sea Areas to a supply source. Supply is checked three times during a turn – at the beginning of the Operations Segment (for all units); at the end of First Impulse in the Operations Segment (for those ground units capable of Second Impulse movement); and at the end of the Supply Segment (for all units). Otherwise they are OOS. Note that colonial and minor country capitals can provide a limited source of supply. Being unsupplied has various negative effects detailed below. Generally, units which are OOS at the end of their opponents’ turn must re-establish their supply line on their own turn or be eliminated (exception – bypassed Japanese garrisons, see below).

12.1 Supply Lines 12.1.1 Tracing Supply Lines Units must be supplied to use their full combat and movement capabilities. Tokyo is considered Japan’s supply source; the eastern edge of the map board is considered the American supply source; the Western edge of the map within India is considered Britain’s supply source; Nationalist China’s supply source is Chungking; Communist Chinese units are always in supply, and need not trace a supply line to any supply source. PART units are always in supply – they need not trace a supply line. In general, a supply line from a ground unit to its supply source is an unbroken chain of hexes (and/or Sea Areas) from the unit to its national capital. For the European colonial powers (Britain, France and the Netherlands), a supply line must be traced off the eastern or western edges of the map. From there, it is assumed supply can be traced back to their respective European home country capitals. Generally, supply lines cannot be traced through ZOCs. As in TW-Europe, ground units in TW-Pacific may not trace supply lines through enemy ZOCs, even if the hexes in question are occupied by friendly ground combat units. Units can trace supply through hexes that are empty, but enemy controlled (that is, the empty hexes were in their enemy’s home country hexes, or enemy units were the last ones to pass through them), provided the empty hexes are not in a ZOC. Supply lines cannot go through neutral minor countries, but they may be traced through Sympathizer, Associate or Satellite minor countries or colonies. Supply lines traceable through Sea Areas are not of unlimited length. Sea supply lines may not be more than 6 Sea Areas in length, unless there is a friendly port every 6 Sea Areas. Specific hexes in Sea Areas need not be identified by the player tracing supply unless asked to do so by his opponent, who may then choose to intercept that supply line. 12.1.2 Interdicting Supply The phasing player checks supply at the beginning of his Operations Segment. He may also ask the non-phasing player to identify any supply lines. The phasing player may attempt to interdict sea supply lines with either air or sea units in the Operations Segment. The same supply line may be interdicted at different points from different fleets or air

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67 units – e.g., the interdicting player is not limited to one attempt. Air units (except Kamikazes) may automatically intercept supply lines provided the line is traced through a Sea Area immediately adjacent to the interdicting player’s airbase(s). Naval units must roll on the interception table – the supply line counts as one naval unit for naval interception purposes. The non-phasing player may counterintercept any attempted interdiction of a sea supply line. Interdiction of sea supply lines is only successful if the interdicting player has unDepleted naval or air units in the Sea Area after fighting any battles with the non-phasing player’s air and/or naval units. Both phasing and non-phasing players need to check supply at the end of the turn in the Supply Segment.

12.2 Sources of Supply 12.2.1 Capitals A unit’s national capital (exceptions: see below) is its ultimate source of supply. 12.2.2 National Capital Supply Sources • For the Soviet player, supply is traced to the western edge of the map board, within the Soviet Union; Chinese Communist units are always in full supply. • For the U.S. player a sea supply line of any length must be traced off the eastern edge of the map to the U.S. West Coast Box or the Panama Canal Box. • For the British player, supply is traced to the Indian Ocean hexes running north to south along the western edge of the map; to friendly hexes within India along the western edge of the map; to the Canada Box; or to Sydney, Australia; • Dutch units are in full supply if they can trace supply to a British supply source; otherwise, they must trace supply to the Dutch East Indies’ colonial capital, Batavia. If they must use the latter source as their only source of supply, colonial capital rules (see below) apply; • For the Japanese player, Tokyo is the ultimate supply source; • All Nationalist Chinese units trace supply to Chungking. If Chungking is Japanese-controlled, Nationalist Chinese units may trace supply to the Urals Box or to Rangoon, if Rangoon is Britishcontrolled. The capitals of colonial possessions and conquered minor countries may act as a source of supply. However, if a unit cannot trace a line of supply to its home country capital, and can only trace supply to a controlled colonial or conquered minor country capital, it suffers the following effects: a) naval units fight as Third-Rate naval units, whatever their actual naval quality rating; b) air units fight as ThirdRate air units; c) ground units function as Depleted units. Naval units based in a port which can trace supply to a colonial capital may use that capital as a limited source of supply. 12.2.3 India as an Allied Supply Source British, Free French and U.S. units may trace full supply off the western edge of the map within British India, as if there was a national capital off that map edge. 12.2.4 Supply in Bypassed Japanese-Held Islands In Continental Zones, OOS units are eliminated at the end of the Supply Segment, just as they are in TW-Europe. However, in TWPacific, Japanese ground combat units (only) in the Pacific and Indian Ocean Zones which cannot trace a sea supply line to Tokyo

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are treated as if their hex contains a colonial capital. If the unit cannot trace a line of supply to Tokyo, it functions as a Depleted unit. Japan may not build new fortifications in bypassed hexes; however, if there was an existing fortification in the hex when it is placed OOS, the fortification remains intact and provides normal fortification defensive benefits for Japanese ground combat units. Japan may “run supply” to bypassed garrisons using on-board SUBs (see Section 5.3.1, Japanese Subs as Fleets). Such missions are subject to interception. 12.2.5 Minor Country Capitals Associate and Satellite minor country capitals may serve as limited supply sources, just like colonial capitals. Units that cannot trace supply to their home country capitals, but can trace supply to an Associate or Satellite country capital, suffer the same effects as noted above in Section 12.2.4. To be fully supplied, Nationalist Chinese Sympathizer Provincial levies, like all other Nationalist Chinese units, trace supply to Chungking rather than to a provincial capital.

12.3 Supply for Airborne Drops and Exploiting Ground Units Airborne units are automatically supplied for a complete turn (the phasing player’s turn and the non-phasing player’s turn) after an airborne landing. Otherwise, the usual supply line rules apply to airborne units. Units executing Second Impulse movement and/or combat are always considered supplied throughout their Second Impulse movement and/or combat, throughout the rest of the phasing player’s turn and throughout the opposing player’s turn. The rule also applies to units that were eligible for Second Impulse movement and/or combat, but chose not to conduct Second Impulse movement and/or combat. They must re-establish normal supply lines by the end of the friendly player turn following the opposing player’s turn.

12.4 Supply Line Length and Capacity Any number of units may trace the same supply line over the same hexes, and may do so regardless of the length of the supply line. Sea supply lines may also be of unlimited length, provided there is a friendly port every six Sea Areas. If units trace supply by sea, the supply path must go through a chain of contiguous Sea Areas.

12.5 Supply for Amphibious Landings After units have executed an amphibious assault, they are considered to be in supply for as long as the beachhead exists for the phasing player’s turn as well as the entire subsequent player turn. Beachheads are considered to be ports for tracing supply through Sea Areas. However, beachheads cease to function as ports 2 turns after the amphibious invasion that created them – thus players remove beachhead markers at the end of the second turn after the invasion. If the invading units have not captured a port before the beachhead marker is removed, the invading units are considered OOS unless the invading forces have conquered an atoll or one-hex island (See Section 7.9.4, Beachheads). If the phasing player seized control of an atoll or one-hex island, supply may be traced to and from the captured island even if it does not contain a port. However, the captured atoll or one-hex island does not qualify as a permanent port just because it contained a beachhead marker for two turns after it was invaded.

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12.6 Effects of Being Out of Supply Units suffer various ill effects from being, as follows: 12.6.1 Immobility of Unsupplied Units Unsupplied ground units may not move. 12.6.2 Combat Supply

12.6.4 Units Eliminated Out of Supply Ground units eliminated OOS may be returned to the Force Pool and rebuilt – however, it costs twice the usual cost to rebuild such units (segregate such units on the various country cards and to remind players of the double cost of rebuilding unsupplied units.) Air units eliminated OOS are rebuilt at normal cost.

12.7 Overseas Supply

Supply is checked twice for all units during each player turn – at the beginning of the phasing player’s Operations Segment; and at the end of the Supply Segment. It is checked three times for those ground units that may move on Second Impulse (ARM, MECH, and CAV). The additional check is made only for ARM, MECH and CAV units just before Second Impulse movement. If any unit is OOS at the beginning of its Operations Segment, it may not move during First Impulse. However, if an ARM, MECH or CAV unit which began the Operations Segment OOS can establish a supply line at the end the First Impulse movement and First Impulse combat phase of the Operations Segment, it may operate normally during Second Impulse. For ARM, MECH and CAV units, if the unit began the Operations Segment in supply, it may move and fight normally after the supply check is done before Second Impulse movement.

A player may trace supply through Sea Areas, provided those Sea Areas are not under enemy control.

If the non-phasing player’s ground units are in supply at the beginning of the phasing player’s turn, they are considered to be in supply throughout the phasing player’s turn until the Supply Segment at the end of the turn. However, the general rule is that if the non-phasing player’s units are cut off from supply during the phasing player’s turn (the usual objective of a Second Impulse attack), the non-phasing player needs to put those OOS units back into supply by the end of the Supply Segment of his own subsequent turn. The phasing player’s ARM, MECH and CAV units conducting Second Impulse Movement and Combat are considered supplied throughout the attacking player’s turn, as well as his opponent’s following turn, subject to normal restrictions (See Section 9.2 First and Second Impulse Movement). [Example, assume a Japanese 1-5 ARM in Mandalay was completely surrounded by British STA and INF units. Assume all British units are less than 6 combat factors and thus do not have ZOCs. Japanese ground combat units attack the hex immediately south of Mandalay (hex 1116), and advance into the hex after a successful attack. Assume hex 1116 is in full supply. Can the Japanese 1-5 ARM move during Second Impulse? Yes, because Japan opened a supply line on First Impulse.]

Enemy Fleets occupying Sea Areas block supply through the Sea Area unless there are also friendly Naval Units in the same Sea Area. Unchallenged control of a Sea Area by one Major Power cuts supply lines running through that Sea Area for all of that Major Power’s enemies. Running supply to an unsupplied port is a naval mission and may be intercepted by the non-phasing player.

12.6.3 Consequences of Being Unsupplied All friendly ground units that began the First Impulse of the Operations Segment OOS and are still unsupplied at the end of the Supply Segment are eliminated (exceptions: bypassed Japanese units in the Pacific and Indian Ocean Zones; ARM/MECH/CAV units activated for Second Impulse; PARA/Chindit units conducting airborne landings and Chinese units). OOS air units may stage to a supplied airbase. OOS naval units may change bases to move to a supplied one. Air and naval units attempting to put themselves back into supply may be intercepted by enemy units. If they are intercepted by enemy units, they will fight as Depleted (Fourth-Rate) units. If an air unit cannot fly to a supplied airbase during its turn, it must be Depleted. If already Depleted, it is eliminated. Unsupplied naval units (including their attached NACs) may not undertake any naval missions other than changing base. If they cannot move to a supplied port, they are treated as Fourth-Rate naval units and may perform no missions. OOS Fleets and CVs remain in port until they re-establish supply. Nationalist Chinese units are never eliminated due to being out of supply – if they cannot trace a line of supply to Chungking, they are considered to be in limited supply.

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12.7.1 Mechanics Ground and air units may trace supply to a port, and from the port, through a chain of contiguous Sea Areas to a home country port, and thence to their home country capital. Ground and air units may also trace supply to and from atolls (such as Wake) or one-hex islands (such as Guadalcanal), even if they do not have a port; however, tracing supply into or out of such hexes does not, in itself, create any port facilities in them. 12.7.2 Interruption of Seaborne Supply

If one or more units are OOS at the beginning of a turn, the phasing player may re-establish supply simply by announcing that he is “running supply” to the OOS units. There are no actual physical naval transport units in the game, so “running supply” just means announcing that 1 or more units are being supplied through Port X from Port Y and indicating the supply path. That path may be intercepted by enemy naval and/or air units. 12.7.3 Sea Transport Units being transported by sea, either by Sea Transport or by Stratmove, must begin or end their moves in supply. 12.7.4 Control and Tracing Supply through Disputed Sea Areas “Control” of a Sea Area, for purposes of tracing a supply line means that: a) only one Major Power Alliance has Fleets and/ or CVs in that Sea Area; or b) only one Major Power Alliance has an unDepleted TAC, MDM or land-based NAC based in a hex adjacent to the Sea Area. Supply may be traced through disputed Sea Areas, where both sides: a) have Fleets and/ or CVs in the Sea Area; or b) have unDepleted TAC, MDM or land-based NAC based in a hex adjacent to a Sea Area.

12.8 Fortress Supply Except for Singapore if Britain successfully converts Singapore into a genuine fortress as per British Variant #1 (See Section 13.2.3 below), there is no fortress supply in TW-Pacific. Ground combat units in Corregidor and Singapore are subject to the same supply as ground combat units in any other hex.

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13.0 Static Units and Fortresses

ARM, MECH and CAV units are quadrupled defending in fortresses against amphibious assault (only). Fortresses quintuple the defending combat value of INF, MOT, and PARA units against amphibious assault (only). STA units are sextupled when defending in fortresses against amphibious assault (only). CD-ART units placed in Singapore, Pearl Harbor and Corregidor may attack any enemy naval units amphibiously assaulting their hex at 1-1 odds, with no adverse results for the CD-ART units.

13.1 Static (STA) Units STA units may not attack (they may only defend) and do not have a ZOC, regardless of their combat strength. They may not conduct amphibious assaults. Otherwise, they act as INF. STA units are sextupled on defense in fortress hexes against amphibious assault. STA units do not have a cadre cost when building them.

Segment of the following turn, units defending in a fortress hex with a Siege 1 marker no longer receive the usual fortress multipliers (4x for ARM and MECH, 5x for INF, PARA, CAV, and MOT units, and 6x for STA units) – those force multipliers are reduced by one level each turn the fortress has been OOS. That is, after one turn out of supply, ARM and MECH defend at triple their face value; INFtype units are quadrupled; and STA units are quintupled. In the Supply Segment of the second turn OOS, place a Siege 2 marker on the fortress hex. In the following turn’s Operations Segment, units defending in a fortress hex with a Siege 2 marker lose one more level: ARM and MECH defend at 2x face value; INF-type units defend at triple their face value; and STA units are quadrupled. At the end of the Supply Segment of the third turn OOS, place a Siege 3 marker on the fortress. In the following turn’s Operations Segment, ARM and MECH units defend at face value; INF-type units are doubled; and STA units are trebled. At the end of the Supply Segment of the fourth turn OOS, rather than place a Siege 4 market on the hex, all units in the fortress are eliminated. Units under siege may not be repaired if Depleted – the fortress must be in full supply for the units in it to be repaired or rebuilt. Units eliminated in a besieged fortress are considered to be eliminated OOS.

14.0 National Resource Factors (NARFs)

13.2 Fortresses 13.2.1 Fortresses at Start of 1939 Campaign Game Only two fortresses already exist at the start of the 1939 Campaign Game: Singapore and Corregidor. Under standard rules, Singapore and Corregidor function as fortresses only when subject to amphibious assault. If attacked by land, no fortress effects apply. 13.2.2 Constructing and Capturing Fortresses Fortresses may not be constructed in TW-Pacific. Once Singapore and Corregidor are captured by Japan, they are considered dismantled and have no further effect on combat. 13.2.3 Besieging Fortresses With the exception of Singapore (and only then if Britain obtains British Variant #1), fortresses may not be besieged in TW-Pacific. They do enhance the defenders’ combat values against amphibious assault (only) (See Section 13.0) [Designer’s Note: Despite its formidable pre-war reputation, Singapore was never a real fortress. Corregidor is only about 2 miles wide at its widest point and about 4 miles long. It would have been an effective fortress against a purely naval attack on Manila Bay. But that wasn’t the situation faced by the American force defending the place in 1942. Hence the difference between TWGlobal’s treatment of, say Leningrad or Sevastopol in the European versus Singapore or Corregidor in the Pacific.] If Britain obtains the Variant needed to turn Singapore into a real fortress, TWE fortress rules apply. Thus if the Allied player obtains British Variant #1, fortresses provide partial supply for the units occupying the fortress. Unsupplied units in fortresses are not eliminated or even Depleted in the Supply Segment of the first turn they are OOS. Instead, put a Siege 1 marker on the hex to indicate the fortress has been under siege for one turn. In the Operations

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NARFs are the currency in TW-Europe, TW-Pacific and TW-Global. A nation’s NARF Base is an abstract measure of its industrial, economic, social, agricultural and manpower resources.

14.1 NARF Base Levels A nation’s NARF Level is indicated on its Force pool (aka country) card. The base level represents a form of national income received each Spring turn. There is a NARF track that displays each nation’s current NARF Level (how many NARFs each country has at its disposal at a given moment) and its NARF Base (its core annual national NARF income). The NARF Base for each country is added to the NARF value of its colonies and conquests to obtain a Major Power’s NARF Level. Generally, each Spring turn, a Major Power receives NARF income equal to the sum of its NARF Base, its colonies and its conquests, less the value of any areas lost. The NARF Base for Britain includes contributions from the British Empire and its Commonwealth (Canada, India, Australia, New Zealand, South Africa, and so on). Most minor countries also have NARF Bases. Each country also has a growth rate – this percentage is applied to a nation’s unspent NARFs each Spring turn (beginning with the Spring 1941 turn) and the resulting number is added to the NARF Base. Nationalist China’s NARF Base is reduced by three items. The cities of Peking, Shanghai and Nanking are worth 12 NARFs each, but have already been taken by Japan as the game begins. Accordingly, the value of these cities is deducted from Nationalist China’s NARF Base (and are added back into it if those cities are recaptured). In addition, there are 10 semi-autonomous Chinese provinces that are treated as if they were Nationalist Chinese Sympathizer Minor Countries. The value of each province is deducted from Nationalist China’s initial NARF Base, and added to Nationalist China’s NARF

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70 Level if and when any of them becomes Nationalist Satellites. Finally, Japanese-occupied China consists of 3 provinces that have already been conquered by Japan at the outset of the 1939 and 1941 Campaign games – Hopeh-Shantung, Anwhei-Kiangsu and Checkiang. Each is worth 6 NARFs to Nationalist China and 3 to Japan. 14.1.1 Adjustments during the Year Each turn, loss of territory, economic growth and certain political events may change the NARF level. The U.S. is unique in that its NARF base is adjusted according to a special table, the U.S. Entry Level Table and U.S. Mobilization rules. (See Sections 22.8 U.S. Diplomacy Prior to Entering the War and 22.4.2, U.S. Mobilization). 14.1.2 Limitations On NARF Increases Conquests do not permanently increase a nation’s NARF base – their NARF values are added to the conqueror’s NARF totals each Spring but do not become an inherent part of the conqueror’s NARF base. The conqueror will receive the NARF income from the conquest only as long as he continues to control that territory. 14.1.3 Balance of NARFs at Year End Beginning in the 1941 year-start, a percentage of each country’s year-end current balance of NARFs may be saved and reinvested each year. The reinvested NARFs do become a permanent part of a nation’s NARF base. (Note: Japan and Germany do not benefit from economic growth until Spring 1942 – see Section 14.3, Economic Growth, below). 14.1.4 Zero and Negative NARFs In 1939-1943 in TW-Global (1941-1943 in TW-Pacific), a nation may spend down its NARFs to zero and below. However, usually this will be an act of desperation, since any deficit spending results in a permanent reduction of that nation’s NARF base. In addition, Strategic Warfare can make NARF Bases drop to zero and below. No Major Power may deficit spend in 1944 or 1945. A Major Power may not deficit spend more than 50% of its NARF Base in any one calendar year. 14.1.5 Effect of American Oil Embargo on Japanese NARFs In TW-Global, on the turn Japan declares war on French Indochina (or the Summer 1941 turn, whichever comes first), the U.S. is assumed to have imposed an oil embargo on Japan. The economic impact of the embargo takes effect during the Production Segment two game turns after its imposition (which will usually be Winter 1941). Japan loses 15 NARFs from its NARF Level and Base each game turn the embargo is in effect. Example: Assuming Japan occupied French Indochina in Summer, 1941, Japan would subtract 15 NARFs from its NARF Level and Base in the Japanese Winter 1941 Production Segment, 15 more NARFs off its NARF Level and Base in Spring 1942, etc. The embargo may remain in effect for any number of turns, although Japan’s NARF base may not be reduced below 25 regardless of how long the embargo is in effect. The effects of the embargo are permanently negated if Japan controls Palembang and Brunei. In TW-Pacific, the 1941-1945 scenario, Japan has been subject to the U.S. oil embargo has been in effect since the Summer 1941 turn. Accordingly, Japan will suffer from oil embargo effects if it does not control Palembang and Brunei by the end of the Winter 1941 turn.

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14.2 Year-Start NARF Income Each Spring, each nation with a NARF track receives its NARF base plus any economic growth (derived from a percentage of its unspent NARFs from the previous year), plus the value of any conquests it has made. Each nation must also subtract the value of any areas it has lost. If there are any deficits due to Strategic Warfare or deficit spending, those sums must be subtracted from the Spring turn’s income.

14.3 Economic Growth Beginning with the Spring 1941 turn, each nation (except Japan and Germany in TW-Global; and Japan, in TW-Pacific) with a NARF track should note how many unspent NARFs it has on hand at the end of the calendar year. Each nation has a growth rate, which is a given as a percentage. Multiply the growth rate by the number of unspent NARFs and permanently increase the nation’s NARF Base by the result (rounding down). Any NARFs not carried over by this method are lost. Germany and Japan may not obtain economic growth from unspent prior-year NARFs until the Spring 1942 turn – e.g., they both have 0% growth rates in Spring 1940 and Spring 1941. Example: Assume it is the Winter 1942 turn. At the turn’s end, Japan has 20 unspent NARFs. The Japanese growth rate is 35%. The Japanese would add 7 NARFs to their NARF Base for the coming year (35% x 20 = 7). Thus the Japanese NARF Base in Spring 1943 would be the 1942 Base, plus 7. 14.3.1 Pre-War U.S. Growth Increases in pre-war U.S. NARFs are governed by the U.S. Entry Level Table until the U.S. is at war. The U.S. growth rate before entering the war is zero. After that, the U.S. economy grows like that of other nations. (See Section 22.7.2, Pre-War U.S. Growth and Impact of U.S. Building on U.S. NARF Base; and 22.8 U.S. Diplomacy, Espionage and Variants Prior to Entering the War). 14.3.2 Minor Country Growth In TW-Pacific, Neutral, Sympathizer, and Associate minor countries (including Chinese Nationalist Sympathizer Provinces) do not experience any economic growth. Conquests also do not possess a growth rate – their NARF value is added to their controlling Major Power’s NARF totals, which may indirectly contribute to that Major Power’s growth rate. Satellites have a 10% growth rate (round down). Australia + New Zealand, has a 35% growth rate, as their economies are included in the British Empire’s NARF Base. 14.3.3 Annual Growth Rates and Limits to Growth At the start of the TW-Global 1939 Campaign Scenario, the Major Powers have the following growth rates: Britain, 35%; France, 25%; Italy, 25%; the Soviet Union, 30%.; and Nationalist China, 5%. Before its entry into the war, the U.S. NARF Base grows only according the U.S. Entry Level Table. Once in the war, the U.S. growth rate is 80%. In TW-Global, no Major Power experiences any growth from unspent NARFs from the Winter 1939 turn. NARF growth is computed beginning with the Spring 1941 turn, based on unspent NARFs from the Winter 1940 turn. Japan and Germany are special cases. Neither power may begin computing NARF growth until the Spring 1942 turn, when their growth rates become 35% and 50%, respectively. There is no limit to the size of a nation’s NARF base.

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71 [Designer’s Note: Japan’s chronic resource shortages simply could not be rectified via internal economic growth. Fierce competition for scarce resources between the Imperial Japanese Army and the Imperial Japanese Navy exacerbated the bottlenecks already inherent in several mobilization plans, beginning as early as 1938. At least until 1944, the Japanese did manage to increase production of some specific sectors of the economy, such as specialty and forged steel products. But even the most generous estimates of 1939-1941 Japanese GDP credits them with only about a 5% total increase during that period, and some other studies estimate Japanese economic growth during that period as effectively zero.]

14.4 Minor Countries and Colonies’ NARFs Neutral, Sympathizer, and Associate minor countries use their own NARFs to build their own units. If they are Satellites or colonies, their controlling Major Power may use the Satellites’ or colony’s NARFs as their own. Major Powers may make NARF grants to their minor country satellites and colonies. Satellites and colonies are all assumed to have a 10% growth rate. In a TW-Global game, the Dutch East Indies becomes a British colony (e.g., a British Satellite) whenever the Netherlands is conquered. In a TW-Global game, French Indochina is worth zero NARFs before France surrenders; it is worth 10 NARFs as a Vichy colony from the Summer 1941 turn onward.

14.5 Conquests and NARFs Conquest of territory, especially for Japan, is an important, even vital, way to increase a nation’s NARF income. Indeed, unless Japan conquers much of mainland Asia and the Pacific, they will be in no condition to win a war against the Allied powers. The first time a minor country or a colony surrenders, assign its NARF base to the conquering power based on its NARF base on the turn of conquest: if conquered in Spring, 100%; if conquered in Summer, 75%; if conquered in Fall, 50%; if conquered in Winter, 25%. Round fractions down. The conqueror receives the full value of the conquest the following Spring turn. Minor countries may not destroy their NARF bases just because they are about to be conquered. NARF gains and losses are calculated when the conquered territory in question changes hands. A Major Power may lose control of a conquered minor country or colony. When it does, the enemy Major Power who conquered it immediately gains the pro-rata NARF value of the minor country or colony, and the losing Major Power immediately loses the pro-rata NARF value of that minor country or colony. The same rule applies to conquered Nationalist Chinese cities (see Section 14.6.1, Special Cases: Conquered Nationalist Chinese Cities).

14.6 Conquered Major Powers and Major Power Cities Unlike TW-Europe, there is only one Major Power in TW-Pacific which can be conquered, and that is Japan. The U.S. cannot be conquered in TW-Europe, TW-Pacific, or TW-Global. In a TWGlobal game, Japanese conquests of British or Soviet objectives may contribute to a British or Soviet surrender, but by themselves the Japanese cannot force a surrender of either of those Major Powers. Nationalist China cannot be conquered and never surrenders.

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However, if Nationalist China collapses (See Section 18.2, Surrender of Nationalist China), it is assumed to have dissolved into anarchy. In that case, all Nationalist Central Government units remain in place for the rest of the game – they are not eliminated, and remain in supply. However, they may not move or attack. Japan may make no further attacks on Nationalist Chinese units once China falls into anarchy. Nationalist China receives no further NARF income for the rest of the game, and may not receive Lend-Lease. Japan must leave 24 ground combat factors (which may include puppet and Satellite units), one 3-6-3 FTR (of any quality rating) and one 1-7-5 TAC (of any quality rating) in occupied China after China collapses. If at any point during any game turn, the Japanese player has failed to maintain his post-collapse Chinese garrison, Japan immediately and permanently loses the NARF value of all Japanese conquests within the 1937 boundaries of Nationalist China. [Designer’s Note: It is assumed that if China collapses, the country will revert to the nearanarchy of the warlord era of the early 1920’s. It is also assumed that a large occupation army would be needed to protect Japanese interests in a country as vast as China). 14.6.1 Special Cases: Conquered Nationalist Chinese, British, and Soviet Cities For certain cities lost to Japan, Nationalist China loses NARFs, adjusted for the season it is taken. The Japanese player receives half the value of each city as conquered NARFs. The penalty is incurred immediately after the city falls to an enemy unit and continues as long as the cities are held by the conquering power. The following Nationalist Chinese cities are considered cities with industrial centers: Value of Conquered Nationalist Chinese Cities City

Value

Peking

12

Shanghai

12

Nanking

12

Chungking

12

Britain loses NARFs if Japan controls Brisbane, Sydney, and/or Calcutta: Value of Conquered British Empire Cities City

Value

Brisbane

2

Sydney

2

Calcutta

2

The Soviet Union loses NARFs if Japan controls Vladivostok and/ or Irkutsk: Value of Conquered Soviet Cities City

Value

Vladivostok

4

Irkutsk

2

Losses due to conquered cities are adjusted for the season in which they are conquered. If the city is taken in Spring, the loss is 100% of its value; in Summer, 75%; in Fall 50%; in Winter, 25% (round down). For example, assume Japan and the Soviet Union are at war. If Vladivostok is captured by Japan in the Fall 1942 turn, Japan immediately gains 1 NARF (the city is worth half its full 4 NARF value to Japan, or 2 NARFs, times 50% for a Fall conquest); the Soviet Union immediately loses 2 NARFs (the city’s full value of 4 times 50% for Fall).

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72

14.7 Colonial Possessions The NARF values of the Major Powers’ colonial possessions are added to their NARF bases and included in their NARF Levels. The value of colonies (as well as the value of Minor Countries) is listed on the Minor Countries and Colonies Value Table (See Section 23).

14.8 NARF Grants The U.S. (only) may grant NARFs to other Allied Major Powers. NARF grants occur during the Strategic Movement Segment. All Stratmove rules and restrictions apply to NARF transfers. The Major Power giving the grant must use 1 SMP for any NARF grant of up to 20 NARFs. A grant of 21 to 40 NARFs would require 2 SMPs. (See Sections 14.8.2, LendLease: The U.S. and Nationalist China and 15.1.5.5 Shipbuilding and Lend-Lease.) NARF grants are accomplished via Stratmoves, not via Sea Transport. 14.8.1 Limitations The U.S. may not grant more than 20 NARFs per turn to another Major Power (with one exception – the U.S. may increase this figure by increasing its shipbuilding capacity – see Section 15.1.5.5 Shipbuilding and Lend-Lease.) In TW-Global, Britain need not make any NARF grants to India or Australia, as both are considered to be integral parts of the British Empire. Britain, Nationalist China, and the Soviet Union may not transfer NARFs to any other Major Power(s). 14.8.2 Lend-Lease: The U.S. and Nationalist China In TW-Pacific, The U.S. may grant NARFs to Nationalist China even while the former is still at peace, beginning whenever the U.S. Pacific Entry Level is 3 or more in TW-Global and Spring 1942 in TWPacific. The U.S. must grant NARFs to Nationalist China beginning Fall 1942 or face certain NARF penalties (see below). Until the U.S. enters the war, the number of U.S. NARFs that may be granted each turn depends on the U.S. Pacific Entry Level Chart. After the U.S. and Japan are at war, the U.S. may grant up to 20 NARFs per turn to Britain and/or Nationalist China. Unlike other Major Powers, the U.S. may increase the 20-NARF per turn-per-country limit by ,increasing its shipbuilding capacity. In general, it takes 1 Fleet unit (including Transport Fleets) and 2 SMPs (one for the Fleet and one for the cargo) to carry each 20 NARF increment (or fraction thereof) if NARFs are sent by sea. NARF grants from the U.S. to Nationalist China take two turns – one turn to send them to French Indochina, Burma or India, and another to send them on from one of those three intermediate stops to the Nationalist Chinese. Provided Japan and the Nationalist China are at war, the U.S. suffers penalties if it does not send any NARF grants to the Nationalist China. Beginning with the Spring 1942 turn, the U.S. must grant a minimum of 20 NARFs to the Nationalist Chinese each Spring

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and Fall turn. If the U.S. player fails to grant the required NARFs to Nationalist China, he immediately loses 20 NARFs. In addition, Nationalist China suffers a +1 modifier when rolling for Nationalist Chinese Collapse (see Section 18.2 Surrender of Nationalist China) for each Spring/Fall turn the U.S. fails to send at least 20 NARFs to Nationalist China. Note that the requirement is not met if the NARFs granted to the Nationalist Chinese are subtracted from Allied NARF levels, but then merely “warehoused” in a safe location like, say, the U.S. West Coast Box. The Allied player must make a good-faith attempt to send Lend-Lease aid to the Nationalists – the requirement is still met if the Lend-Lease NARFs granted to the Nationalists are intercepted and sunk by Japanese air and/or naval units. The U.S. may also send Lend-Lease aid to the Nationalist Chinese on Summer and Winter turns, but such grants are at the Western Allied player’s option – the Spring and Fall grants are the mandatory minimum. Britain is never required to send any NARFs to Nationalist China on any turn. The U.S. suffers no penalties for failing to send Lend-Lease to Britain. All U.S. Lend-Lease grants to Nationalist China made through Indochina and Burma are halved on arrival – that is, assume the U.S. Stratmoves 20 NARFs to Nationalist China in the Fall 1942 turn. The NARFs are sent through one of these two entry points in the Fall 1942 turn, and then Stratmoved again to Nationalist China in the Winter 1942turn. However, the Allied player must reduce the NARF grant to 10 NARFs before adding any of the grant to Nationalist China’s current NARF Level. [Designer’s Note: There was a great deal of sympathy in the U.S. for China before and during the Second World War. Novels like Pearl Buck’s The Good Earth captured the imagination of thousands of Americans. Time magazine publisher Henry Luce lionized ChiangKai-Shek during the war, presenting an idealized picture of a very dubious ally. Thus TW-Pacific assumes that there would have been domestic political pressure on the Roosevelt administration if it did not make at least some effort to aid the Nationalist cause. The halving of all NARFs sent to China via Burma and Indochina is a rough way of reflecting both the logistical challenges involved and how much U.S. Lend-Lease would be lost due to the rampant waste and corruption that characterized the Kuomintang regime.] 14.8.2.1 Lend-Lease to Nationalist China via India The U.S. may send Lend Lease NARFs to Nationalist China via India as long as: a) Calcutta is British-controlled; and b) Chungking is Nationalist-Chinese-controlled. Lend Lease aid to Nationalist China via India is halved twice: once when it gets to India and once more when it arrives in Nationalist China. Round fractions down. That is, a 20-NARF U.S. NARF grant to Nationalist China would be halved to 10 when it arrives in India, and halved again to 5 when it arrives in China. [Designer’s Note: The greater cost of sending aid to Nationalist China via India reflects the difficulties of flying cargo over the Himalayas (“the Hump”) to China. Historically, the U.S. pursued that option only because the Japanese had closed off other routes through Indochina and/or Burma.]

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73 14.8.2.2 Lend-Lease to Nationalist China via French Indochina In TW-Global, the U.S. may send Lend Lease NARFs to Nationalist China via French Indochina. When France surrenders, French Indochina becomes Vichy Indochina, which is treated as a neutral minor country. Lend-Lease grants may only be sent through Vichy Indochina until Hanoi-Haiphong is occupied by a Japanese ground combat unit – Lend Lease grants via Vichy Indochina are prohibited after Hanoi-Haiphong is controlled by Japan. Japan may Stratmove a ground combat unit to Hanoi-Haiphong on or after Fall 1940 (displacing any Vichy unit which may occupy the hex) without declaring war on Vichy Indochina. Unless Vichy Indochina has become a Japanese Sympathizer or Associate, Japan may not occupy any other hexes in Vichy Indochina without a DOW. Lend-Lease grants to Nationalist China are halved on arrival if sent through Indochina, but not halved again upon arrival. 14.8.2.3 Lend-Lease to Nationalist China via Burma The U.S. may send Lend Lease NARFs to Nationalist China via Burma until Rangoon is controlled by Japanese ground units. Lend-Lease grants to Nationalist China are halved on arrival if sent through Burma, but not halved again upon arrival in Nationalist China. Such grants may not be made if Rangoon is occupied by a Japanese ground combat unit. 14.8.3 Lend-Lease to Britain and the Soviet Union In TW-Pacific, the U.S. may grant up to 20 NARFs per turn to Britain, provided either Britain or the U.S. is at war with Japan. This limit is increased by 10 NARFs for each increase in U.S, shipbuilding capacity. U.S. Lend-Lease must be Stratmoved from the U.S. West Coast Box to either India or Australia. In TW-Pacific, the U.S. may not grant any NARFs to the Soviet Union; U.S. NARF grants to Britain are halved on arrival. In TW-Global, the U.S. Lend Lease to Britain is governed by the TWEurope rules e.g., the U.S. grants NARFs to Britain on the European map, and the British player may then apply those European NARFs as he sees fit in either theater. U.S. NARF grants to Britain on the Pacific Theater map may only be used in the Pacific Theater. After the Soviet Union is at war with Germany, the U.S. may grant the Soviet Union up to 20 NARFs per turn on the Pacific map for use in either theater. The U.S. may not grant any NARFs to the Soviet Union on the Pacific map if Japan is at war with the Soviet Union. U.S. NARF grants may be stratmoved to the Soviet Union via Soviet Fleets and/or Transport Fleets. In TW-Global, all U.S. NARF grants to Britain and/or the Soviet Union on the TW-Pacific map are halved on arrival. 14.8.4 Peacetime Lend-Lease from the Unit­ed States The U.S. may grant NARFs to Nationalist China and/or Britain before the U.S. has entered the war. The number of NARFs the U.S. may grant is limited by the current level on the U.S. Entry Table, or special scenario rules as the case may be. Before the U.S. is at war with Japan, the construction cost of U.S. air and ground units is doubled on any turn the U.S. grants any NARFs to any combatant Major Power. Before the U.S. enters the war, NARF grants are subtracted from both the U.S. NARF base and its current NARF level. After the U.S. enters the war, NARF grants are subtracted from the U.S. current NARF level, but not from its base.

15.0 Building and Repairing Units

Each country begins the game with a certain number of starting units, which have already been paid for. Countries may also have units in their Force Pool, that is, units they are permitted to build but have not yet done so. When forces are added to a nation’s Force Pool, the units are buildable, but not free – they must be purchased. Normally, most new units are placed on the board on a supplied friendly-controlled hex in one’s home country. In TWPacific, Britain may treat India and Australia as “home country” for Indian and Australian units, respectively. All British and Soviet air, naval, and NAC units are initially added to the British force pool at zero cost, although the British player must pay normal construction costs to rebuild them. Countries may also spend NARFs to repair units that have been Depleted. The Major Powers may also build installations such as airbases, fortresses, and fortifications. Units are produced in the Production Segment of each turn. All minor countries and colonies must also build their units with their own NARFs. Nationalist Chinese Sympathizer provinces build (or rebuild) their units with their own NARFs. All U.S. units are initially placed in the U.S. West Coast Box unless indicated otherwise on the appropriate U.S. force pool card. All Japanese units are initially placed in Japanese-controlled hexes in Japan unless indicated otherwise on the appropriate Japanese force pool card: Japanese air units are initially placed in airbases; naval units in ports; and ground units on any land hex.

15.1 Unit Construction 15.1.1 National Force Pools Ground units are constructed as INF, CDO, CDT, STA, ARM, MAR/SNLF, MOT, MECH, Flak, CAV, PARA, and Partisan/ Collaborator units. Normally, most ground units cost 1 NARF to build its cadre (core personnel and equipment) plus varying costs per combat factor. On-board air units are constructed as TAC, FTR, NAC or MDM units. TAC, FTR and MDM Air units are built as whole units, not as factors – thus, a 3-6-3 FTR unit costs the U.S. 15 NARFs, not 45 (see Production Cost Chart). NAC units are also built as whole units, but there are two denominations of them: 1- and 2-factor NACs. Strategic Warfare units are constructed as anti-submarine (ASW) units, Subs, Strategic Air Command (SAC) or interceptor (INT) units. Each naval unit consists of ‘x’ number of notional, naval factors (turns required, at normal construction speed to build one): Super BB: 12; Fleet: 9; CV-2: 6; CV-1: 6; and CVE: 2. 15.1.2 Cost of Building and Repairing Units During the Production Segment, players pay the following costs for building new units or repairing Depleted ones:

14.8.5 NARF Grants by Japan Japan may not grant any NARFs to any other Major Power, nor to its Satellites, Associates or Sympathizers. Japanese Satellites must build (or rebuild) their units with their own NARFs.

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74 TW-Pacific – Production Cost Chart Unit or Action

Ground Units

INF, STA and CAV

Cost in NARFs/Combat Factor [for air units, cost = cost for the entire unit] 1 NARF + 1 for INF or CAV cadre; no cadre cost for STA units; 1 ½ x normal cost for rebuilding any Japanese units lost within 1937 boundaries of China; ½ NARF (round up) and no cadre cost for Nationalist Chinese units 1 NARF +2 NARFs for cadre (2 NARFs + 3 NARFs for cadre for Japan; 3 NARFs + 4 NARFs for cadre for Nationalist Chinese Central Government units)

MECH + MOT ARM, ART and PARA

2 NARFs (3 NARFs for Japan;) + 1 for cadre; 6 NARFs + 4 for cadre for Nationalist China

Partisans and CDO

1 NARF (no cadre); CDO cost = per unit

Flak (On-Board, e.g. Light Flak);

2 NARFs (no cadre) Same as above x ½ printed combat value (round up), but w/o cadre [all Japanese repair costs within the 1937 boundaries of Nationalist China= 1 ½ x normal cost (round up)]

Repair Depleted Ground Unit MAR and SNLF

2 per factor (round up) + 1 for cadre

Strategic Warfare Units

INT

2 NARFs

Jet INT(Japan only - Variant)

5 NARFs

Subs (includes on-board Japanese Subs)

2 NARFs

Repair Depleted On-Board Sub

1 NARF

SAC

4 NARFs

Repair Depleted SAC

2 NARFs

ASW

3 NARFs (4 NARFs for Japan)

Repair Depleted On-Board ASW

2 NARF

Flak (Off-Board, e.g. Heavy Flak)

25 NARFs/level

Naval Units

Build or Repair Fleet/Super BB factors (normal pace, 1space/shipyard/turn; 9 factors/Fleet)) Accelerated Build or Repair Fleet/Super BB Fleet factors (double pace, 2 spaces/shipyard/turn; triple pace, 3 spaces/turn)

Double: 8 NARFs/space for Fleets/Super BB Fleets (does not apply to CVs); Triple: 16 NARFs/space for Fleets/Super BB Fleets (does not apply to CVs)

Build or repair CVEs (may not be accelerated)(2 factors/CVE)

4 NARFs/space: CVE: 2 factors

Build or Repair CV-1s (may not be accelerated)(4 factors/CV)

4 NARFs/space: CV-1: 4 factors

Build or Repair CV-2s (may not be accelerated)(6 factors/CV)

4 NARFs/space: CV-2: 6 factors

Air Units (costs are for entire unit, not per factor)

Build or repair Transport Fleets (may not be accelerated)(2 “factors”/0-factor Fleet) Build TAC, MDM or FTR Repair Depleted TAC, MDM, or FTR

6 NARFs; 3 NARFs for Soviets, ½ factor TAC and 1-factor FTRs

Build 1-factor NAC

4 NARFs + 2 for cadre; (6 NARFs + 3 NARFs for cadre for Japan)

Repair 1-factor NAC

2 NARFs; (3 NARFs Japan)

Build 2-factor NAC

8 NARFs + 4 for Cadre; (12 NARFs + 6 NARFs for cadre for Japan)

Repair 2-factor NAC

4 NARFs; (6 NARFs for Japan)

Jet FTR (Japan only - Variant)

Installations & Logistics

Airbase

18 NARFs + 6 NARFs for cadre

Diplomacy (See Section 6.4.2)

6 NARFs per Kamikaze unit (no cadre) 5 NARFs (Allies – Stage Air step); 5 NARFs/turn for 2 turns (Japan - Unit Construction Segment only); (Allies - airbase construction free if built during Unit Construction Segment)

Fortifications

2 NARFs

Shipyard Capacity

25/50 NARFs (1942 onward U.S. cost = 50 NARFs for 2nd shipyard built in same calendar year)

Increasing SMP Capacity Improved Port

4 NARFs/space: Transport Fleets: 2 factors

12 NARFs + 3 for cadre; (Japan: 12/6 NARFs; Nationalist China: 24/12 NARFs; Soviet TAC, MDM or FTRs, ½ factor TAC and 1-factor FTRs: 6/3 NARFs

Kamikaze (Japan only)

25/50 NARFs (1942 onward; U.S. cost = 50 NARFs for 2nd SMP increase in same calendar year) 25/50 NARFs (1942 onward; U.S. cost = 50 NARFs for 2nd Improved Port built in same calendar year)

DOWs by Major Powers (Soviet Union and Japan)

15 NARFs

DOWs by Major Powers (Britain, Nationalist China and U.S.)

25 NARFs

DOWs on Minor Country (by Soviet Union and Japan)

5 NARFs

DOWs on Minor Country (by Britain, Nationalist China and U.S.)

15 NARFs

Sino-American Diplomacy; Flying Tigers (Nationalist China only)

5 NARFs

POPs

3 NARFs (4 NARFs for Soviets)

Espionage Chits

4 NARFs (3 NARFs for Soviets; 2 NARFs for Nationalist China)

Counter-Espionage Chits Actions

4 NARFs/space for Fleets/12 factors/Super BB

3 NARFs (2 NARFs for Soviets; 1 NARF for Nationalist China)

Upgrading Army, Naval or Air Nationality Ratings SLEs/RLEs/LLEs; MLEs Evasion + Intelligence Coup chits

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10/turn/5 turns (Third-Rate to Second); 20/turn/5 turns Second-Rate to First-Rate

Japan/Soviet Union, 8/4/2 NARFs; Br/U.S.12/6/3 NARFs; Nationalist China 48/24/12 NARFs; all MLEs=2 NARFs; 1 ½ x normal cost if Japan has any units within 1937 borders of Nationalist China 3 NARFs/chit

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75 15.1.3 Details on Repairing Units

whole combat factor (e.g. repairing a ½ factor Japanese INF costs 1 NARF).

Players may repair Depleted units as follows: 15.1.3.1 Air Units Repair Depleted air units that begin their Operations Segment, in any air base, not adjacent to enemy units and that perform no other missions that Segment at normal construction cost. If the Depleted air unit did perform a mission during its Operations Segment, or is adjacent to enemy units, or both, it may be repaired during the Build Segment of the same player turn, but the owning player must pay twice the normal repair cost. Depleted air units are all considered Fourth-Rate until repaired. All British and Soviet air units appear at zero initial NARF cost, although the British player must pay normal construction costs to repair them. 15.1.3.2 Naval Units Fleet and CV units Depleted in combat must return to a port with a shipyard immediately after the conclusion of the naval combat in which they were Depleted. Each Fleet has a notional 9 factors in it for repair and construction purposes. Once a Fleet reaches box “9” on one of the Naval Construction tracks (there is one track for each shipyard), the owning player may launch (i.e., placed on the board at the shipyard where construction or repair took place). Super BB Fleets must reach the “12” space on a shipyard track before they may be launched (Note: the shipyard track reads 0-to-9; use the “+10” Super-BB construction markers for tracking construction on turns 10, 11 and 12). Each CV-1 has a notional 4 factors for repair and construction purposes. Once a CV-1 reaches the “4” box on the construction track, it may be launched. Each CV-2 has a notional 6 factors for repair and construction purposes. Once a CV-2 reaches the “6” box on the construction track, it may be launched. CVEs and Transport Fleets each have a notional 2 factors, which equals the number of turns it takes to construct them. Normally each shipyard may build 1 new naval factor or repair 1 Depleted naval factor per turn, at a cost of 4 NARFs per factor. A player may speed up this process Fleet construction at an extra cost. A shipyard can build or repair a naval unit at a rate of 2 spaces per turn on the Naval Construction track by spending 8 NARFs per naval factor rather than 4. Depleted naval units are all considered Fourth-Rate until repaired. A player may not accelerate construction for CV units (both CV-1 and CV-2) and CVEs. All British and Soviet naval and NAC units appear at zero initial NARF cost, although the British player must pay normal construction costs to repair them. 15.1.3.3 Ground Units Repair Depleted ground units at normal cost as long as they are in supply and did not move during the Operations Segment. If they are in supply, but did move, the owning player must pay twice the normal repair cost. They may be adjacent to enemy units (although they may not be repaired in an enemy ZOC) and still be repaired. U.S. ground units may only be repaired in Hawaii or in Continental Zones. The owning player does not need to pay cadre costs when repairing units. Repairing Depleted ground units costs half the printed combat value of the unit times the per factor cost. All Depleted units are considered Fourth-Rate. To obtain the NARF cost for repairing ½ and ¼-factor units, round up to the nearest

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The Japanese player (only) pays 1 ½ x the normal cost of repairing ground units (described above) for any ground units within the 1937 boundaries of the Nationalist China. [Example: Assume a Depleted Japanese 4-3 INF unit in Canton was adjacent to a Nationalist Chinese 2-3 INF unit. The Japanese unit is not in a ZOC since the 2-3 Chinese INF does not have a ZOC. Assuming the Japanese unit did not move on the turn it is repaired, it would cost the Japanese player 3 NARFs to repair it (1/2 x 4 = 2; zero cadre cost since the unit is being repaired, not rebuilt; then 1 ½ x 2 as the unit is within the 1937 boundaries of Nationalist China. If the 4-3 Japanese INF has moved on the turn it is repaired, the cost would be 6 NARFs.] 15.1.4 Time Lags and Construction Generally, new units are placed in any supplied home country hex the turn they are produced (Exceptions: Naval units – see Section 15.1.3.2, Naval Units above; and Section 15.2.5, Placing Newly-Built SW Units). Except for the U.S. (See Section 15.1.3.3, Ground Units above), ground and air units are repaired immediately, in place, and need not return to their home country for repair (See Section 15.2.2 Placing Newly-Built Ground Units).

15.1.5 Shipyards and Naval Construction Anchor symbols on the map represent shipyards. They represent a nation’s ability to produce naval units and merchant shipping – port facilities, naval personnel, steelmaking, skilled labor, and other resources required for maritime units. Each nation has a marker indicating its shipbuilding level on the Shipbuilding Track. Production can increase a nation’s shipbuilding level (See Section 15.1.5.1 below). In a TW-Global game, the U.S. begins with a shipyard capacity of 1; in the TW-Pacific scenario, the U.S. begins with a shipyard capacity of 6. Prior to U.S. entry into the war, its shipyard capacity is determined by the U.S. Pacific Entry Level. Pre-war shipbuilding increases are automatic and do not require expenditure of any U.S. NARFs. When building new Fleets, each shipyard can normally move one Fleet one space to the right on that shipyard’s Naval Construction tracks each turn, starting in the “1” box. Fleets cannot be launched from the shipyard until they have reached the “9” level on the shipbuilding track for that shipyard. Super-BB Fleets cannot be launched until they have reached the “12” space on the shipbuilding track. CVEs and Transport Fleets take 2 turns to build, and may be launched on the second turn after construction begins. CV-1s take 4 (versus 6 for CV-2s) turns to build, and may be launched on the fourth (sixth for CV-2s) turn after construction begins. Construction of Fleets and Super-BB Fleets may be accelerated (See Section 15.1.5.4 below). Submarines and ASW are built as 1-factor units, and may be launched as soon as they are built. The U.S may add one zero-factor Fleet to its force pool each Spring turn after it enters the war. 15.1.5.1 Limits on Shipbuilding Each shipyard on the board has a shipyard capacity of 1, meaning that it may produce 1 Fleet factor per turn towards the finished Fleet. Japan may increase its total shipyard capacity by one per year. Nationalist China may not build any new shipyards. The Soviet Union begins the 1941, 1942-43, and 1939 TW-Global Campaign

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76 Scenarios with one shipyard in Vladivostok. Japan begins the 1939 and 1941 scenarios with 2 shipyards (at Nagasaki and Tokyo) and may build one additional shipyard each year beginning in 1942 in any port city after Japan is at war with the U.S. and/or Britain, for a maximum of 6 shipyards. Britain begins the 1939 and 1941 Campaign Game scenarios with three shipyards, one in the India Box, one in the Canada Box, and one in Sydney Australia – they may repair Depleted naval units, but may not launch new ones. The British player may “build” one new shipyard via upgrading its Australian shipyard in Sydney at a cost of 25 NARFs – if he does, the new shipyard may launch new naval units. In TW-Global, pre-war U.S. shipbuilding capacity is indicated by the USPEL. The U.S. may build 8 additional shipyards, up to 2 per year, beginning in 1942, provided the U.S. is at war with Japan. The first shipyard built each year costs 25 NARFs; the U.S. (only) may build a second shipyard each year but the second shipyard built in any given calendar year costs the U.S. 50 NARFs. The first shipyard built each calendar year by any Major Power is built as a 1-capacity (one Fleet or CV factor per turn) installation. The second U.S. shipyard built each year is a two-capacity shipyard – that is, it may advance two naval units along its shipyard track each turn. One, both, or neither of the two naval units under construction in a 2-capacity shipyard may be accelerated. A new shipyard may be placed in any friendly home-country port (for Britain, “home country” includes Canada and Australia; for the U.S., “home country” means the U.S. West Coast Box). 15.1.5.2 Fleet Construction and Repair Fleets (including Transport and Super-BB Fleets) and CVEs are advanced along their shipyard construction tracks at a normal cost of 4 NARFs per space (although this can be accelerated, see Section 15.1.5.4 below); both 1- and 2-factor CVs cost 4 NARFs per space, and may not be accelerated. When added to the Force Pool new naval units are brought into play only as fast as they can be built in each nation’s shipyards. Partially built Fleets and CVs are accumulated on each nation’s shipyard tracks until they are launched. In the case of the U.S., newly launched naval units appear either at Pearl Harbor (U.S. Shipyard #1) or the U.S. West Coast Box. Depleted naval units that have been reduced due to combat losses must move or Stratmove to a shipyard so they can be built back up to full strength. Place such Depleted units on an available shipyard track to build them back up to full strength. Captured shipyards may repair Depleted naval units, but may not initiate new construction. Newly launched naval units (those launched in the current player turn) may be Stratmoved after launch, but may perform no other mission during the player turn in which they are launched, namely, they may not carry air or ground units via Stratmove. During the opposing player’s turn following the launch, new or newly-repaired naval units may carry out any applicable naval mission. 15.1.5.3 Submarine and ASW Construction Subs may be built (and replaced) up to the limits of the owning country’s Force Pool. The total per-turn U.S. capacity for Sub construction is equal to twice the U.S. shipyard capacity, and is calculated separately from it. Newly-built Subs may be placed in the U.S. West Coast Box. ASW units may only be built at shipyards and therefore do count against Japanese shipyard capacity. Subs and ASW units, are constructed during the Strategic Warfare Segment, not the Building and Repairing Units segment.

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15.1.5.4 Accelerated Naval Construction and Repair CVE, Fleet, zero-factor Fleet and Super BB Fleet factors may be built or repaired at a rate of 2 factors per shipyard per turn if the owning player pays 8 NARFs per Fleet factor built or repairedrather than the usual 4. Fleet and Super-BB Fleets may be built or repaired at a rate of 3 factors per shipyard per turn if the owning player pays 16 NARFs per Fleet/Super-BB Fleet rather than the usual 4. Shipyards may not accelerate CV production. The U.S. may not accelerate naval construction before entering the war. 15.1.5.5 Shipbuilding and Lend-Lease Ordinarily (both in TW-Europe and TW-Pacific), no Major Power may lend more than 20 NARFs per turn to another Major Power. An exception to this rule is that for each increase in Pacific shipbuilding capacity, the U.S. may grant an additional 10 NARFs per turn to Britain and/or Nationalist China. Thus, if the U.S. increased its shipbuilding capacity from 6 to 7, it could grant 30 NARFs in a given turn to Britain and 30 more to Nationalist China, or 60 NARFs in total. As with normal Lend-Lease aid to Nationalist China, half of the 20-NARF increase is lost upon arrival in Nationalist China if sent via Indochina or Burma, and three quarters of it is lost if sent via India (halved and halved again – round fractions down). 15.1.5.6 Bombing Shipyards Naval units under construction may be bombed by enemy air units, in the same manner as naval units in port. Naval units under construction cannot be sunk. However, they may be Depleted down to “0” on the construction track. If using Optional Rule 29.18, Strategic Bombing of Shipyards, shipyards themselves may be bombed (see Section 29.18). 15.1.6 Constraints on Construction 15.1.6.1 Overall Construction Limits & Major Power NARF Bases The number and types of units each nation can build is limited by the number and types of units in its Force Pool, as well as how many NARFs it has to spend. Beginning in Spring 1940 in TW-Global (Spring 1942 in TWE-Pacific), no Major Power may spend more than one half of its NARF base on unit construction and repair in a single turn and still pay normal construction costs. Note that the limit is onehalf of the NARF base (round up), not one-half of the Major Power’s current NARF total. The limit applies only to air, naval and ground units, excluding the following: • Strategic Warfare • Installations (such as airfields, improved ports, and fortifications) • Declarations of War • POPs • Espionage, Counter Espionage, Evasion and Intelligence Coup chits Major Powers may spend more than the 50% of their NARF base on unit construction in a single turn if they pay double the normal construction cost for any unit construction over and above the 50% limit. Note that rebuilding units which have been eliminated OOS already cost double the normal construction cost. Rebuilding units eliminated OOS where the Major Power has already reached the 50%-of-NARF-base ceiling for that turn would thus cost quadruple the normal construction cost.

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77 TW-Pacific NARF Bases of Major Powers Major Power

NARF Base

Nationalist China

48 [162 less 36 for Peking, Shanghai and Nanking; less 18 for 3 Japanese-occupied Nationalist provinces, and 60 for Chinese Nationalist Sympathizer Provinces]

Japan

85

Soviet Union

30*

British Empire

30 [Note: India=10 + Australia-NZ=20]**

U.S.

See U.S. Pacific Entry Level*** NARF Base Levels are added to the value of conquests and Satellites to get a Major Power’s total NARF Level.

*In TW-Global, the Soviet Union’s initial 30 NARF Pacific Theater Level and Base, is included in the Soviet Union’s European totals. If the Soviets wish to spend more than the 34 NARFs allocated to the Pacific Theater (Base of 30 + 4 NARFs for Communist China), they must Stratmove additional NARFs to the Urals Box and from there onto the Pacific map. Each 20 NARFs requires one SMP – round up. There is no similar requirement for Pacific Theater NARFs to be spent on the European map. **In TW-Global, Britain’s initial 30 NARF Pacific Theater Level and Base, as well as the NARF value of its Asian colonies, are included in its European Theater totals. If Britain wishes to spend more than the 37 NARFs allocated to the Pacific Theater (30-NARF Base + 7 for Asian colonies), Britain must stratmove additional NARFs to the South Africa Box and from there onto the Pacific map. Each 20 NARFs requires one SMP. There is no similar requirement for Pacific Theater NARFs spent on the European map. ***In TW-Global, the U.S.’ Pacific Theater NARF Level and Base is separate and distinct from its European Theater totals.

15.1.6.2 Irreplaceable Units Some units have an “X” within a circle symbol. This symbol indicates that the unit is a CBR unit – once eliminated, it cannot be rebuilt. Optional: Nationalist Chinese CBR units can’t be rebuilt at normal cost, but may be rebuilt at OOS construction costs (see Section 29.15, Nationalist Chinese Units in Burma and India).

15.2 Placing Newly-Built Units 15.2.1 Placing Newly-Built Naval Units While under construction or undergoing repairs, Fleet and CV counters are placed on the shipyard construction tracks shown of the Shipyard Sheet. New Subs can be placed in any friendly home country port. New ASW units must appear at Japanese shipyards. The Australian and Indian shipyards count as home country shipyards for the British player for repair purposes (only). In TW-Global, if British naval units are sunk, they must be rebuilt in Britain or Canada unless Britain has upgraded its Australian shipyard. If playing TW-Pacific, British naval units, once sunk, cannot be rebuilt at all unless Britain has upgraded its Australian shipyard. Once completed or repaired, naval units are launched from the shipyards where they were built. Ships built in the U.S. West Coast Box must be launched there and Stratmoved onto the board. Naval units may not be constructed in OOS ports or shipyards. The U.S. has three naval units (the South Dakota (Fleet), the North Carolina (Fleet) and the Wasp (2-factor CV) which appear, already fully built, in the Panama Canal Zone Box. These units appear in the Summer 1942 turn, both in TW-Global and TWPacific. Units Stratmoved from the Panama Canal Zone Box onto the Pacific map board count against the U.S. West Coast Stratmove limit. 15.2.2 Placing Newly-Built Ground Units With some minor exceptions, ground units appear in friendly supplied hexes in their home country. Newly-built (or rebuilt) ground units may be constructed adjacent to enemy units but

TWP Rulebook 28 120pp.indd 77

they may not be built or rebuilt in an enemy ZOC. In-TW-Global and TW-Pacific, Britain must build new Indian units in India or the India Box. In TW-Global, she must also build new South African units in the South Africa Box and build Canadian units in the Canada Box. In TW-Global, Britain must build ANZAC units in Australia or New Zealand and Stratmove them to Suez or the South Africa Box to use them on the TW-Europe map. In TW-Pacific, Britain must build ANZAC and/or Australian units in Australia or New Zealand. All Pacific Theater British air, naval and ground units all appear in India unless otherwise indicated. They appear at zero initial cost, although Britain must pay normal costs to repair or rebuild them. British air, naval and ARM units eliminated in the Pacific Theater units must be rebuilt in Britain and stratmoved to the Pacific map via South Africa. Newly built units may not over stack. All newly- built U.S. units must be built in the U.S. East Coast Box (in TW-Europe) or the U.S. West Coast Box and Stratmoved onto the board. The first 3 Soviet units produced each Production Segment must be placed in the Urals Box and Stratmoved to Soviet Siberia, to reflect Soviet trans-Urals recruitment and production and the distances involved in deploying such units. “First” in this context means the three most costly units built during that Build Segment. 15.2.3 Placing Newly-Built Air Units New TAC and MDM units are placed in any in-supply home country city or airbase. FTR units appear at any home country city, base, or clear hex. NACs must appear at a home-country shipyard. 15.2.4 Placing Newly-Built Installations Fortifications and airbases can be built in any friendly-controlled hex, even those adjacent to enemy units or in an enemy ZOC. New shipyard must be built in port hexes. 15.2.5 Placing Newly-Built SW Units Newly-constructed ASW appear (face-down) at a Japanese shipyard and are then moved to the Sub War Box; newlyconstructed Subs appear (face-down) in U.S. West Coast Box port. Neither incurs any SMP costs. They are then placed face down on the Sub War Box on the map. Newly-constructed SAC and INT are placed face-down in the Bomber War Box on the map.

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78

15.3 Units Eliminated Out of Supply Units that are eliminated while unsupplied may be rebuilt at double the normal cost of construction. Place such units in the Eliminated OOS box on the appropriate country card. Units eliminated OOS which are built in excess of the 50%-of-NARF-base construction limit cost quadruple the normal construction cost. (See Section 15.1.6, Constraints on Construction).

15.4 Minor Country Units Neutral, Sympathizer, and Associate minor countries build and repair their own units with their own NARFs. Satellite minor country units must be built with their own NARFs or their controlling Major Power’s NARFs. Minor country units appear, and must be rebuilt, in their home countries. Once a minor country has been conquered, its units are eliminated and may not be rebuilt. Major Powers’ units may not be built in conquered minor countries.

15.5 Voluntary Elimination A player may voluntarily eliminate his own units. However, rebuilding such units has the same effect as being eliminated OOS: it costs double the usual rate to rebuild them. Players do not recover any NARFs from voluntarily eliminating units. Airbases and fortifications can be eliminated and rebuilt at normal cost.

16.0 Diplomacy and Espionage

In TWP, unlike TW-Europe, colonies are treated as minor countries. Most, but not all, colonies are subject to diplomatic influence. Minor countries include Communist China, 10 provinces of Nationalist China (Xikang, Chinghai, Ningsia, Suiyen, Sinkiang, Tibet, Fukien, Honan, Kansu-Shensi, and Kwangsi) and Siam (modern day Thailand); colonies include the Dutch East Indies, Hong Kong, Indochina, the Philippines, Malaya, Singapore, Sarawak-Brunei, Burma, India, Manchukuo, Formosa, Hainan, Korea, Timor, Macao and various Pacific Island groups. Minor countries, and most colonies, may be influenced to cooperate or even ally with Major Powers. All colonies on the TWPacific map begin both the 1939 TW-Global and 1941 TW-Pacific scenarios as Satellites of their controlling Major Power. [Designer’s Note: TW: Europe players should note that certain colonies in Asia may be subject to political influence, whereas there are no European colonies subject to diplomacy. The discrepancy is deliberate. Unlike the case in Europe itself, huge portions of Asia and the Pacific had been colonized by the European powers in the four centuries before WWII broke out. Although there was certainly some unrest in the European Theater in the 1930’s (the Arab Revolt in Palestine comes to mind), colonialism wasn’t at the forefront of diplomatic concern in Europe when war broke out. In Asia, by way of contrast, one could argue that colonialism was at the top of the agenda before, during and after the war. Indeed, Imperial Japan promised other Asian countries that Japan would expel the Europeans and create a new, harmonious Greater East Asia Co-Prosperity Sphere. In retrospect, it’s easy to see that such Japanese promises were worthless – but at the time, Allied leaders had to consider the potential impact of Japanese influence on the European Powers’ colonial subjects.] The diplomatic tables indicate which Major Powers can influence which minor countries. Minor countries and colonies can be

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one of the following: Japanese Satellite; Japanese Associate; Japanese Sympathizer; Neutral; Soviet or Western Allied or Nationalist Chinese Sympathizer, Soviet or Western Allied or Nationalist Chinese Associate or Soviet or Western Allied or Nationalist Chinese Satellite. Diplomacy is conducted using Political Points (POPs), and may be influenced using Espionage and Counter-Espionage chits, or the optional Espionage and Counter-Espionage cards (See Section 29.11, Espionage and Counter-Espionage Cards.)

16.1 Influence The following minor countries and colonies may be influenced by diplomacy and/or Espionage and Counter-Espionage. During the Diplomatic Segment, Major Powers may try to influence the minor powers and colonies listed above using POPs. Note that some diplomatic targets are regions or parts of countries (like the Nationalist Chinese Sympathizer provinces), not entire nations. For a minor country or colony subject to diplomatic influence, the diplomatic levels are: Enemy Satellite Enemy Associated Enemy Sympathizer Neutral Friendly Sympathizer Friendly Associate Friendly Satellite

Eligible diplomatic targets are indicated in the table below:

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79 Diplomatic Targets Country or Colony

Status

May Be Influenced by

Burma

British Satellite

Japan, U.S., Great Britain or Nationalist China

Ceylon

British Satellite

Japan or Great Britain

Communist China

Soviet Satellite

Japan or Soviet Union

Dutch East Indies

NA (until the Netherlands surrenders to Germany); British Satellite (once the Netherlands surrenders to Germany)

Japan, U.S. or Great Britain

French Indochina

French Satellite (until France surrenders; minor neutral thereafter)

Japan, U.S., Nationalist China, Great Britain, Soviet Union or France

Hong Kong

British Satellite

Japan or Great Britain

India

British Satellite

Japan or Great Britain

Korea

Japanese Satellite

Japan or Soviet Union

Manchukuo

Japanese Satellite

Japan, U.S., Nationalist China or Soviet Union

Malaya

British Satellite

Japan or Great Britain

Mongolia

Soviet Satellite

Japan, Nationalist China or Soviet Union

The Philippines

U.S. Satellite

Japan or U.S.

Sarawak

British Satellite

Japan, Great Britain

Siam

Japanese Sympathizer

Japan, U.S., Great Britain or France

Singapore

British Satellite

Japan or Great Britain

Nationalist Chinese Sympathizer

Japan, U.S., Nationalist China or Soviet Union

Tsinghai

Nationalist Chinese Sympathizer

Japan, U.S., Nationalist China or Soviet Union

Kansu-Ningsia

Nationalist Chinese Sympathizer

Japan, U.S., Nationalist China or Soviet Union

Nationalist China:

Tibet

Suiyen

Nationalist Chinese Sympathizer

Japan, U.S., Nationalist China or Soviet Union

Sinkiang

Nationalist Chinese Sympathizer

Japan, U.S., Nationalist China or Soviet Union

Fukien

Nationalist Chinese Sympathizer

Japan, U.S., Nationalist China, Soviet Union

Hunan-Hupeh

Nationalist Chinese Sympathizer

Japan, U.S., Nationalist China or Soviet Union

Shensi

Nationalist Chinese Sympathizer

Japan, U.S., Nationalist China or Soviet Union

Kwangsi-Kwantung

Nationalist Chinese Sympathizer

Japan, U.S., Nationalist China or Soviet Union

Sikang

Nationalist Chinese Sympathizer

Japan, U.S., Nationalist China or Soviet Union

In TW-Global, the European colonies in Asia are not subject to diplomatic influence as long as they are controlled by minor countries. For example, the Dutch East Indies is not subject to diplomatic influence as long as it is controlled by the Netherlands, a European minor power. Once the Netherlands is conquered by Germany, the DEI automatically becomes a British Satellite (and thus an eligible target for diplomacy). Portuguese Timor would not be subject to diplomacy as it is controlled by Portugal, another European minor power. French Indochina is subject to diplomatic influence as long as it is controlled by France. Once France surrenders, French Indochina becomes a nominal Vichy colony, but is treated as a neutral minor country. Vichy Indochina is subject to special occupation rules. (See Section 23.2.1, French Indochina and Section 14.8.2.2 Lend Lease to China via French Indochina and 14.8.2.2, Lend-Lease via French Indochina). 16.1.1 Using Political Points (“POPs”) POPs are purchased in the Diplomacy and Planning Segment of Spring and Fall turns only. POPs from each Major Power are computed in determining odds on the Diplomatic Table. Diplomacy is conducted only in the Spring and Fall turns each calendar year. Each POP costs a Major Power 3 NARFs, while the Soviet Union pays 4 NARFs per POP. During the Production Segment, each player secretly writes down his allocation of POPs for the turn, noting his Diplomatic Record sheet how many POPs have been assigned to each target country. POPs may be accumulated from the Spring turn to the Fall turn within each year – however, all POPs are removed at calendar year-

TWP Rulebook 28 120pp.indd 79

end. That is, one can assign POPs to a target in Spring, but not roll for that target until after Fall POPs have been assigned. Unlike NARFs, there is no POP base – Major Powers may purchase a certain number of POPs each Spring and Fall turn. No more than half (rounded up) of a nation’s POPs may be placed in any one diplomatic target each turn. • The Western Allies (the U.S., Britain, and France before it surrenders) may add their POPs together when assigning them to Diplomatic targets, provided both Major Powers are allowed to place POPs in the target country or colony. In TW-Global France may assign one POP on the TW-Pacific map (only) per Spring/Fall turn until France surrenders. This POP is in addition to any POPs France receives in the European Theater. In TW-Pacific, France may not assign any POPs as France has surrendered before the scenario begins. The U.S. may add its POPs to Nationalist Chinese Diplomatic POPs and vice versa, provided both Major Powers are allowed to place POPs in the target country or colony. Britain may not add its POPs to Nationalist Chinese POPs and vice versa. • In a TW-Global 1939 Campaign Game, Germany and Italy may not assign any POPs to the Pacific map. Japan may not assign POPs to any target on the European Theater map. • The Soviet Union may not add its POPs to any other Major Power’s Diplomatic attacks. Defensively, the Soviet player may add POPs to Nationalist Chinese or U.S. POPs in any Nationalist Chinese Sympathizer Province – otherwise Soviet POPs may not be added to those of any other Major Power.

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80 16.1.2 Diplomatic Limits Each nation has a limit as to how many POPs it may allocate each Spring and Fall turn. Those limits are: • Nationalist China: 1 POP/turn; • Soviet Union: 1 POP/turn; • Britain: 2 POPs/turn as long as Britain controls Singapore, 1 POP per turn thereafter; • France: France 1 POP/turn until the turn France surrenders (in TW-Global); none in TW-Pacific; • Japan: 4 POPs/turn (until the U.S. enters the war), 2 thereafter; • U.S.: 1 POP/turn (before the U.S. is at war with Japan), 2 thereafter. The U.S. may use one POP per Spring and/or Fall turn to roll on the U.S. Variant Table, beginning with the Fall 1940 turn (See Section 16.6, Optional Rules: Variants and Section 28, Optional Rules: Variants). 16.1.3 Resolving Diplomatic Rolls Players announce their diplomatic targets in the reverse NARF order: lowest NARF Level first. Players may announce more than one target in a turn. Unlike TW-Europe, where each minor country or colonial target may only be named by a Major Power Alliance once per year, diplomatic targets in TW-Pacific may be named once per Spring/Fall turn. That is, Japan could name the Philippines as a diplomatic target in the Planning and Diplomacy segment of the Spring 1940 turn, and again in the same segment of the Fall 1940 turn. The phasing player announces his target (he may announce more than one target per turn); then he reveals how many POPs he has assigned to the target for the turn, and which opposing Alliance he is attacking; the defender (the opposing Major Power named by the phasing player) then reveals how many POPs he has in the target country; the phasing player then compares the number of his own POPs to those owned by the defender and computes the odds. Odds on the Diplomatic + Political Conflict Table are computed just like those on the various combat tables – the ratio of attacker to defender, rounded down in the defender’s favor. Diplomatic + Political Conflict Table (see below):

Minor countries and colonies have an intrinsic defense strength of “1”. A player may receive additional POPs if the minor country or colony is a Sympathizer, Associate or Satellite (See Section 16.3, below). A minor country or colony’s inherent defense strength is always added to the defender, regardless of the defender. POPs assigned to a country remain in that country until they are used or the end of each Fall turn (whichever comes first), at which time they are all removed. A player uses up his POPs by announcing a target; if the target is a minor country containing Major Power POPs, the defender’s POPs, like the attackers, are also used up. National Modifiers: • China: A player may subtract (as the attacker) or add (as the defender) a modifier equal to the net number of objective hexes he controls within the 1937 boundaries of China. For example, if Japan controls Canton, Nanking, Shanghai, and Peking, and Nationalist China controls Chungking, a Japanese attacker would obtain a -3 (favorable) modifier on his diplomatic attacks against a CNSP. Assuming the same situation as above, a Nationalist Chinese attacker would suffer a +3 (adverse) modifier on his diplomatic attacks against CNSPs. • India: the Japanese player (only) receives a -1 (favorable) DRM for each Indian city not occupied by a British ground combat unit (STA units count; Flak units do not), and a -1 (favorable) DRM for each Indian Partisan on the board. • Dutch East Indies: The Japanese player receives a -1 (favorable) DRM for each Indian and/or Indonesian Partisan on the board. Indian and Indonesian Partisans are created via Japanese Variants #1 and #18, respectively. “+1 Level” means that the target moves one step closer to the attacker. Assume a Japanese attacker. If the target was already a Japanese Sympathizer, it would become a Japanese Associate after a “+1 Level” result. If one obtains a “-1 Level” result, the target country would move one level away from the attacker – if it was already a Japanese Sympathizer, it becomes Neutral. A negative result cannot move a target below the Neutral Level (See Section 16.3 Diplomatic Status).

Diplomatic + Political Conflict Table Die Roll

1-4

1-3

1-2

2-3

1-1

3-2

2-1

3-1

4-1

5-1

-3

+1 Level

+1 Level

+1 Level

+1 Level

+2 Levels

+2 Levels

+3 Levels

+3 Levels

+3 Levels

+3 Levels

-2

+1 Level

+1 Level

+1 Level

+1 Level

+2 Levels

+2 Levels

+2 Levels

+3 Levels

+3 Levels

+3 Levels

-1

+1 Level

+1 Level

+1 Level

+1 Level

+2 Levels

+2 Levels

+2 Levels

+2 Levels

+3 Levels

+3 Levels

0

+1 Level

+1 Level

+1 Level

+1 Level

+1 Level

+2 Levels

+2 Levels

+2 Levels

+2 Levels

+3 Levels

1

No effect

+1 Level

+1 Level

+1 Level

+1 Level

+2 Levels

+2 Levels

+2 Levels

+2 Levels

+2 Levels

2

No effect

No effect

+1 Level

+1 Level

+1 Level

+1 Level

+2 Levels

+2 Levels

+2 Levels

+2 Levels

3

No effect

No effect

No effect

+1 Level

+1 Level

+1 Level

+1 Level

+2 Levels

+2 Levels

+2 Level

4

No effect

No effect

No effect

+1 Level

+1 Level

+1 Level

+1 Level

+1 Levels

+2 Levels

+2 Levels

5

No effect

No effect

No effect

No Effect

+1 Level

+1 Level

+1 Level

+1 Level

+1 Level

+2 Levels

6

-1 Level

No effect

No effect

No Effect

No Effect

+1 Level

+1 Level

+1 Level

+1 Level

+1 Level

7

-1 Level

-1 Level

No effect

No Effect

No Effect

No Effect

+1 Level

+1 Level

+1 Level

+1 Level

8

-1 Level

-1 Level

-1 Level

No Effect

No Effect

No Effect

No Effect

+1 Level

+1 Level

+1 Level

9

-1 Level

-1 Level

-1 Level

-1 Level

No Effect

No Effect

No Effect

No Effect

+1 Level

+1 Level

10

-2 Levels

-2 Levels

-1 Level

-1 Level

-1 Level

No effect

No effect

No effect

No effect

+1 Level

11

-2 Levels

-2 Levels

-2 Levels

-1 Level

-1 Level

No effect

No effect

No effect

No effect

No effect

12

-2 Levels

-2 Levels

-2 Levels

-2 Levels

-1 Level

-1 Level

No effect

No effect

No effect

No effect

13

-3 Levels

-3 Levels

-2 Levels

-2 Levels

-1 Level

-1 Level

-1 Level

No effect

No effect

No effect

14

-3 Levels

-3 Levels

-3 Levels

-2 Levels

-1 Level

-1 Level

-1 Level

-1 Level

No effect

No effect

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81 16.1.4 Limitations on Placing POPs If a Major Power is not named on the Diplomatic tables as a potential beneficiary of a diplomatic die roll, it may not place POPs in that country (e.g., the Soviets may not place any POPs in the Philippines). 16.1.5 Minor Countries and Colonies Ineligible as Diplomatic Targets Some minor countries and colonies are not eligible as diplomatic targets, either because their political alignment was sufficiently stable to make it unlikely that they would change their orientation within the time frame of the game, or because they weren’t much affected by diplomatic maneuvering either before or during the war. In TW-Global, some European minor countries (the Netherlands, Portugal, and Vichy France) are also Asian colonial powers. If any of these minor country colonial powers become Sympathizers, Associates or Satellites of a Major Power (see below) on the Europe map, their Asian colonies are treated as independent minor countries. For example, if Portugal became a British Sympathizer on the European map, Portuguese Timor would then be treated as a neutral minor country. If the Netherlands, Portugal and/or Vichy France are conquered by the Axis, their Asian colonies become British Satellites; if they are conquered by the Western Allies, they become Japanese Satellites. 16.1.6 Improving Relations 16.1.6.1 Improving Relations with Minor Countries Major Powers may attempt to improve relations with minor countries which are already Sympathizer or Associate states. They may also try to induce enemy Sympathizer, Associate, or Satellite countries to change sides. Sympathizer status adds 1 extra POP to the controlling player’s total; Associate status adds 2 POPs to the controlling player’s total; Satellite status adds 3 POPs to the controlling player’s total. The same concepts apply to the defender. If, say Siam was a British Sympathizer, the British player would get 1 extra POP when conducting a diplomatic defense in Siam, just as he would get conducting a diplomatic attack in Siam; 2 extra POPs if Siam was a British Associate; and 3 if it was a British Satellite. A minor country’s status may be changed a maximum of three positive levels per turn. A player may conduct an attack using the extra POPs provided by Sympathizer, Associate or Satellite status only if he has placed one or more of his own POPs in that country. 16.1.6.2 Improving Relations with Colonies Major Powers may attempt to improve their relations with various colonies (those listed as potential targets on the Diplomatic Targets table). Players need to be mindful of the changes in military status of colonies as their status changes. For example, if Japan influences India to become a British Associate, rather than a British Satellite, Indian units could not leave India (See Section 16.3.3, Associate below).

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16.1.7 Espionage and Counter-Espionage 16.1.7.1 Purchasing Espionage and Counter-Espionage Counters Major Powers may purchase Espionage chits for 4 NARFs each and Counter Espionage chits for 3 NARFs, while the Soviet Union pays 3 NARFs and 2 NARFs respectively. A Counter-Espionage chit costs all Major Powers other than the Soviets 3 NARFs. They cost the Soviets 2 NARFs. Each Major Power may purchase one Espionage and one Counter-Espionage chit during each Spring and Fall Diplomacy and Planning Segment. 16.1.7.2 Playing Espionage and Counter-Espionage Counters On Spring and Fall turns (only), Espionage and Counter-Espionage chits may be played: a) To influence a roll on the Diplomatic Table. An Espionage chit provides the attacker a -2 modifier on the Diplomatic Table. A Counter-Espionage chit provides a +2 modifier on an opposing player’s die roll on the Diplomatic Table. A Counter-Espionage chit negates an Espionage chit’s effect on the die roll and vice versa. Espionage and Counter-Espionage chits are played immediately after another player has announced (but not yet rolled for) a diplomatic roll. A player may play only one Espionage chit and/or one Counter-Espionage chit against one diplomatic die roll in the Diplomatic Segment of each Spring and Fall turn. Unlike POPs, Espionage and Counter Espionage counters can be, but do not have to be, secretly assigned to a particular country. If he chooses to do so, the owner may wait until his opponent has named a particular diplomatic target and then play an Espionage chit. The opponent may then play a Counter Espionage chit, if he has one; b) As the player’s diplomatic move for the turn when an Espionage chit is used to discover what POPs another Major Power has placed in a target, even if the player using the Espionage chit has committed no POPs to that target; playing a Counter-Espionage chit negates this move. When playing an Espionage chit against a potential enemy POPs in a minor country or colony, the player who has purchased the Espionage chit simply places it in the minor country or colony of his choice and names a Major Power Alliance, who must then disclose their POPs in that country. Espionage chits played in this manner may be placed in a target even if the owning player has not placed any POPs there; however, they do not entitle the owning to player to name that country or colony as a diplomatic target. The espionage chit merely allows the owning player to discover what POPs his opponent has placed in the target. c) To influence a partisan combat die roll (See Section 25.4, Partisan Effects); d) To modify a variant die roll (See Section 28 Variants); e) To influence a naval interception or counter-interception on Spring/Fall turns (only); an Espionage chit provides the player a -1 modifier; a CounterEspionage chit provides the player a +1 modifier (See Section 7.8 Naval Interception). 16.1.7.3 Limits on Using Espionage and Counter-Espionage Counters Unless they are being used to modify the Partisan Table, each Alliance System (Allies, Japan and Soviets) is limited to using 1 Espionage chit and 1 CounterEspionage chit per target each turn. For example, Britain could play an Espionage chit on Burma, or the Nationalist Chinese could do so, but not both on the same turn. No more than 1 Espionage chit may be played against a single die roll. All POPs, Espionage, and Counter Espionage chits are removed at the end of each Fall turn. 16.1.7.4 Diplomatic Effects of Espionage Counters Each Espionage chit played against an opposing Alliance gives the player owning the Espionage chit a -2 modifier on the Diplomatic Table. Espionage

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82 chits may be saved from a Spring turn to a Fall turn – that is, a player could purchase an Espionage chit in the Spring 1940 turn and use it in the Fall 1940 turn. If using the optional Espionage and Counter-Espionage cards, ignore the -2 Espionage modifier in this section and instead use the modifiers on the Espionage/Counter-Espionage matrix (See Section 29.12 Espionage and Counter-Espionage Cards). 16.1.7.5 Diplomatic Effects of Counter-Espionage Counters Players may also purchase Counter-Espionage chits. If an attacker has placed POPs in a target minor country, the presence of a CounterEspionage chit cancels the effects of an Espionage chit, whether the Espionage chit is to be used to modify a diplomatic die roll or as an attempt to discover enemy POPs placed in a minor country. If the Counter-Espionage chit is used in the latter manner, the Espionage chit is cancelled before the targeted player has to reveal anything about his placement of POPs. If a Counter-Espionage chit has been placed in a target country containing an opponent’s POPs, but the opponent has no Espionage chit in that country, the CounterEspionage chit adds +2 to the attacker’s die roll. Each Major Power Alliance (Western Allies + Nationalist China, Japan and Soviets) is limited to using 1 Counter-Espionage chit per target each turn. Counter-Espionage chits may be saved from turn to turn – that is, a player could purchase a chit in the Spring 1940 turn and use it in the Fall 1940 turn. 16.1.7.6 Espionage, Counter-Espionage, and Partisans If a Major Power controls at least 1 partisan unit in an occupied country, that Major Power may use an Espionage chit to obtain a +2/2 die roll modifier on the Partisan Combat Results Table (PCRT) (See Section 25, Partisans). The play of an Espionage chit in this manner may be cancelled if the defender immediately responds by playing a Counter-Espionage chit. Players may also use the optional Espionage and Counter-Espionage cards to influence the die roll on the PCRT (See Section 29.12 Espionage and Counter-Espionage Cards). 16.1.7.7 Optional Espionage and Counter-Espionage Cards Players may add more challenge and realism to diplomatic play by using the optional Espionage and Counter-Espionage cards (See Section 29.11 Espionage and Counter-Espionage Cards). If so, players use the cards instead of, not in addition to, the Espionage and Counter-Espionage chits when rolling on the Diplomatic + Political Conflict and Partisan Combat Results Tables.

16.2 Universal Diplomatic Modifiers Some actions affect all minor countries and colonies equally and simultaneously:

16.3 Diplomatic Status of Minor Countries and Colonies The different diplomatic status levels for minor countries and colonies are: Japanese Satellite; Japanese Associate; Japanese Sympathizer; Neutral; Nationalist Chinese or Western Allied or Soviet Sympathizer; Nationalist Chinese or Western Allied or Soviet Associate; and Nationalist Chinese or Western Allied or Soviet Satellite. Note that if a minor country or colony has been invaded by a Major Power, there is no further diplomacy for that minor country or colony – it automatically and immediately becomes a Satellite of whatever nation is at war with the invader. As long as it is neutral, the U.S. may not invade any minor countries or colonies of any Major Power. If more than one Major Power is at war with the invader, the invaded minor country or colony becomes a Satellite of the nearest Major Power, unless control of the minor country or colony is specifically addressed in Section 23, Minor Countries, Colonies and Occupied Areas.There are various levels of minor country involvement in hostilities, as follows: 16.3.1 Neutral Countries Major Powers and their Satellites may not enter neutral minor countries or colonies without a DOW. Generally, once a minor country has been attacked it becomes a Satellite of whichever Major Power(s) is (are) at war with the invader. 16.3.2 Sympathizer Major Powers (and their Satellites) may move their air units (only) into and through minor countries or colonies identified Sympathizers due to diplomatic action, either via normal movement in the Operations Segment or via Strategic Movement. However, such air units may not actually base in the Sympathizer country. A Major Power may declare war on another Major Power’s Sympathizer without declaring war on the Major Power controlling that Associate. Major Power units may attack one of their own Sympathizers, provided they declare war on the Sympathizer nation and are willing to pay the diplomatic price for such treachery (see Section 16.2 Universal Diplomatic Modifiers). Major Power (and Satellite) naval units may move along the coastal hexes of Sympathizer countries without a DOW. However, as with air units, Major Power (and Satellite) naval units may not base in Sympathizer countries. Ground units may not move into or through a Sympathizer country. Major Power (and satellite) air, naval and ground units may all trace supply through Sympathizer countries or colonies. If a country is already a Sympathizer to a Major Power, that Major Power receives 1 extra POP on diplomatic rolls in that country or colony , as well as a -1 modifier on any diplomatic attacks launched by that Major Power against the Sympathizer minor country or colony. Sympathizer units may not leave their home country or province – if forced to retreat to any hex outside their home country or province, they are eliminated.

Universal Diplomatic Modifiers Event

Effect

The U.S. enters the war: additional modifier for all future diplomatic rolls by Japan

Add +1 to all future Japanese rolls on Diplomatic Table

Japan loses control of any city or province within the 1937 boundaries of Nationalist China, if it had control of that city on any previous turn

Add +1 to all future Japanese rolls on Diplomatic table

Britain, Nationalist China, and/or the United States declare war on any minor country that has not attacked them first (Vichy Indochina does not count)

Add +3 to all future British, Nationalist Chinese and/or U.S. rolls on Diplomatic Table

A Major Power has declared war on a friendly Sympathizer, Associate or Satellite country

Add +1 to all future rolls on the Diplomatic Table by that Major Power

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83 16.3.3 Associate Major Powers (and their Satellites) may move air and naval units (only) into and through minor countries and colonies identified as Associates of that Major Power. Major Powers (and their Satellites) may also base air and naval units in the Associated minor country or colony. However, such units may not attack out of the Associate minor country or colony, nor move through an Associate minor country or colony into enemy-controlled hexes. Major Power units may attack one of their own Associates, provided they declare war on the Associate nation and are willing to pay the diplomatic price for such treachery (see Section 16.2 Universal Diplomatic Modifiers). A Major Power may not declare war on another Major Power’s Associate without declaring war on the Major Power controlling that Associate. The Major Power units stationed in the Associate minor country or colony may not be attacked by enemy units unless those enemies have declared war on both the Major Power and the Associate minor country. For example, if the Dutch East Indies is a British Associate, Japan may not invade the DEI unless she also declares war on the British Empire. Associate units may not leave their home country or province – if forced to retreat to any hex outside their home country or province, they are eliminated. If a diplomatic roll causes a minor country or colony to change its Associate status (and, say return to Sympathizer or Neutral status), any Major Power units stationed in the former Associate country must leave on the Major Power’s next turn, or they are considered eliminated out of supply. A minor country or colony can only be an Associate of one Major Power at a time. If a country is already an Associate of a Major Power, that Major Power receives two extra POPs on all future diplomatic rolls for that country or colony, as well as a -2 modifier on any diplomatic attacks launched by that Major Power against the Associate minor country or colony. Associate minor countries or colonies may also yield economic benefits to a Major Power. Players should check the Economic Values Chart (see Section 23.2, Economic Value of Minor Countries) – some Associate minor countries and colonies provide NARFs to the Major Power with which they Associate. 16.3.4 Satellite Satellites have all the attributes of Associates, as well as some additional ones. Major Powers can station troops in Satellite countries or colonies, attack out of them, and be attacked while within them. A Satellite is at war (without a DOW) with all the controlling Major Powers’ enemies the moment the minor country or colony becomes a Satellite nation. A Major Power may not declare war on another Major Power’s Satellite without declaring war on the Major Power controlling that Satellite. Major Powers may receive NARFs from a Satellite, but may not grant NARFs to them. A Major Power may choose an enemy Satellite as a diplomatic target. However, if a country is already a Satellite of a Major Power, that Major Power receives 3 extra POPs on all future diplomatic rolls in that country, as well as a -3 modifier on any diplomatic attacks launched by that Major Power against that Satellite minor country or colony. If a diplomatic roll causes a minor country or colony to change its Satellite status to Associate, the Major Power’s units within the boundaries of the minor country or colony may remain, and can trace supply through it. However, in that case, such units may not attack out of the former Satellite minor country or colony.

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16.4 Loyalty Status of Colonies A colony that has reached the Neutral level has successfully thrown out its colonial rulers and has become an independent, sovereign, neutral minor country. If the former colonial power has any air, ground or naval units in the newly Neutral country, they must be removed at the end of the turn following a former colony’s attainment of Neutral status, or else they are eliminated out of supply. The newly neutral former colony is considered a new minor country. It will be subject to diplomatic influence if it was subject to diplomatic influence as a colony. Major Powers (including the former colonial power), may declare war on the new neutral minor country as they would any other minor country.

16.5 Special Case: Japanese-Soviet Relations Either the Soviet Union or Japan may choose an LLE on or after the Fall 1939 turn, and activate any units they may choose in Soviet Siberia/Mongolia or Manchuria, respectively. Such activated units may move into Soviet Siberia or Manchuria, respectively, but no further than one hex beyond the Manchurian borders with Mongolia and/or Soviet Siberia. They may attack any Japanese unit or units in Manchuria (if Soviet) or any unit or units in Soviet Siberia (if Japanese). This special case is a limited operation: it does not require a DOW by either Major Power. The limited Soviet-Japanese war continues until one side or the other chooses to break it off – it is concluded when one side or the other does so. Regardless of the outcome of the one-turn hostilities between the Soviet Union and Japan, Japan may not move more than one hex into Soviet Siberia, or attack Soviet units in Soviet Siberia, unless it declares war on the Soviet Union. Japan may DOW the Soviet Union any turn on or after Fall 1939. Japanese and Soviet units in Manchukuo and Siberia/ Mongolia, respectively, must be initially be placed within one hex of the border and must remain within one hex of the border until Japan and the Soviet Union are at war. Japan receives a +1 (favorable) modifier on the U.S. Variable Surprise Table (See Section 20.1, Japan and Pearl Harbor) if it has conducted at least one limited attack on Soviet air and/ or ground units in Siberia/Mongolia. Japan may not declare war on the U.S. and/or Britain until it has carried out at least one limited attack on Soviet air and/or ground units in Siberia/Mongolia. (Note: historically, the Battle of Nomonhan aka Khalkhin Gol). In both the 1941-1945 and 1942-1943 Campaign Scenarios, players should assume Japan already conducted a limited attack on Soviet air/ground units before the scenario begins. The Soviet Union may not move more than one hex into Japanese-held Manchuria until it declares war on Japan. In TW-Pacific, the Soviet Union may not declare war on Japan until the Summer 1945 turn, unless the Japanese Manchurian Garrison has fallen below its required minimum. If it has, the Soviet Union may declare war on the next turn. In TW-Global, the Soviet Union may declare war against Japan: a) on the turn after Germany has surrendered; or b) on any turn after the Japanese Manchurian garrison has fallen below its required level. (See Section 20.2, Japanese Manchurian Garrison and Siberia)

16.6 Optional Rule: Variants If playing with the optional variant rules the phasing player may choose to roll for his Major Power’s Variants. No more than 1 POP may be devoted to a variant roll. In TW-Global, although the U.S. may not use regular POPs on any diplomatic table before it enters the war, it may use 1 POP per Spring and/or Fall turn to roll on the U.S. Variant Table, beginning with the Fall 1940 turn (See Section 28, Optional Rules: Variants).

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17.0 National Rules: Britain and France 17.4 British CV-1s British CV-1s receive a -2 (beneficial) die roll modifier when rolling for Depletion. [Designer’s Note: Unlike American carriers, British CVs had armored flight decks. The benefit of having them became apparent in confronting Kamikazes during the Okinawa operation].

17.1 British Prestige in Asia

17.5 British and French Pacific Island Groups

Britain loses Singapore’s 1 NARF in each Spring production segment if Singapore is under enemy control. In addition, Britain loses one POP each Spring and Fall turn as long as Singapore is Japanesecontrolled.

17.2 British Surrender Roll Britain cannot surrender in TW-Pacific. However, it may surrender in TW-Global.If any of the events with “+” signs below occurs, Britain must roll to see if she surrenders. This is a one-time roll. That is, the die is rolled only once during the Surrender Segment of each turn in which an event with a “+” modifier occurs. If, say, Singapore has fallen to the Japan, the British would roll once, during the Surrender Phase of the End-of-Turn Segment of the turn Singapore became Japanese-controlled, to see if Britain surrendered. If Australia was conquered by the Japanese, Britain would have to roll for surrender in the Surrender Segment of the turn Australia-New Zealand was conquered. Die roll modifiers are as follows:

The Axis controls:

British Surrender Modifiers London Any home-country British city (other than London)

+5 +1 each

Suez

+1

Gibraltar

+1

Malta

+1

Each 50 NARFs of eliminated unbuilt British air, naval and/or ground units (round down: 0-49=0; 50-99=+1, 100-149=+2 etc.)

+1

Australia-New Zealand has been conquered by Japan

+2

India is a Japanese Satellite or has been conquered by Japan

+2

Japan controls Rangoon and Colombo

+1

The U.S. is at war with Germany, Italy and/or Japan

-4

The Soviet Union is at war with Germany, Italy and/or Japan

-3

If Britain has received 20 or more NARFs (round down) in LendLease from the U.S. in the current turn

-1

When computing the value of unbuilt British units for the 50-NARF surrender modifier, do not include units which have been added to the British Force Pool, but have never been built. Units that have been eliminated OOS count as double their normal construction value. If the modified result is a 12 or more, Britain surrenders.

At the start of both the 1939-1945 Campaign Game, as well as the 1941-1945 Campaign Games, Britain and France control several Pacific island groups. When Japan declares war on the U.S., these island groups immediately revert to American control, and become American colonies with zero NARF value.

17.6 British Empire Level and Base — TW-Pacific and TW-Global In TW-Pacific, the British Empire in Asia has a NARF Base of 30 (20 for Australia-New Zealand and 10 for India). Britain’s other Asia possessions are worth 7 NARFs. In TW-Global, Britain’s Pacific theater NARF Level and Base are included in its TW-Europe totals (186 NARF Base and 210 NARF Level in Fall 1939).

17.7 British Empire Construction Costs In both TW-Pacific and TW-Global, Pacific Theater British Empire air, naval, and ground units initially appear at zero construction cost. The British player pays normal construction costs to repair or rebuild them. In TW-Global, purely British units eliminated on the TWPacific map board must be rebuilt in Britain and stratmoved back to the TW-Pacific map. In TW-Pacific, Indian units appear in India, Australian units appear in Australia and purely British units appear in the South Africa Box.

17.8 France and French Indochina French Indochina begins the 1939 TW-Global scenario as a Satellite of France worth zero NARFs. French Indochina begins the 1941-1945 and 1942-1943 scenarios as a conquered minor country worth 10 NARFs. In TW-Global, French Indochina is treated as a neutral minor country worth 10 NARFs after France surrenders. The USPEL increases by +2 if and when Japan declares war on French Indochina. However, note that the USPEL does not increase if Japan obtains control of French Indochina via Diplomacy. If using optional rule 29.19, Free French Indochina, Indochina’s two French INF units become British-controlled Free French units when France surrenders, and all French Indochina hexes immediately become British controlled.

17.3 Surrender Effects In TW-Global, if France has already surrendered, the Axis player automatically wins a tactical victory the moment Britain surrenders, and the game is over. In TW-Pacific, Britain cannot surrender.

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85

18.0 National Rules: Nationalist China

18.1 Status In TW-Pacific and TW-Global, Nationalist China is a Major Power, but a very weak one. Nationalist China was nominally under the control of the Kuomintang (KMT) Party, a quasi-fascist party led since the late 1920’s by Generalissimo Chiang Kai Shek. Nationalist China had been at war with Japan officially since 1937, and unofficially since 1931. The long struggle to fend off the Japanese seriously damaged what little modern infrastructure China possessed in 1931. The KMT was riddled with gross incompetence and corruption. Economic resources were provided by printing money…leading to massive inflation. Both the KMT and Mao-Tse-Tung’s Communists competed for control of the opium trade. Even by the low standards of one-party states like Fascist Italy, the Nationalist Chinese state was grotesquely inefficient at every level. Both the military and civilian organs of government were managed on the basis of loyalty, not competence. Like his arch-rival Mao-Tse-Tung, Chiang was more interested in party loyalty than military effectiveness. Many of Chiang Kai Shek’s generals were subordinates in name only. In truth, many of them were semi-independent local warlords. Unlike Hitler or Stalin, Chiang felt obliged to cajole or buy off many of his generals, rather than having them dismissed or shot. Accordingly, Nationalist Chinese forces in TW-Pacific suffer from unique handicaps. Although Nationalist China begins both the 19391945 and the 1941-1945 Campaign Games with a NARF Base of 162, this figure must be reduced for the 3 coastal provinces under Japanese control since 1937 (Hopeh-Shantung, Anwhei-Kiangsu, and Chekiang, worth 6 NARFs each); by the 10 Sympathizer provinces (also worth 6 NARFs each) where Central Government control was tenuous and thus are treated like Sympathizer minor countries; and by the value of 3 of China’s most important cities (Peking, Shanghai, and Nanking, each worth 12 NARFs each to the Nationalists, 6 to Japan), occupied by Japan since 1937.

18.2 The Surrender of Nationalist China Nationalist China cannot be conquered and does not surrender. However, the Nationalist state may be so weakened that China dissolves back into the nearanarchy of the warlord period of the early 1920s. If so, all Chinese Nationalist units remain in place for the balance of the game. They are never out of supply, but may not move or attack.

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Nationalist Chinese Collapse Modifiers Japan controls all Chinese Nationalist Sympathizer Provinces

+3

Japan controls Chungking

+3

For each 10 NARFs of unbuilt Nationalist Chinese ground units

+1

The U.S. has granted fewer than 20 NARFs to Nationalist China on the previous Spring/Fall turn

+1

Nationalist China controls Peking

-1

Nationalist China controls Shanghai

-1

Nationalist China controls Yenan

-2

For each full-strength U.S. air or ground unit in Nationalist Chinese-controlled territory (includes Flying Tigers)

-1

Totalitarian China (See Variant Rules)

-1

The Allied player must roll on the Nationalist Chinese Collapse Table on any turn when it might be possible to obtain a modified “14” or more. On a roll result of “14” or more, Nationalist China collapses. If it does, it may not recover and re-enter the war. Post-collapse Nationalist China receives no NARF income each Spring, and the U.S. may not send Lend-Lease aid to it.

18.3 Revival of Nationalist China Post-collapse Nationalist China may never be revived. Once it collapses, it cannot recover. However, if Nationalist China collapses, the Soviet Union may declare war on Japan on the following turn (see Section 21.1 Soviet Union’s Entry into the War).

18.4 War of Resistance: Nationalist Chinese Stacking Even though Nationalist Chinese units are Third-Rate the Nationalist Chinese player may stack three ground combat units on Chungking.

18.5 Nationalist Chinese Units Chinese Nationalist Central Government units begin both the 1939 TW-Global and the 1941 TW-Pacific scenarios as Third-Rate units, and may not be upgraded. Note: Nationalist Chinese Central Government units are identified in black type; Nationalist Chinese Sympathizer Provincial units are identified in blue type with a white outline. Neither Central Government nor Provincial units make be sea transported, nor may they make amphibious assaults. Unless players are using optional rule 29.15, Nationalist Chinese Units in India and Burma, Nationalist Chinese units may operate only within the 1937 boundaries of China, Communist China, Chinese Nationalist Provinces and Manchukuo. These restrictions do not apply to the Flying Tigers unit, nor to the 1-6-4 U.S. TAC unit sent to China via U.S. Variant #15. Nationalist Chinese Provincial units begin all scenarios as Fourth-Rate and may not be upgraded.

18.6 Nationalist Chinese Supply Nationalist Chinese units and the U.S. Flying Tigers’ FTR unit trace supply to Chungking until Nationalist China collapses (see Section 18.2 above). If Nationalist China collapses, the Flying Tiger unit is automatically and immediately Stratmoved to any friendly-controlled airbase in India. Other than the Flying Tigers unit and one 1-6-4 TAC (available only via a U.S. Variant), U.S. ground, air, and naval units may not trace supply into or through Nationalist China or Nationalist Chinese Sympathizer Provinces. After Nationalist China collapses, all of its units remain in place. They are all in supply as long as they do not move or attack, and thus are not eliminated due to being OOS, regardless of how many Chinese hexes Japan controls. However, if a post-collapse Chinese Nationalist unit moves or attacks, it is immediately and permanently eliminated.

18.7 Nationalist Chinese Cities Neither Chungking nor any other Nationalist Chinese-controlled cities possess an inherent Flak factor.

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19.0 National Rules: Communist China

19.1 Status of Communist China Communist China begins the 1941 and 1942-1943 Campaign Games and the TW-Global Campaign game scenarios as a Soviet minor country Satellite. Communist China’s capital is Yenan. Communist China is not considered to be within the 1937, 1939 or 1941 boundaries of China. It is assumed to be a Soviet Satellite in all TW-Pacific and TW-Global scenarios. As Communist China is a Soviet Minor Country Satellite, Japan cannot declare war on Communist China without declaring war on the Soviet Union. However, Communist China is unlike other minor country Satellites in that the Soviet player may build Communist Chinese Partisans and place them anywhere within Japaneseoccupied China from Fall 1939 onward (in TW-Global) or from Spring 1942 onward (in TW-Pacific). In addition, each time the Soviet Union successfully obtains its Variant #5, the Soviet player may purchase one or more LLEs and use them to activate Chinese Communist units. The Allied player must inform the Japanese player if he obtains Soviet Variant #5, whenever he obtains it. On the turn the Variant is played (only), Chinese Communist units may attack (and be attacked by) Japanese units.

19.2 Chinese Communist Units Chinese Communist units are always in supply, regardless of whether the hex they occupy can trace a supply line to Yenan. Chinese Communist units have no cadre cost.

19.3 Chinese Communist Upgrades Communist Chinese units begin every scenario as Fourth-Rate, and cannot be upgraded.

19.4 Surrender of Communist China Communist China never surrenders. If its capital (Yenan) falls, it must permanently remove one INF unit (Japanese player’s choice) representing the disruptive effects of losing a major base. However, all other Communist Chinese units fight on, even if all hexes within the 1939 boundaries of Communist China are Japanese-controlled.

19.5 Soviet Units and Communist China Soviet and/or Mongolian Satellite units may not enter Communist China until the Soviet Union is at war with Japan. However, Communist Chinese units may enter Mongolia and/or the Soviet Union at any time. The Soviet Union may make NARF grants to Communist China.

19.6 Communist Cooperation with Nationalist China Communist Chinese units may not attack Nationalist Chinese units, but they may not cooperate with them either. Nationalist Chinese units may attack Communist Chinese units, provided Nationalist

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China has obtained a Variant permitting it to do so. Communist and Nationalist Chinese units may not jointly attack any Japanese units and may not stack together regardless of the Army quality level of the Soviet Union or Nationalist China. Neither U.S. nor Nationalist/ Flying Tiger air units may assist Communist China with OAS or DAS in any ground attacks. Nationalist and/or U.S. air units may not base in Communist China nor in any hexes under Communist Chinese control. Communist China may not receive any NARFs from Nationalist China or vice versa. Nationalist ground units may not enter Communist China. Communist Chinese ground units may not enter Nationalist China. Nationalist Chinese units may not trace supply through Communist China and vice versa.

19.7 Communist Chinese Cities Neither Yenan nor any other Communist-Chinese-controlled cities possess an inherent Flak factor.

20.0 National Rules: Japan

20.1 Japan and Pearl Harbor The 1941-1945 Campaign Game begins with the Winter 1941 turn. During the Planning and Diplomacy segment of that turn and each turn thereafter, the U.S. and Japanese players each roll on the U.S. Variable Surprise Table (USVST, see below) to determine the level of U.S. preparedness. Japan may declare war on the U.S. and/or Britain on any turn on or after Winter 1941. In the 1939-1945 TW-Global scenario, Japan may declare war on the U.S. and/or Britain on any turn from Fall 1939 onward, provided it has attacked one or more Soviet ground units in Soviet Siberia (see Section 16.5). However, if Japan does declare war on any turn before Fall 1941, all Allied force pool additions up to and including the Winter 1942 force pool additions immediately become available to the Allied player. (Note: British Empire units always become available as fully-built units. U.S. units arrive as built or unbuilt as per the U.S. force pool card. ) Further, the two U.S. CV-2s (Enterprise and Lexington) are automatically placed in the U.S. West Coast Box. If Japan DOW’s the U.S. before Fall 1941, all other Allied force pool additions normally available from 1943 onward are also accelerated. Thus if Fall 1941 is considered DOW 0, a Winter 1940 DOW would be DOW 0 – 3, or 3 turns’ acceleration. During the Planning and Diplomacy segment of each turn from Fall 1941 until Japan declares war on the U.S., the Allied and Japanese players each roll one die on the U.S. Variable Surprise Table. The U.S. die roll is always a negative number; that result will be compared to the Japanese die roll, which is always a positive number; the two are netted out against each other. The result is then modified by netting out the “+” and “-”die roll modifiers listed below the USVST. Each final result, each turn, supplants the result from the prior turn. Use the U.S. Surprise Level marker on the SMP/Heavy Flak/ Rail track as a memory aid for monitoring to the USA’s readiness status. If the historical case applies to either the 1941-1945 scenario or the 1939 TW-Global scenario, Japan’s PHST benefits include: • Japanese naval units have an extra 2 Sea Areas offensive range; • Japanese PARA units may jump at twice their normal airborne assault range;

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87 • All Japanese ground units in the Pacific and Indian Ocean Zone, not just ARM/MECH/CAV may move on both First and Second Impulse. All Japanese ground combat units may move up to their printed movement allowance on Second Impulse on the PHST; • Japan rolls first for Surprise on the Surprise Table, and Japan obtains a one-time -4 modifier to the Surprise roll; the Western Allies may not roll for Surprise even if Japan fails to obtain it; Japan may not declare RAEs or SAEs – the impact of such declarations is essentially built into Japan’s one-time Surprise advantage; • On any beach hex in the Pacific and Indian Ocean Zones, Japanese units need not invade a hex and then halt on First Impulse; they may treat an amphibious landing of any unoccupied beach hex as if they were sea transporting to a friendly port; • Double the combat factor of all Japanese ground combat units (including PARA units) in any ground attack on any Western Allied defending units. The Japanese player also receives a -3 die roll modifier on the GCRT. Japanese ground units are all considered First-Rate on the PHST (only); Japanese PARAs have a 5-hex radius for airborne assaults, rather than the usual 3; • The Japanese staging limit is 8, not 4; • Japanese naval units may stratmove even if they have performed a naval mission during the Operations Segment; • Western Allied ground combat units defend at their printed value, regardless of terrain; • Western Allied ground combat units may not move during First Impulse or Second Impulse; ground combat units may be sea transported and Stratmoved normally; • All Japanese air units’ air-to-air combat factors are doubled, and receive a -3 modifier on the Air-to-Air CRT; • Western Allied naval units may roll for interception of Japanese naval units, but suffer a +4 modifier if they attempt to do so; U.S. CVs in the Pearl Harbor at Sea Box may not attempt naval interception; U.S. naval units in Pearl Harbor are considered to be one Task Force of four Fleets; • U.S. CVs are assumed to be hidden and are not placed at Pearl Harbor – they are initially placed in the Pearl Harbor at Sea Box, then placed in Pearl Harbor immediately after any Japanese attack; • Allied flak may not fire on the first round of any air and/or air-naval combat; • Allied air units may not intercept Japanese air units on the first round of any First Impulse air-to-air combat (only) – all are assumed to be caught on the ground. Thus attacking Japanese air units obtain a one-column shift to the right (See Section 11.5.1, Strafing and Bombing Airfields); • Allied air units may not conduct OAS/DAS missions; • Japan receives a free SLE on the PHST; • The Japanese player may ignore any losses he might incur under a Limited Surprise result; • The Allied player rolls for any Fleets sunk as Pearl Harbor to see if they can be salvaged and rebuilt. On a 1-7, the sunken Fleet is returned to the U.S. Force Poll; on an 8-10, the unit is permanently removed from the U.S. Force Pool. For those naval units Depleted rather than Sunk, the U.S. player adds +2 to its Depletion die rolls. Naval units sunk at Pearl Harbor must be repaired in the Pearl Harbor Shipyard (U.S. Shipyard #1). • If using Optional Rule 29.18, Strategic Bombing of Shipyards, and if Japan has successfully obtained Variant #26, Second Strike, Japan may attempt a Second Strike on the U.S. shipyard facilities at Pearl Harbor (See Section 29.18 and Japanese Variant #26).

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Players determine whether or not the historical case applies by rolling on the (USVST): U.S. Variable Surprise Table (USVST) Die Roll Level 1 +10 or more

Effects Chaotic U.S. Response – all the effects of Section 20.1, Sluggish Allied Reaction and Forward Position Folly apply. Further, there is no salvage roll for any U.S. Fleets sunk at Pearl Harbor.

Level 2 +7 to +9

Forward Position Folly – all effects of Section 20.1, and Sluggish U.S. Reaction effects apply. Further, U.S. CVs are placed in Pearl Harbor, not in the Pearl Harbor At Sea Box.

Level 3 +4 to +6

Sluggish Allied Reaction– all effects of 20.1 apply, but in addition, Allied units may not be Sea Transported or Stratmoved on the Allied player turn.

Level 4 -3 to +3

Historical outcome – all effects of Section 20.1, Japan and Pearl Harbor apply.

Level 5 -4 to -6

Prompt Allied Reaction – Western Allied ground combat units all receive normal terrain benefits, and move normally on both First and Second Impulse. Japanese ground combat factors are not doubled; all Japanese ground units are Second-Rate; and Japanese ground units do not receive a -2 die roll modifier on the GCRT. All Allied units are placed according to scenario set-up instructions.

Level 6 -7 to -9

Effective Air/Naval Reconnaissance and Air Defense – All effects of Prompt Allied Reaction apply. Further, Allied air and naval units may intercept normally. Allied flak fires normally. Allied air and naval units roll first for Surprise on all game turns, and Japan does not receive a one-time -4 on the Surprise Table. Japanese air combat factors are not doubled and do not receive a -2 die roll modifier on the Air Combat CRT. The Japanese player does not receive the -2 modifier for 1st Time Carrier Strike by a Major Power. Allied air units are placed according to scenario set-up instructions, but all U.S. Fleets and CVs are all in the Pearl Harbor At Sea Box. Add +2 to all Japanese die rolls on the Air-to-Sea/Naval CRT.

Level 7 -10 or less

Allies on Full Alert – All U.S., British and Dutch forces in the Pacific are on Full alert. All the effects of Prompt Allied Reaction and Effective Air/Naval Reconnaissance and Air Defense apply. Allied air and naval units may immediately be placed on any friendly air or naval base, or in any off-board Box. Japan suffers a one-column shift to the left on all die rolls on the Air-to-Sea/ Naval CRT.

Modifiers to U.S. roll: • -# 3x# of U.S. IPs allocated to the U.S. Surprise Level roll (maximum=9); • -# of U.S. POPs allocated to the U.S. Surprise Level roll; • -3 if Japan declared war on Britain and the Netherlands without declaring war on the U.S; • -2 the USPEL is 9 or more; • -2 if Japan is under an oil embargo (See Section 24.2, Japan and the U.S. Oil Embargo); • -2 if the U.S. has played an Espionage chit to influence U.S. Variable Surprise; • -1 for each successful U.S. Variant #23, U.S. Pre-War Naval CounterIntelligence result (cumulative); • -1 for each successful U.S. Variant #24, U.S. Pre-War Air + Naval Recon results (cumulative) Modifiers to Japanese roll: • +1 if Japan has made at least one ground attack on Soviet units (See Section 16.5, Special Case, Japanese-Soviet Relations); • +2 if Germany declared war on the Soviet Union; • +4 if Japan declared war on the Soviet Union; • +# of Japanese POPs allocated to the U.S. Surprise Level roll; • +2 if the USPEL is less than 9; • +2 if Japan is not yet under an oil embargo (See Section 24.2, Japan and the U.S. Oil Embargo); • +2 if Japan (only) has played a Counter Espionage Chit to influence U.S. Variable Surprise; • +1 For each successful Japanese Variant #19, Pre-War Naval Intelligence result (cumulative); • +1 For each Japanese Variant #29, PBY Killers result (cumulative).

Modifiers are cumulative – for example, assume it is Fall 1941. Japan and the U.S. have applied their all of their POPs, Intelligence and Counter

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88 Intelligence chits to other diplomatic targets. If Japan declared war on Britain on a previous turn without declaring war on the U.S. (-4); and the USPEL is 9 or more (-2); and Japan is not yet suffering any effects from an oil embargo (+2); and Japan launched a limited attack on the Soviet Union (as per Section 16.5) (+1); and Germany declared war on the Soviet Union (+2), the net modifier would be -1. For Espionage/Counter Espionage effects, use the card matrix results if playing with optional Espionage/ Counter Espionage cards instead of Espionage/Counter Espionage chits. Thus, in the above example, Japan rolls a 6; the U.S. rolls a 9; the net result is 6-9 = -3; -3-1 = -4. If Japan goes to war with the U.S. on the Fall 1941 turn, Prompt Allied Reaction conditions would apply.

On a -12 or less, Japan surrenders, and the game is over. In TW-Pacific, if Japan surrenders in the Winter 1944 turn, the Allies achieve a Decisive victory; if Japan surrenders in Spring 1945, a Tactical victory; and a Marginal victory if Japan surrenders in the Summer 1945 turn. If Japan has not surrendered by the end of the Summer 1945 turn, the Japanese player wins a marginal victory. If Japan has not surrendered by the end of the Fall 1945 turn, Japan wins a Tactical victory. Japan can only win a decisive victory by obtaining a sudden-death victory (See Section 27.1, Victory Conditions).

20.2 Japanese Manchurian Garrison and Siberia

20.4 The Chinese Morass

The Japanese player must keep a garrison in Manchukuo until Japan and the Soviet Union at are war. The minimum size of this garrison is: one 1-5 ARM; two 6-3 INF, two 4-3 INF, two 2-3 INF; two 1-2 STA; two 1-3 Manchukuo INF; two 1-4 Manchukuo CAV; one 1-7-5 TAC and one 3-6-3 FTR. Manchurian garrison air units may not provide OAS or DAS support for Japanese ground combat units within the 1937 boundaries of China. The Japanese may withdraw a unit from the Manchurian garrison only if it is replaced by a unit of the same type (INF for INF, TAC for TAC, etc.) and of equivalent combat factors. The Japanese player need not replace Manchurian garrison units with ones of equal quality. If the Japanese Manchurian garrison ever falls below this level at any time, the Soviet Union may declare war on Japan on the Planning and Diplomacy Segment of the next turn at zero NARF cost.

The Japanese player must pay 1 ½ times the normal costs to repair air or ground units within the 1937 boundaries of China. Japanese SLEs cost 1 ½ times the normal cost (or 12 NARFs) on any turn in which Japan has any air or ground combat units within the 1937 boundaries of Nationalist China. Japanese RLEs placed within the 1937 boundaries of Nationalist China incur 1 ½ times the normal cost (or 6 NARFs). Japan may not evade this rule by placing RLEs in adjacent Japanese-controlled countries or colonies – any RLE that activates any unit within the 1937 boundaries of Nationalist China falls under the scope of this rule. All Japanese LLEs placed within the 1937 boundaries of Nationalist China, or that are used to activate any ground units within the 1937 boundaries of Nationalist China, cost 1 ½ times (round up) the normal LE cost.

In both TW-Pacific and TW-Global, Japan may declare war on the Soviet Union at any time, provided that Germany has declared war on the Soviet Union on the current turn, or any previous turn.

20.3 Japanese Surrender Both in the 1939-1945 Global War and the 1939-1945 Campaign Games, Japan surrenders according to the following Surrender table: Japanese Surrender Table Modifiers The U.S. or Britain controls Tokyo

-3

The U.S. and/or Britain control all hexes in Kyushu

-2

The U.S. dropped atomic bombs on Japan

-3 each

For every 100 NARFs worth of unbuilt Japanese air, naval, ground, ASW or SUB units

-1

The U.S. controls Okinawa and Iwo Jima (one for each)

-1

The U.S. controls Manila or Taipei

-1

The Soviet Union declared war on Japan

-3

Mukden and Harbin are Soviet-controlled

-1

Germany surrendered (assumed to be Spring 1945 in TW-Pacific; variable in TW-Global)

-2

Each firestorm inflicted on Japan by US strategic bombing

-1

If Japan has lost the maximum number of NARFs due to Submarine Warfare on the previous Strategic Warfare turn.

-1

If China has collapsed and Japan has failed to maintain the required postcollapse garrison levels.

-2

If China has collapsed and Japan has maintained post-collapse garrison levels.

+2

Japan controls Peking, Shanghai and Nanking (must control all 3)

+1

Japan controls Balikpapan, Batavia and Palembang (must control all 3)

+1

Japan controls Rangoon

+1

Japan controls Singapore and Manila (must control both)

+1

For each island group Japan controls (excludes island groups containing only isolated garrisons and Wake Island)

+1

The Soviet Union has allowed its Siberian Garrison to fall below the required minimum (see Section 21.5.1)

+1/ turn

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Each turn the Nationalist Chinese player chooses one or more LLE chits and places them within the 1937 boundaries of Nationalist China, Japan must Deplete one INF or air unit. Japan must Deplete two INF and/or air units on a Nationalist Chinese RLE turn, and three INF and/or air units on an SLE turn. These Depletions may only be suffered by Japanese units within the 1937 boundaries of China. The Nationalist Chinese player chooses which units to Deplete. The Depletions are incurred regardless of whether or not the Nationalist Chinese player has inflicted any losses on Japan via the GCRT. (See also Section 10.3.6, Japanese Attrition in China). In TWGlobal, prior to the U.S. entry into the war, if Japan places more than one LLE chit within the 1937 boundaries of Nationalist China, the U.S. Pacific Entry Level increases by +1; each RLE which activates any Japanese units within the 1937 boundaries of China increases the USPEL by +2. Nationalist China never surrenders but it may collapse (See Sections 18.2, Surrender of Nationalist China and 14.6, Conquered Major Powers and Major Power Cities), If and when it does, Japan must leave 24 ground combat factors (which may include Japanese Satellite and puppet troops), one 1-7-5 TAC and one 3-6-3 FTR (air units can be of any quality level) within the 1937 boundaries of Nationalist China after it collapses. If at the end of any game turn, the Japanese player has failed to maintain his post-collapse Chinese garrison, Japan immediately and permanently loses the NARF value of all Japanese conquests within the 1937 boundaries of China. The Nationalist player does not receive the value of such conquests unless he has actually reconquered them. In addition, the Japanese player suffers a permanent -2 (unfavorable) die roll modifier on the Japanese Surrender Table if he fails to continuously maintain the required post-collapse Chinese garrison levels.

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21.0 National Rules: The Soviet Union

Various Soviet cities have NARF value when captured by enemy forces. The Soviets deduct the appropriate number of NARFs, pro-rated for the season in which Japan captures a city. (See “Value of Conquered Soviet Cities” chart, 14.6.1 Special Cases: Conquered Chinese and Soviet Cities). Captured cities are worth half the amounts listed in the Value of Conquered Soviet Cities to their conqueror.

21.1 Soviet Union’s Entry into the War In a 1939 TW: Global Campaign Game, the Soviet Union may not enter the Pacific War until the Summer 1945 turn, or the turn after Germany surrenders, whichever comes first. In a stand-alone TW: Pacific game, the Soviet Union may not declare war on Japan until the Summer 1945 turn. [Exceptions: a) in both the 1939 TW-Global Campaign game and the TWP 1941 Campaign Game, if Japan’s Manchurian garrison ever falls below its required level, the Soviet Union may declare war on Japan on the next game turn after it does so – see Section 20.2, Japanese Manchurian Garrison; and b) a oneturn Japanese-Soviet border war – see Section 16.5, Special Case, Japanese-Soviet Relations]. In TW-Global, Japan may declare war on the Soviet Union at any time. If Nationalist China collapses, the Soviet Union may declare war on Japan the following turn.

21.2 Soviet Surrender The Soviet Union cannot surrender in TWP. However, if all Soviet cities on the map are Japanese controlled, it is assumed that Soviet forces have retreated deeper into Siberia. In that event, the Allied player must permanently remove all Soviet forces from the board. The Soviet Union may surrender in TW-Global: Soviet Surrender Modifiers Moscow is German-controlled

+1

Leningrad is German-controlled

+1

Stalingrad is German-controlled

+1

Kiev and Sevastopol are both German-controlled

+1

Baku is German-controlled

+1

If a German ground unit is adjacent to the Trans-Urals Box

+1

Vladivostok is Japanese-controlled

+1

Irkutsk is Japanese-controlled

+1

Each 50 NARFs of eliminated unbuilt Soviet ground Soviet ground combat units (round down: 0-49=0; 50-99=+1, 100-149=+2 etc.); includes both European and Pacific theaters.

+1

France has not surrendered

-4

Britain and/or the U.S. have one or more ground combat units in France (PART, CDO and PARA units do not count)

-2

The U.S. is at war with Germany

-2

If the Soviets have received 20 or more NARFs (round down) in LendLease from Britain and/or the U.S. in the current turn (includes both European and Pacific Lend-Lease).

-1

Britain and/or the U.S. have 1 or more ground units in mainland Italy (Sicily or Sardinia do not count; PART units do not count)

-1

Germany has declared war on Turkey

-1

On a modified die roll result of 14 or more, the Soviet Union surrenders and is permanently out of the game.

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21.3 Effects of Japanese Occupation

21.4 Fortress and Fortification Limitations In both TW-Pacific and TW-Global, the Soviet Union may build up to four fortifications per turn. It may not build fortresses in TW-Pacific.

21.5 1939-1945 Soviet Unit Placement and Japanese Attack The Soviet Union is not subject to a Japanese surprise attack in TWP. It is assumed that the Soviet Union’s Far Eastern forces are active and alert to any move by the Japanese Kwantung Army in Manchuria. In TW: Global, the Soviet player may choose to transfer Siberian units to the TWE map (see details below). These units appear as free units in the TW: Europe game in the Fall 1941 turn. Similarly, if the Soviets obtain TWE Soviet Variant #1, the two free ground units obtained via that Variant are actually transfers from the Soviet Siberian garrison. 21.5.1 Siberian/Mongolian Garrison The Soviet player must maintain a garrison in Siberia and/or Mongolia until the Soviet Union and Japan are at war. In TW-Global, the Soviets must maintain the following forces in Soviet Siberia from Fall 1939 to Summer 1941: two 16-5 ARMs; one 12-5 ARM; one 4-5 ARM; one 2-5 ARM; two 1-5 ARM; two 12-3 INF; one 6-3 INF; one 10-3 INF; one 4-3 INF; four 2-3 INF; two 1 2-4 CAV; one 2-5-3 FTR; one 1-6-4 TAC; and one 1-6-3 Fleet. After the Soviet Inter-Theater Transfer (see below), the Soviet Siberian garrison from the end of the Summer 1941 turn to the beginning of the Summer 1945 turn is: one 12-5 ARM; one 4-5 ARM; one 2-5 ARM; two 1-5 ARM; one 6-3 INF; one 10-3 INF; one 4-3 INF; two 2-3 INF; two 2-4 CAV; one 2-5-3 FTR; one 1-6-4 TAC; and one 1-6-3 Fleet. Soviet Siberian/Mongolian garrison units must be placed within one hex of the Siberian/ Mongolian border with Manchukuo. In TWP, the Soviet Union must maintain its Siberian/Mongolian garrison until the Soviet Union declares war on Japan in the Summer 1945 turn. In both TW-Global and TWP, if the Soviet player fails to maintain the required garrison levels, all Soviet units on the TWP map are immediately and permanently Depleted. In addition, Japan receives a +1 (favorable) die roll modifier on the Japanese Surrender Table for each turn the Soviets fall below the required Siberian Garrison Levels noted above. 21.5.2 Soviet Inter-Theater Transfer In a TW-Global scenario, the Soviet player may Stratmove two 16-5 ARMs and two 12-3 INF from Soviet Siberia to the Urals Box, provided Germany and the Soviet Union are at war. They may be Stratmoved from the Urals Box onto the TWE board the turn Germany and the Soviet Union are at war. These forces are exchanged for two 8-8 Siberian ARM and two 6-5 Siberian INF in the Urals Box. Assuming an historical (Summer 1941) German DOW on the Soviet Union, the two 16-8 ARMs and two 12-3 INFs would be Stratmoved to the Urals Box on the Soviet Summer 1941 player turn; they would then

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90 be Stratmoved to the European map on the Fall 1941 turn. (Note: these units appear as “free” Fall 1941 Soviet force pool additions in TWE). These same units re-appear on the TW-Pacific map in the Winter 1944 turn in the Pacific Theater Urals Box: two 8-5 Soviet ARMs and two 6-5 Soviet INFs may be Stratmoved from the European map to the Urals Box, where they are converted back into 16-5 ARMs and 12-5 INFs, respectively. They may then be Stratmoved onto the Pacific map in Spring 1945. If the Soviet player obtains TW-Global Soviet Variant #1, the Soviet player may Stratmove one 12-5 ARM and one 10-3 INF from Soviet Siberia to the Urals Box. Once in the Urals Box, the 12-5 ARM is exchanged for a 6-8 ARM for use on the TWE map; the 10-3 INF is exchanged for a 5-5 INF on the TWE map. The Soviet player may, but is not required to, Stratmove the 6-8 ARM and 5-5 INF back to the Urals Box on the Winter 1944 turn. They are exchanged for the original 12-5 ARM and 10-3 INF units in the Urals Box; they may be Stratmoved back onto the Pacific map in Spring 1945. The Soviet player may not transfer any units from the Pacific Theater to the European Theater if Japan and the Soviet Union are at war.

21.6 Soviet Supply

21.10 Soviet Activities While Neutral In both TW-Global and TWP, the Soviet Union may participate in Partisan warfare (via Communist Chinese Partisans) Diplomacy, Variants, Espionage and Counter Espionage activities while still neutral. The Soviet player may roll on the Partisan Combat Results Table (PCRT), regardless of whether or not the Soviet Union is at war with Japan. The Soviet player may choose to inflict NARF losses from the PCRT either on Japan or on Nationalist China. If the Soviet Union has obtained Variant #5, Communist Chinese units may attack (and be attacked by) Japanese units without the Soviet Union having to declare war on Japan or vice-versa. Note that this Variant only applies for one turn, although there is no limit on the number of times it may be obtained.

21.11 Soviet NARF Level and Base, TW-Pacific and TW-Global In TW-Pacific, the Soviet Union’s Initial NARF Level and Base is 30 NARFs. In TW-Global, the Soviet Union’s initial NARF Level and Base are included in the Soviets’ TW-Europe totals. In both TW-Pacific and TW-Global, Communist China is treated as a Soviet Satellite.

Soviet units must be able to trace a line of supply to the western edges of the map within the Soviet Union’s frontiers

21.7 Soviet Caution and European

22.0 National Rules: The U.S.

Commitments In 1939, Stalin’s primary concern in the Far East was to contain any Japanese threat so he could focus on the rising menace of Nazi Germany. The Battle of Nomonhan in the Fall of 1939 was a deliberate, but limited, campaign to discourage Japanese incursions into the Soviet Far East. Otherwise, Stalin’s major interests were in Europe. In keeping with historical constraints, the Soviet Union may not declare war on any country or colony on the TWP map until the turn after Germany surrenders, unless Japan fails to maintain its Manchurian garrison requirements. If so, it may declare war on Japan on the next turn at zero NARF cost. On that turn (or earlier – see Section 21. 1 Soviet Entry into the War, above), the Soviet Union may declare war on Japan. However, Japan, may declare war on the Soviet Union at any time, provided Germany has already declared war on the Soviet Union.

21.8 Soviet Casualties Soviet commanders were notoriously careless with the lives of their men compared to other nations’ generals. Accordingly, the Soviet Union suffers a +1 die roll modifier on all attacks on the GCRT, in addition to any other applicable die roll modifiers that might apply.

21.9 Soviet Quality Ratings In TWP, the Soviet Union does not spend any NARFs to upgrade its armed forces. The Soviet Army starts as Third-Rate is Fall 1939; it is assumed to achieve Second-Rate status at the end of the Fall 1941 turn. In TW-Global, the Soviet Air Force starts at Third-Rate status in Fall 1939 and is assumed to achieve Second-Rate status in Winter 1942. Both Soviet Army and Air Force are assumed to achieve First-Rate status at the end of the Spring 1945 turn.

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22.1 U.S. Placement and Initial Deployment U.S. initial deployments are indicated on the scenario cards. In TWGlobal, all U.S. units built from Fall 1939 through Fall 1941 (other than the Bataan and Filipino units), must be built or rebuilt in the U.S. West Coast Box. In TW-Global, U.S. units must choose a Pass or an MLE until the U.S. and Japan are at war. This restriction is lifted if Japan declares war only on Britain and/or the Soviet Union. Once at war with Japan, or once Japan declares war on Britain and/or the Soviet Union, the U.S. player may choose any LE he wants each turn. Although the U.S. has 12 SMPs per turn, they may not all be used on the board. A maximum of 6 of the U.S. SMPs may be applied to Stratmoving U.S. units from the U.S. West Coast Box to a limited number of friendly on-board ports. U.S. units Stratmoving from the U.S. West Coast Box must first be Stratmoved to Pearl Harbor, Dutch Harbor, Tahiti or Pago Pago. The other 6 Stratmoves may be applied to on-board U.S. strategic movement.

22.2 U.S. Exit from the War: Sudden Death Japanese Victory The U.S. does not surrender, but it may retreat into isolationism. In TWP, if Japan controls Dutch Harbor, Midway, Pearl Harbor, Tarawa, Guadalcanal, Port Moresby, Noumea, Fiji, Samoa, Darwin, Rangoon, Chungking, and any one city in India at the end of the same turn, the U.S. seeks a negotiated peace and withdraws from the war (and the game). This counts as an immediate sudden-death Japanese victory. (See Section 27, Victory). The Japanese player may also win a sudden death victory if he controls Palembang, Brunei, Manila, Singapore, Wake, Johnston Island, Midway and Pearl Harbor at the end of any turn in 1942.

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91

22.3 Declaring War If playing the 1939 Campaign Game scenario, the U.S. may not declare war on Japan until the U.S. player rolls a modified 14 or higher on the U.S. Pacific Entry Level (USPEL) Table. The USPEL begins at zero in the Fall 1939 turn. Various game events cause this level to escalate. The U.S. may attempt to declare war on Japan beginning with the Summer, 1941 turn, or sooner if Japan declares war on Britain and/or the Soviet Union. The U.S. entry level, due to various Allied actions, may be negative. Note that Japan may declare war on the U.S. at any time. 22.3.1 Process of Entering the War The U.S. may always enter the war if another Major Power declares war on her first. Otherwise, the U.S. player must roll one die (1d10) and consult the USPEL to determine if he can enter the war. The U.S. may not attempt to enter the war until the Summer 1941 turn, unless Japan has declared war on Britain and/or the Soviet union. If Japan does so, the U.S. may begin rolling to declare war on Japan the turn after Japan DOWs Britain and/or the Soviet Union, and each turn thereafter. Modify the U.S. DOW die roll by the +/- numbers listed on the American Entry Table. If, after the die roll, the USPEL total is 14 or higher, the U.S. may declare war on Japan. If the U.S. player fails to enter the war in the Summer 1941 turn, he may roll again in Fall 1941, the Winter 1941 turn and the Spring 1942 turn; if he fails to enter the war in the Spring 1942 turn, the U.S. will automatically declare war on Japan in the Summer 1942 turn, regardless of the USPEL. 22.3.2 DOW Costs If the U.S. enters the war before Japan attacks the U.S., the U.S. player pays the declaration of war costs listed in Section 6.4.2 (25 NARFs) to declare war on Japan. It costs Japan 25 NARFs to declare war on the U.S. (or any other Major Power). [Designer’s Note: As is well known, Japan did not bother with formally declaring war on the U.S. prior to initiating hostilities, but the NARF cost is assumed to reflect some of the diplomatic and political costs of Japan’s attack on the Western Allies.] 22.3.3 Deploying U.S. Units onto the Board In TW-Global, the U.S. may stratmove units prior to U.S. entry into the war as indicated by the U.S. force pool card. Otherwise, U.S. ground, naval and air units may only Stratmove beginning with the turn the U.S. enters the war. U.S. SW units may not Stratmove into the Bomber War or Submarine War Boxes until the Spring turn after the U.S. and Japan go to war, even if the U.S. declared war on Japan prior to that turn. If the Hawaiian Islands or Alaska are Japanese-controlled, U.S. units may amphibiously invade beach hexes in Hawaii or Alaska directly from the U.S. Box on any turn starting with the Fall 1942 turn. No other amphibious invasions are permitted directly from the U.S. Box.

22.4 U.S. NARF Level 22.4.1 U.S. Starting NARF Level Each scenario’s special rules list the starting U.S. NARF base for that scenario. In the 1939 scenario, the U.S. Entry marker begins at 0; the U.S. begins the Fall 1939 turn with 50 NARFs. The prewar U.S. NARF total is determined by the total of the USPEL (See USPEL Table). In addition, the U.S. NARF base, unlike that of other Major Powers, may not grow while the U.S. is still neutral except

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as indicated by the USPEL. Whenever the U.S. enters the war, any increments in the U.S. NARF Level and Base that have not yet been obtained are realized one increment each turn after Japan DOWs the U.S. and/or Britain. For example, assume Japan DOWs the U.S. in Winter 1941, and that the USPEL at that time is 8. Over and above the U.S, Mobilizations described in Section 22.4.2 (see below), the U. S. would add 18 NARFs to its Level and Base in Spring 1942 (USPEL #9), 20 NARFs added to its Level and Base in Summer 1942 (USPEL #10), 24 NARFs added to its Level and Base in Fall 1942 (USPEL #11) and so on. Players should place Industry markers on the time record track as memory aids. 22.4.2 U.S. Mobilization The U.S. adds 50 NARFs to both its current level and its base the Spring turn after it enters the war; 75 NARFs to its current NARF level and NARF base in the second Spring turn after it enters the war; 100 NARFs to its current NARF level and NARF base the third Spring after it enters the war; and 125 NARFs to its current NARF level and NARF base the fourth Spring after it enters the war. Further, the U.S. receives one free zero-factor Fleet in the U.S. West Coast Box with each of the above annual NARF increments. These increments are separate from, and in addition to, any mobilizations that may occur in the European Theater, if players are playing both European and Pacific theaters. They occur regardless of whether the U.S. entered the war via a DOW on Japan, or Japan attacks the U.S. They are also separate from increases in the U.S. NARF base due to economic growth. [Designer’s Note: In most games, these increases will occur in Spring 1942; Spring 1943; Spring 1944; and Spring 1945.] 22.4.3 U.S. NARF Level and Base, TW-Pacific and TW-Global In TW-Global, the U.S. NARF Level and Base are separate and distinct from the U.S. NARF Level and Base in the European Theater. Thus U.S. Pacific Theater NARFs are not included in the U.S.’s TW-Europe NARF totals.

22.5 Nationalist Chinese Diplomacy 22.5.1 Nationalist Chinese Propaganda in the U.S. On Spring and Fall turns only, immediately after all diplomatic die rolls, Nationalist China may attempt to influence U.S. public opinion. The Nationalist Chinese player may spend 5 NARFs for a Sino-American Diplomacy roll. If the modified result is 3 or less, move the U.S. Entry Level marker 1 space higher on the USPEL. If the result is an unmodified “10,” Nationalist Chinese propaganda efforts in the U.S. have been heavy-handed enough to inflame isolationist sentiment – move the U.S. Entry Level marker 1 space lower. Subtract one from the die roll for each hex in Nationalist China or in Nationalist Chinese Sympathizer provinces captured by Japan between Fall 1939 and a Japanese DOW on the U.S. All other results have no effect. 22.5.2 Flying Tigers In TW-Global, on any turn after the USPEL reaches “7,” the U.S. player may spend 5 NARFs and roll to see if he can loan an air unit to Nationalist China. On a roll of “5” or less, he may loan the Nationalist Chinese the Flying Tigers FTR unit on any turn on or after Winter 1941. This unit may be Stratmoved to any British-controlled on-board port one turn after a successful result. It may be Stratmoved to Nationalist China on the following turn. The Stratmoves in question must be U.S. Stratmoves. If lost, the unit must be rebuilt in China at Nationalist Chinese

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92 expense. In TWP, the Flying Tigers unit is part of Nationalist China’s force pool. As in TW-Global, if lost, the unit must be rebuilt in China at Nationalist Chinese expense. The Flying Tigers unit is always First-Rate. The Flying Tigers unit may be upgraded under Nationalist Chinese Variant #21, 14th Air Force, from a 2-5-3 to a 3-53 FTR at a cost of 12 (Nationalist Chinese) NARFs; note that the Flying Tigers unit has a U.S. color scheme, as the unit was composed of U.S. pilots using U.S. equipment. [Designer’s Note: The Flying Tigers unit represents FDR’s unofficial support for Chiang-Kai-Shek before the U.S. entered the war. Technically, this unit was composed of American mercenaries. The lag time reflects the fact that it took some time to cover the huge distances involved, train the mercenaries and create the necessary infrastructure.]

22.6 Lend Lease While at peace, the U.S. may transfer NARFs to Nationalist China, Britain, and the Soviet Union if the receiving power is at war with Japan. (See Section 14.8.6, Peacetime LendLease from the United States). The construction cost of U.S. air and ground units is doubled on any turn prior to the U.S. entering the war in which the U.S. grants any NARFs to any combatant Major Power. Pre-war LendLease NARF grants are subtracted from the U.S. NARF Level and Base. If any neutral minor country is invaded by Nationalist China, France or Britain, there is an immediate negative diplomatic effect on the U.S. (see Section 16. 2 Universal Diplomatic Modifiers), as well as an immediate reduction in the USPEL. Further, if Nationalist China, France or Britain declares war on any neutral minor country, the U.S. may not send Lend-Lease grants to those countries until the U.S. has entered the war.

22.7 U.S. Pre-War Building Limits 22.7.1 Shipyard, Ground and Air Unit Building Limits Prior to entering the war, the U.S. West Coast Box is assumed to have shipbuilding limitations as the U.S. ramps up for war. The U.S. Box begins with a shipyard capacity of 1, which increases to a maximum pre-war level of 6 shipyards, based on the USPEL. U.S. shipyards may not accelerate construction before the U.S. has entered the war. They may build Fleet, CVE and/or CV units from their Force Pool, but only at the normal pace of 1 factor per shipyard per turn. Events on the USPEL may increase this level. It may also be increased by production once the U.S. enters the war, but in no event may U.S. shipbuilding levels in the Pacific Theater increase by more than 2 levels per year. Until the U.S. has entered the war, it may build only 2 ground or air units per turn.

22.8 U.S. Diplomacy, Espionage, and Variants Prior to Entering the War

The U.S. may not make any rolls on any diplomatic table (other than the USPEL) prior to its entrance into the war against Japan. Prior to entering the war, the U.S. player: a) may roll on the U.S. Variant Table, using a maximum of 1 POP; b) suffers a +1 (unfavorable) DRM on all Variant die rolls; and c) may not apply Espionage chits to Variant die rolls before the U.S. is at war with Japan.

22.9 Japanese Propaganda in the U.S. On Spring and Fall turns in TW-Global (only), immediately after all diplomatic die rolls, Japan may attempt to influence U.S. public opinion. The Japanese player may spend 6 NARFs for a Japanese-American Diplomacy roll. If the modified result is “8” or more, move the U.S. Entry Level marker one space lower on the USPEL Table. If the result is a “1,” Japanese propaganda efforts in the U.S. have been heavy-handed enough to be counterproductive – move the U.S. Entry Level marker 1 space higher. Add +1 to the die roll if Japan has not purchased an LLE, RLE, or an SLE during the Planning and Diplomacy Segment of the current turn. All other results have no effect. Certain events on the map board trigger escalating tensions between the U.S. and the Japanese Empire.

22.10 U.S. Pacific Entry Level If Japan has not declared war on Britain and/or the Dutch East Indies, the U.S. may roll to enter the war beginning with the Summer 1941 turn. If Japan has declared war on Britain and/or the Dutch East Indies, the U.S. may begin rolling to enter the war on the following turn and each turn thereafter. On a modified roll of 14 or more, the U.S. may declare war on Japan. Diplomatic adjustments to the USPEL are as follows: U.S. Pacific Entry Level Events Japan declared war on Nationalist China (situation, Fall, 1939 Campaign Scenario)

Building on U.S. NARF Base The U.S. pre-war economic growth rate is zero. As is the case with pre-war U.S. Lend-Lease grants, all pre-war U.S. building costs are subtracted both from the current U.S. NARF level and the U.S. NARF base.

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0

Japan declares war on France, Britain and/or the Netherlands

+3

Japan declares war on French Indochina

+2

Britain and/or the U.S. declares war on a neutral French Indochina

-4

Britain and/or the U.S. declares war on Thailand

-4

France surrenders to Germany (automatic in TWP - Summer 1940)

+2

The Netherlands has surrendered to Germany (automatic in TWP - Spring 1940)

+1

Japan has placed an LLE chit within the 1937 boundaries of Nationalist China (cumulative: +1 for the 1st, +2 for the 2nd, +3 for the 3rd etc.)

+1

For each Japanese RLE that activates any air or ground unit within the 1937 boundaries of Nationalist China

+2

For each fortification built by Japan in any Japanese-controlled hex

+1

For any LLE Japan places in the Pacific and Indian Ocean Zones

+1

For any RLE Japan places within the Pacific and Indian Ocean Zones

+2

For any SLE Japan purchases prior to Winter 1941

+3

Germany declares war on the Soviet Union

+2

Japan controls any hex in Australia (one-time effect)

+1

Japan controls any hex in Burma or India (one time effect)

+1

Japan controls any hex in Malaya (one time effect)

+2

Successful Nationalist Chinese Propaganda roll (recurring)

22.7.2 Pre-War Growth and Impact of Pre-War

U.S. Variant #1, Isolationists Outmaneuvered (See Section 28, Optional Rules) Japanese-American Diplomacy (see Section 22.9, Japanese Propaganda in the U.S.)

+1 each +1 -1 each

All events triggering increased USPEL are one-time increases, except JapaneseAmerican Diplomacy and Nationalist Chinese propaganda, each of which may be recurring.

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93 U.S. Pacific Entry Level (USPEL) Status

U.S. NARF Base

Allowable Action(s)

0 to 1

Starts at 50

Build Units; no Lend Lease: 0; Shipyard Capacity: 1

2

Add 4 NARFs to U.S. current total and to NARF Base

Build Units; Lend Lease: 2; Shipyard Capacity: 1

3

Add 6 NARFs to U.S. current total and to NARF Base

Build Units; Lend Lease: 3; Shipyard Capacity: 1

4

Add 8 NARFs to U.S. current total and to NARF Base

Build Units; Lend Lease: 4; Shipyard Capacity: 2

5

Add 10 NARFs to U.S. current total and to NARF Base

Build Units; Lend Lease: 5; Shipyard Capacity: 2

6

Add 12 NARFs to U.S. current total and to NARF Base

Build Units; Lend Lease: 6; Shipyard Capacity: 2

7

Add 14 NARFs to U.S. current total and to NARF Base

Build Units; Lend Lease: 7; Shipyard Capacity: 3 May send Flying Tigers to China.

8

Add 16 NARFs to U.S. current total and to NARF Base

Build Units; Lend Lease: 8; Shipyard Capacity: 3

9

Add 18 NARFs to U.S. current total and to NARF Base

Build Units; Lend Lease: 9; Shipyard Capacity: 3

10

Add 20 NARFs to U.S. current total and to NARF Base

Build Units; Lend Lease: 10; Shipyard Capacity: 4

11

Add 24 NARFs to U.S. current total and to NARF Base

Build Units; Lend Lease: 12; Shipyard Capacity: 4

12

Add 28 NARFs to U.S. current total and to NARF Base

Build Units; Lend Lease: 14; Shipyard Capacity: 5

13

Add 32 NARFs to U.S. current total and to NARF Base

Build Units; Lend Lease: 16; Shipyard Capacity: 5

14

Add 40 NARFs to U.S. current total and to NARF Base

Build Units; Lend Lease: 20; Shipyard Capacity: 6

Note: The USPEL may move backwards due to either Allied aggressions or Japanese-American diplomacy. However, all increases to the U.S. NARF Level and Base, increases in Lend-Lease and shipyard capacity are irreversible once obtained. Thus if the USPEL went from “9” to “8,” the U.S. player would not lose the 18 NARFs or the 3-NARF increment in Lend-Lease he obtained when the USPEL went from “8” to “9”.

22.11 U.S. Atomic Bomb Program Unless the timeline is altered by a Variant, the U.S. obtains atomic weapons in the Summer 1945 turn, at a cost of 50 NARFs. The U.S. drops two atomic bombs in Step B of the End Segment of that turn (immediately before the Surrender of Major Powers step). On a 1-9, the bombs are detonated as expected, and the U.S. obtains the atomic bomb modifiers on the Japanese Surrender Table, one for each bomb; on a 10, the atomic bombing missions fail, and the atomic modifiers do not apply. In either case, the Japanese must make a surrender roll. The Japanese will surrender on the Summer 1945 die roll, or they will not. If they do, the game is over. If they do not, the U.S. may make another attempt at atomic bombing in the Fall 1945 turn, dropping two bombs in the same Segment and step, with the same odds of success. If the Fall 1945 atomic missions fail, no further attempts may be made.

23.0 Minor Countries, Colonies, and Occupied Areas

Minor countries are subject to special national limitations, as described below. Unlike Major Powers, minor country units have several restrictions on their operations. Specific national rules may influence where their units may move, whom they can fight and whether they may change sides.

23.1 Conquering Minor Countries and Colonies The general rule for minor countries and colonies is that they are conquered when they lose their capital (or capitals) to an invading Major Power and/or its Satellites. There are some exceptions to this rule: Nationalist Chinese Sympathizer Provinces are only conquered when all of their hexes are occupied by Japanese ground units. When a minor country or colony surrenders, immediately and permanently remove all of its ground, naval and air units (if it has any) from the game.

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An invaded neutral minor country may not receive air and/or naval support from a Major Power in the Operations Segment in which the invasion occurred. The minor country must survive the invasion Operations Segment before it can do so. For example, if Thailand was neutral, a British TAC could not support Thai units if Japan invaded Thailand until the turn after Japan declared war on Thailand.

23.2 The Economic Value of Minor Countries and Colonies When a minor country or colony is conquered, its ground, air and naval units are removed from the game. The conquering Major Power gets the pro-rated value (rounded down) of the conquered minor country or colony (100% if conquered in Spring, 75% if conquered in Summer, 50% in conquered in Fall and 25% if conquered in Winter) on the turn it conquers the minor country or colony. The conquering Major Power gets the full value of the minor country or colony’s NARFs on the Spring turn following conquest. If a Major Power loses control of a minor country or colony to another Major Power, the losing Major Power loses the pro-rated value (as defined above) of the minor country or colony on the turn control passes to another Major Power. The following Spring turn, the losing Major Power

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94 cannot include the now-lost minor country or colony’s NARFs in its Spring NARF income. The British self-governing dominions of Australia and New Zealand are included both in the British Empire’s Level and Base. Colonies are included in their controlling Major Powers’ NARF Levels, not their NARF Bases. The values listed on the table below are the amounts subtracted from the originally controlling Major Powers’ NARF base if the colony is lost, and the amount added to the conqueror’s current NARF level as long as the conqueror controls it. When Japan conquers a European colony, it is simply conquered territory – it is no longer subject to diplomacy after it is conquered. Reconquered colonies are controlled by the Major Power who achieved the reconquest. The economic value of minor countries and other conquests, for Satellite and Associate status, respectively, is determined by the following table: The War: Minor Countries, Colonies, Provinces and Oil Centers Value Table Country, City, or Colony

NARF Value as Conquest or Satellite

Campaign Game Colonial Status (if Subject to Diplomacy)

Australia-New Zealand

20 NARFs

NA

Bhutan

NA

British Satellite

Burma

1 NARF

British Satellite

Canada

NA

NA

Ceylon

NA

British Satellite

Chinese Nationalist Sympathizer Provinces: Tsinghai, Fukien, Hunan-Hupeh, Sinkiang, Sikang, Tibet, Shensi, Kwangsi-Kwantung, Kansu-Ningsia, Suiyen*

6 NARFs each (value = 3 each to Japan)

Nationalist Chinese Sympathizers

China (Communist)

4 NARFs

Minor country Soviet Satellite

Chinese Cities: Shanghai, Peking, Nanking, Chungking

12 NARFs each (value = 6 each to Japan)

NA

Dutch East Indies

10 NARFs

No diplomacy until the Netherlands surrenders; British Satellite thereafter

Formosa

5 NARFs

NA

French Indochina

10 NARFs (from Summer 1941)

French Satellite until France surrenders; neutral minor country thereafter (see Section 23.2.11)

Hong Kong

1 NARF

British Satellite

India

10 NARFs

British Satellite

Korea

5 NARFs

Japanese Satellite

Macau

0 NARFs

Treat as part of Hong Kong

Malaya

3 NARFs

British Satellite

Manchukuo

10 NARFs

Japanese Satellite

Mongolia

0 NARFs

Soviet Satellite

Nepal

0 NARFs

British Satellite

Philippines

10 NARFs

U.S. Satellite

Sarawak

1 NARF

British Satellite

Singapore

1 NARF

British Satellite

Soviet City: Vladivostok

4 NARFs

NA

Soviet City: Irkutsk

2 NARFs

NA

Thailand

5 NARFs

Japanese Sympathizer

Timor

0 NARFs

British Satellite

Oil Centers [Palembang (3); Brunei (2); and Burma (1)]

5 NARFs/oil factor for Japan only

NA

*Hopei-Shantung, Anwhei and Checkiang are Japanese-occupied conquered minor countries at start of 1939-1945 and 1941-1945 scenarios.

23.2.1 Australia and New Zealand Australia and New Zealand are self-governing Dominions but are considered integral parts of the British Empire in TWP. Their NARFs are therefore included in the British NARF Level and Base. Australia-New Zealand is worth 20 NARFs in TWP. Like the rest of the British Empire, Australia-New Zealand is at peace with Japan at the start of the 1939-1945 and 1941-1945 scenarios. In TWP and TW-Global, Australian/New Zealander (ANZAC) units must be built in Australia. After Japan and the British Empire are at war, Australian units are in full supply if they can trace a line of supply to any Australian port, and thence off the eastern edge of the map (to the U.S.) or the west edge of it (to the South Africa Box and thence to London). Australia-New Zealand is considered conquered if Japanese ground combat units occupy both Canberra and Auckland. Australia-New Zealand cannot be named as diplomatic targets. If Australia-New Zealand is conquered all Australian units are immediately and permanently eliminated. All other Allied units in Australia at that time must be Stratmoved to any other friendly Allied country or colony by the end of the following turn, or they are also permanently eliminated.

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95 23.2.2 Bhutan Bhutan is a British Satellite worth zero NARFs. It is not subject to diplomatic influence.

23.2.3 Burma Burma begins the 1939-1945 TW-Global and the 1942 TWP scenarios as a British Satellite. Burma is worth 1 NARF, over and above the value of its oil center [the oil center is worth 1 oil factor, and thus has a NARF value of 5 to Japan (only)]. Burma is subject to diplomatic influence. 23.2.4 Canada The Canada Box contains a shipyard, which may be used to repair British naval units in TW-Pacific. Otherwise, Canada’s military and economic value are full reflected in TWE and/or TW-Global. In TW-Pacific, Canada has no units and no NARFs. It is not subject to diplomatic influence. Japanese units may not enter the Canada Box. Canada cannot be conquered. 23.2.5 Ceylon Ceylon begins both the 1939 TW-Global War Campaign and the 1941 TWP scenarios as a British Satellite worth zero NARFs. It is subject to diplomatic influence. 23.2.6 Chinese Nationalist Sympathizer Provinces

(CNSPs)

The Chinese provinces of Kansu-Ningsia, Tsinghai, Suiyen, Sinkiang, Sikang, Tibet, Fukien, Hunan-Hopeh, Shensi, and Kwangsi-Kwantung are only nominally controlled by the Nationalist Chinese central government. Accordingly, CNSPs are not treated as an integral part of Nationalist China. Instead, they begin both the 1939 and 1941 scenarios as Nationalist Chinese Sympathizer minor countries. CNSPs’ NARF values do not accrue to the Nationalist NARF Level until and unless they become Nationalist Chinese Satellites. They may also be influenced by U.S., Japanese or Soviet diplomacy. CNSP units may only be built or rebuilt using their own NARFs; such units may not be built in Japanese-occupied hexes or in Japanese ZOCs. Nationalist China may not declare war on CNSPs, although Japan may do so. CNSPs are worth 6 NARFs each to Nationalist China (3 NARFs each to Japan). A CNSP is not considered conquered unless all of its hexes are controlled by the conquering Major Power. Once a CNSP is conquered, its units may no longer be repaired or rebuilt – they are permanently eliminated. In both 1939-1945 and 1941-1945 Campaign Game scenarios, the Nationalist Chinese provinces of Hopeh-Shantung, Anwhei-Kansu, and Checkiang are Japanesecontrolled at the outset of the scenario – they are Japanese conquests, and thus may not be influenced by diplomacy. Like other Chinese provinces, they are worth 6 NARFs each to Nationalist China (3 NARFs each to Japan). In the 1937 scenario, these three provinces are treated as minor country Satellites of Nationalist China. Each CNSP has one or more ground units, which are treated the same as any other Sympathizer minor country units (See Section 16.3.2, Sympathizer). CNSP units are always Fourth-Rate and cannot be upgraded; this restriction applies even if a Chinese Nationalist province becomes an Associate or a Satellite of a Major Power.

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23.2.7 Colonies The map board contains several colonial possessions of the Major Powers: Mongolia (Soviet Union); Manchukuo, Korea, Formosa (Japan); the Philippines (U.S.); Hong Kong, Sarawak-Brunei, Singapore, Malaya, India, Burma, Australia-New Zealand, and India (Britain); French Indochina (France); and Macau and Timor (Portugal). In addition, Britain, France and Japan control various Pacific island colonies (see below). Not all colonies may be influenced by diplomacy.

23.2.8 Communist China Communist China is a Soviet Satellite in all TWP and TW-Global scenarios. Communist China is worth 4 NARFs and cannot be conquered; if Yenan in Japanese-controlled, Communist Chinese units remain on the board. Communist China may build Partisans in any hex within Japanese-occupied China. Chinese regular army units must be built in Communist China. The Soviet Union may not grant NARFs to Communist China. Until the Soviet Union is at war with Japan, the Soviet player may only purchase LLEs (using Communist Chinese NARFs) for use by Communist China against Japan, provided either: a) the Soviet Union and Japan are at war; or b) the Soviet Union has obtained Soviet Variant #5, which permits a one-turn activation of Chinese Communist units. Communist China may be influenced by diplomacy. Communist Chinese NARFs may only be used to purchase Communist Chinese Les and to build/rebuild Communist Chinese units.

23.2.9 The Dutch East Indies The Dutch East Indies (DEI) is a colony of the Netherlands at the beginning of the 1939 TW-Global scenario. If the Netherlands becomes a French, German or British Satellite in that scenario, the DEI’s 10 NARFs accrue to whichever European Major Power has used diplomatic means to acquire control of the Netherlands. After the Netherlands is conquered by Germany, the DEI automatically becomes a British Satellite. In the unlikely case that Britain-France declare war on the Netherlands, the DEI immediately becomes a neutral minor country. The DEI is worth 10 NARFs over and above the value of its oil center at Palembang (3 oil factors). Palembang thus has a NARF value of 15 to Japan (only).The DEI is considered captured whenever a Major Power controls Batavia, Balikpapan and Palembang. Any Japanese DOW on the DEI is considered to be equivalent to an attack on the British Empire, even if the colony is still controlled by the Netherlands – the DEI is considered a British Satellite from the moment of the DOW. DEI units are in supply if they can trace a supply line to the U.S. (off the eastern edge of the map board) or to Britain (off the Western edge of it). The DEI is not subject to diplomacy until the after the Netherlands has surrendered; after that, the DEI becomes a British Satellite subject to diplomacy. For supply purposes, Batavia, Balikpapan, and Palembang are all considered colonial capitals (See Section 12.2.3).

23.2.10 Formosa Formosa begins both the 1939 and 1941 Campaign Games as a Japanese colony worth 5 NARFs. Formosa is considered conquered whenever a Major Power has at least one ground combat unit in Taipei. Formosa is not subject to diplomacy.

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96 23.2.11 French Indochina French Indochina begins the 1939 TW-Global scenario as a Satellite of France worth zero NARFs. Its capital is HanoiHaiphong. When France surrenders, French Indochina is treated as a neutral minor country worth 10 NARFs. Unless Vichy Indochina has become a Japanese Associate or Satellite, Japan may not occupy any other hexes in Vichy Indochina without a DOW. French Indochina begins the TW-Pacific 1941-1945 scenario as a conquered minor country worth 10 NARFs. The USPEL increases by +2 if and when Japan declares war on French Indochina. However, note that the USPEL does not increase if Japan obtains control of French Indochina via diplomacy. French units in Indochina are permanently removed if and when when Japan conquers French Indochina. French Indochina’s two ¼-3 INF units begin the 1939-1945 Global war scenario as British units; they are replaced by orange-background ¼-3 Vichy units whenever France is created. [Designer’s Note: Technically French Indochina became a Vichy French colony after France surrendered. However, as a practical matter, French Indochina was essentially left to fend for itself.]

23.2.12 Hong Kong Hong Kong begins the 1939 and 1941 Campaign Games as a Satellite of the British Empire, worth 1 NARF. Hong Kong may be influenced by Diplomacy.

23.2.16 Manchukuo (aka Manchuria) Manchuria begins all scenarios as a Japanese Satellite worth 10 NARFs. Manchurian NARFs may be used by Japan in any manner the Japanese player sees fit to use them. Manchurian Puppet units must be built in Manchuria. Manchuria is considered conquered whenever Mukden and Harbin have been occupied by another Major Power’s ground combat units. Manchuria may be influenced by diplomacy.

23.2.17 Mongolia Mongolia begins the 1939 TW-Global and 1941 TW-Pacific scenarios as a Soviet Satellite worth zero NARFs. Communist Chinese units may enter and leave Mongolia at will, provided Mongolia is a Soviet Satellite or Associate. Mongolia may be influenced by diplomacy. Mongolian units may be repaired at Soviet expense, but may not be replaced if eliminated.

23.2.18 Nepal Nepal is a British minor country Satellite at the start of both the 1939 TW-Global and the 1941 TWP scenarios. It has zero NARF value. It is not subject to diplomatic influence.

23.2.19 Pacific and Indian Ocean Island Colonies Japan, Britain and France each control several small island groups in the Pacific and Indian Ocean Zone. None of these island groups have any NARF value. As soon as the U.S. and Japan are at war, all British and French Pacific and Indian Ocean island-group colonies revert to American control unless they are already controlled by Japan.

23.2.13 India India is considered to be part of the British Empire in TW. Accordingly, its 10 NARFs are considered part of the British Empire’s NARF Level and Base. Indian ground units must be built in India. India is considered conquered by Japan if Japan has a ground combat unit in Calcutta, Madras, and Delhi. India may also be destabilized diplomatically (see Section 16). India begins the 1939 TW-Global and 1941 TWP scenarios as a British Satellite. If India is conquered or becomes a Japanese Sympathizer, Associate or Satellite, all British Indian are immediately and permanently eliminated. All other Allied units in India at that time must be Stratmoved to any other friendly Allied country or colony by the end of the following turn, or they are also permanently eliminated.

23.2.14 Korea Korea begins both the 1939 and 1941 Campaign Games as a Japanese Satellite worth 5 NARFs. Korea is considered conquered whenever a Major Power has at least one ground combat unit in Seoul. Korea is subject to diplomatic influence.

23.2.15 Malaya Malaya is a British Satellite at the beginning of the 1939 and 1941 scenarios. Malaya is worth 3 NARFs. Malaya is subject to diplomatic influence.

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23.2.20 Papua and New Guinea Papua and New Guinea (“PNG”) is a British colony, encompassing the eastern, British half of the island of New Guinea. PNG is worth zero NARFs. Its capital is Port Moresby. It is not subject to diplomatic influence.

23.2.21 the Philippines The Philippines begins both the 1939 and 1941 Campaign games as a U.S. Satellite worth 10 NARFs. The Philippines is considered conquered whenever a Major Power occupies Manila with at least one ground combat unit. The Philippines may be influenced by diplomacy.

23.2.22 Portuguese Macau and Timor In TWP, Portuguese Macau and Timor are colonial possessions of Portugal, a neutral minor country. Japan may occupy either or both colonies without any DOW. In both TWP and TW-Global, Macau is treated as if it is simply part of Hong Kong. Neither Macau nor Timor has any NARF value, nor are they subject to diplomatic influence. In TWP, Portuguese Timor becomes a British Satellite from the moment Japan declares war on Britain and/or the U.S. Timor begins the TWP 1941 scenario with a joint Allied-controlled Australian-PortugueseDutch unit, which is treated as an Australian unit. In TW-Global, if Portugal is conquered or becomes a Sympathizer, Associate, or Satellite of any Major Power, Timor is treated as a neutral minor country.

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97 23.2.23 Sarawak Brunei begins the 1939 and 1941 Campaign Games as a nominally independent Sultanate; Sarawak begins both scenarios as a nominally independent Kingdom. Both are British protectorates and thus are considered British Satellites, and are treated as a single entity. Sarawak is considered conquered when Kuching is controlled by a Major Power’s ground combat unit. Sarawak is worth 1 NARF, exclusive of the NARF value of Brunei. Brunei is an oil center, worth 2 oil points, and is thus worth 10 NARFs to Japan (only). Brunei is also a double-port for naval basing purposes. Sarawak may be named as a diplomatic target.

23.2.24 Siam (Thailand) Siam (Thailand) begins the 1941 TWP Campaign Game as a Japanese Satellite minor country, worth 5 NARFs. Siam may be influenced by diplomacy prior to Japan going to war with the British Empire and/or the U.S. Thailand begins the 1939 TWGlobal Campaign Game as a Japanese Sympathizer. Thailand may be influenced by diplomacy.

23.2.25 Singapore Singapore begins the 1939 and 1941 Campaign games as a British Satellite worth 1 NARF. Singapore begins all scenarios as a fortress, but its fortress defensive benefits apply only when defending against amphibious assaults. Otherwise, Singapore is simply a city/beach hex. Singapore may be influenced by diplomacy. The Japanese player receives one ½-3 Indian National Army (INA) INF and one Transport Fleet during the Build Segment of the turn Japan conquers Singapore. These units appear in Singapore. They are received at zero NARF cost, but must be rebuilt (in Singapore) at normal cost if eliminated. Britain permanently loses one Transport Fleet when Japan conquers Singapore.

23.2.26 South Africa South Africa is an off-map part of the British Empire, worth zero NARFs in TWP (12 NARFs in TW-Global). Japanese units may not enter the South Africa Box. In TW Global, Britain may send units from Britain to India and/or Australia via Stratmoves to the South Africa Box (which takes one turn), and then on to India or Australia (which takes a second turn). In TWP, British units appear in the South Africa Box, and may be Stratmoved to India or Australia one turn after construction. South Africa is not subject to diplomatic influence in TW-Pacific (it may be influenced by diplomacy in TW-Global). In TW-Global, South Africa may become an Axis Sympathizer, Associate or Satellite. If so, British units initially appear in the Panama Canal Box, and must then be Stratmoved to Australia.

24.0 Oil

Oil was a critical bottleneck during the Second World War, especially for Japan. TWP assumes the U.S. will impose an oil embargo on Japan in response to Japanese aggression in Asia.

24.1 Oil and Oil Factors Japanese SMPs and Japanese movement of its air, naval and ground assets, depend upon access to oil, measured by the number of Japanese oil factors. Japan must consider its oil factors beginning two turns after the U.S. declares an oil embargo, or Winter 1941, whichever comes first. Burma (hex 1116) is worth 1 oil factor, Brunei, 2 oil factors, and Palembang 3 oil factors to Japan (only). Japan receives the oil factors located in these areas for these areas only if they are neutral or occupied by one or more Japanese ground combat units. The Japanese home island of Honshu is assumed to be worth 2 oil factors until the turn after Japan DOW’s the U.S. and/or Britain, 1 thereafter. Foreign oil centers are worth 5 NARFs per oil factor to Japan (only). Therefore an oil center like Brunei, with two oil factors, has a NARF value of 10. The Honshu oil center’s NARF value is zero – it is simply part of Japan’s NARF Base. [Designer’s Note: It might seem odd to attribute value to TWP’s oil centers only to Japan (assuming Japan controls them). However, that’s not really the case. The U.S. is assumed to have virtually unlimited oil resources, and thus the U.S. armed forces have no particular need for oil from the DEI. Britain is assumed to obtain most of its oil from the Middle East, its one oil factor in Burma notwithstanding. In a TW-Global Campaign Game, the effects of losing access to Middle Eastern oil are already built into the rules for TWE.] If Palembang is under control of a hostile power (or is Japanesecontolled but cannot trace a line of supply to Tokyo), Japanese SMPs are reduced by 3. If Brunei is under control of a hostile power (or is Japanese-contolled but cannot trace a line of supply to Tokyo), Japanese SMPs are reduced by 2. If Burma is under control of a hostile power (or is Japanese-contolled but cannot trace a line of supply to Tokyo), Japanese SMPs are reduced by 1. Oil centers may not be permanently destroyed. Beginning in the Fall 1944 turn, U.S. Subs that achieve an asterisked result (“*”) cause an oil hit (neutralizing 1 oil factor). Each oil hit reduces Japan’s oil factors by 1 from the time it is inflicted until the next Spring or Fall Strategic warfare turn. U.S. Subs that achieve a double-asterisked result (“**”) cause a double oil hit (neutralizing 2 oil factors). A double oil hit would reduce Japan’s oil factors by 2 during the next Japanese player turn. U.S. Subs that achieve a triple asterisked result (***) cause a triple oil hit (neutralizing 3 oil factors). (See Sections 5.1.2.1, Convoy Ambushes, 5.1.2.2, Convoy Massacres and 5.1.2.3, Tanker Massacres). Beginning two turns after the U.S. declares an oil embargo, or the Summer 1942 turn (whichever comes first), if Japan controls fewer than 7 oil factors, the Japanese player must roll one die. The result indicates how many unDepleted naval, air and/or ARM/ MECH units that may not move during the Japanese player’s next

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98 turn; CVs and NACs may be used to satisfy the requirements of this paragraph; Kamikazes may not. A CV and its NAC count as one unit for purposes of computing the number of Japanese units immobilized under this paragraph. “Not moving” for purposes of this rule means that air units must stay on the ground and fly no missions, not even staging; naval units must remain in port and perform no missions, not even changing base; and ARM/ MECH units may not use rail movement, their regular printed movement, or SMPs. Add +1 to the die roll for each oil factor fewer than 7 controlled by Japan. If Japan has no unDepleted Fleet, TAC, NAC, ASW, FTR, MDM, INT, or ARM/MECH units available, Depleted units must be chosen. Movement restrictions apply in both First and Second Impulse. Air units suffering from oil effects may not be converted to Kamikazes – Kamikazes are not subject to oil effects. “Control” of an oil center for purposes of this paragraph means both that a Japanese ground combat unit occupies the oil center hex and that the oil center can trace a line of supply to Tokyo. In addition to the above movement restrictions, Japan must subtract 5 NARFs from its NARF Level for each oil factor below its 7-factor minimum, beginning Spring 1942. The reduction in NARF Level occurs whether or not Japan is at war with the U.S. One exception to the above restrictions is the port/oil center at Brunei. Japanese naval units (including CVs and their NACs) may operate normally provided they are based in Brunei, even if Brunei may cannot trace a supply line to Tokyo.

24.2 Japan and the U.S. Oil Embargo On the turn Japan declares war on French Indochina (or the Summer 1941 turn, whichever comes first), the U.S. declares an oil embargo. Oil embargo effects commence during the Planning and Diplomacy segment two turns after the U.S. declares the embargo. In addition to the oil effects noted in Section 24.1 above, Japan loses 15 NARFs from its NARF Level and Base each turn the embargo is in effect. The effects are cumulative – 15 NARFs the first turn the embargo is in effect, 30 the second turn, etc. The embargo may remain in effect for any number of turns, although Japan’s NARF base may not be reduced below 25 regardless of how long the embargo is in effect. The effects of the embargo are negated if Japan controls Palembang and Brunei. (See also Section 14.1.5, Effects of Oil Embargo on Japanese NARFs).

25.0 Partisans

25.1 Atrocities and Partisan Creation Japanese atrocities can trigger the creation of pro-Allied partisans. Asian nationalist agitation (using Variants) may create pro-Japanese partisans. Partisans are not created when a minor country or colony becomes a Sympathizer, Associate, or Satellite via Diplomacy.

25.1.1 Japanese Atrocities Whenever Japan conquers a European colony or minor country capable of producing partisans, it must roll one die to see how many major atrocities Japanese forces committed in the process of conquest and occupation. The Japanese must also roll for atrocities in China (both Nationalist and Communist) and Soviet Siberia. The following countries and colonies capable of producing partisans in response to one or more Japanese atrocities: Nationalist China, Communist China, the Soviet Union, the Philippines, Burma, French Indochina, and the Dutch East Indies. Japan may produce Partisans (provided they have achieved the necessary Variant and/or diplomatic results) in India and the Dutch East Indies. In TW-Global, on the first Spring turn after conquest (or the first Spring turn after the U.S. and Japan are at war, whichever comes first), the Allied player rolls one die on the appropriate column on the Atrocity and Partisan Creation Table (APCT). Britain rolls for India and Burma; the U.S. player rolls for Nationalist China and the Philippines; and the Soviet Union rolls for Communist China and French Indochina. Since Japan has already invaded China before any of the game’s scenario begin (1937), the Allied player rolls for Nationalist and Communist Chinese Partisans in Spring 1940 (in TW: Global) or Spring 1942 (in TW: Pacific). Assume Japan has already committed the maximum number of atrocities in both Nationalist and Communist China prior to the start of the game. Note that partisan recruitment efforts may be less effective than the blandishments (or threats) by the occupiers. Thus it’s possible for the Japanese to recruit one or two collaborationist Puppet Troops from an occupied country. Partisans may be added to the Force Pool at a rate of two per country per turn. Partisans may always be rebuilt if lost. Players should use the Atrocities markers to help them remember how many Atrocities occurred at conquest, and thus the correct column to roll on in the following Spring turn. If the Allied player forgets to roll for Partisan creation, the roll can be made on subsequent turns (Summer, Fall or Winter turns); he need not wait until the following Spring to roll for Partisan creation. In a multi-player game, the Soviet player rolls for Chinese Communist and French Indochinese partisan creation. The Western Allied player rolls for Nationalist China, Burma, and the Philippines. The Japanese player may obtain partisans in India and the DEI only via successful Variant rolls or via Diplomacy. The total number of partisans available to each player is limited by the counter mix.

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99 Partisan Asia Country

Major Power Sponsor

Modifiers to Partisan Creation Roll

Burma

Britain

+1

Communist China

Soviet Union

-1

Nationalist China

U.S.

-3

Dutch East Indies

Japan; Britain

NA (Variants)

French Indochina

Soviet Union

-1

India

Japan

NA (Variant)

Korea

Soviet Union

NA (Variant)

The Philippines

U.S.

-2

Soviet Union

Soviet Union

-3

After determining the number of atrocities Japan committed, the Major Power Sponsor rolls on the APCT and modifies the die roll by the modifiers listed above. The result indicates how many Partisans or Puppet Troops may be created in the occupied country or colony. Note that in all three campaign scenarios (1939-1945 TW-Global, 1941-1945 TW-Pacific and 1942-1943 Turning Point), Japan is assumed to have committed the maximum number of atrocities in Nationalist China and Communist China. Atrocity and Partisan Creation Table Die Roll

Number of Atrocities 0

1-2

3-7

8-9

10

1

1 Partisan

2 Partisans

3 Partisans

3 Partisans

3 Partisans

2

0 Partisans

2 Partisans

2 Partisans

3 Partisans

3 Partisans

3

0 Partisans

2 Partisans

2 Partisans

3 Partisans

3 Partisans

4

0 Partisans

2 Partisans

2 Partisans

2 Partisans

3 Partisans

5

0 Partisans

2 Partisans

2 Partisans

2 Partisans

2 Partisans

6

0 Partisans

1 Partisan

1 Partisan

2 Partisans

2 Partisans

7

0 Partisans

1 Partisan

1 Partisans

2 Partisans

2 Partisans

8

0 Partisans#

1 Partisan

1 Partisan

1 Partisan

2 Partisans

9

0 Partisans#

1 Partisan#

1 Partisan

1 Partisan

1 Partisan

10

0 Partisans##

0 Partisans##

1 Partisan#

1 Partisan#

1 Partisan#

Partisans may not leave their home country. Chinese Puppet Troops may be built in any Japanese-controlled hex within the 1937 boundaries of China. They may be built adjacent to enemy units, but not in an enemy ZOC. Indian National Army Puppet Troops are initially placed in Singapore. Unlike partisans, Puppet Troops may leave their home countries. They become a permanent part of the Japanese Force Pool. Neither Nationalist nor Communist Chinese Partisans may be built in Manchukuo – both must be built within the 1937 boundaries of Nationalist China. Various political events may also give the Japanese partisan units in such countries as India and/or the DEI. The Japanese player also obtains Indonesian partisans in the DEI if the Japanese achieve Event #18 on the Japanese Variants Table. (See Section 28.1, Japanese Variants). Partisans begin to inflict damage on the PCRT (see below) starting the turn after their construction.

25.3 Partisans in Combat All Partisan units are Fourth-Rate units, regardless of the army nationality level of their sponsoring Major Power. Partisans may never be upgraded. Puppet Troops have the same army nationality level as their sponsoring Major Power. The British Chindit unit may be used to influence Western Allied rolls on the PCRT. Partisans may retreat immediately prior to a ground attack by the Occupying Power, provided the Occupying Power has chosen an SLE. The retreat is announced after the Occupying Power has indicated an attack on a Partisan unit, but before the die is rolled. The Partisan unit may then retreat one or two hexes, which may be within enemy ZOCs. Partisans may not retreat out of their home country; all hexes within the 1937 boundaries of Nationalist China are “home country” for purposes of this section.

25.4 Partisan Effects

#=1 Puppet Troops unit formed; ## 2 Puppet Troops units formed.

25.2 Partisans and Puppet Troops In general, partisans must be built (total cost=1 NARF per factor) by the controlling Major Power in any Japanese-controlled (for Allied partisans) or Allied-controlled (for Japanese partisans) hex in the partisan’s home country or colony. Partisan units are constructed in the same step of the Build Segment as all other ground units. Partisans may be built in any enemy-controlled hex in their home country, provided the hex is not occupied by an enemy ground combat unit. CNSPs are considered “home country” both for Communist and Nationalist Partisan placement.

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Enemy partisans may move, attack, and be attacked like any other unit during the phasing player’s Operations Segment. However, note that that Partisans are always in supply. They may not leave their home country (if forced to retreat out of their home country they are eliminated.) At the end of the Strategic and Partisan Warfare Segment, each Alliance System rolls for Partisan effects on the Partisan Combat Results Table. This special roll does not require the expenditure of any SLEs, RLEs, or LLEs by the partisans or their controlling Major Power. The die roll may be influenced by Espionage or CounterEspionage chits or by Espionage and Counter-Espionage cards (See Optional Rules, Section 29.6 Espionage and Counter-Espionage cards). The partisan roll may also be conducted even during a Pass, when no other combat is permitted. Each of the three Major Power Alliance Systems (Western Allied + Nationalist China, Soviet+ Communist Chinese and Japanese) separately counts up the total number of partisans it has on the board in all countries, and refers to the PCRT below to assess damage inflicted on each occupying power.

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100 TW-Pacific Partisan Combat Results Table (PCRT)

26.0 Weather

Number of Partisans

Die Roll

1-2

3

4

5

6

7

8

9

>9

-1

4@

5@

6@

7@

8@

8@

9@

10@

10@

0

3

4@

5@

6@

7@

8@

8@

9@

10@

1

2

3

4@

6@

7@

7@

8@

9@

9@

2

2

3

4

5@

6@

7@

8@

9@

9@

3

1

3

4

5

6@

7@

8@

9@

9@

4

1

2

3

5

6

6@

7@

9@

9@

5

1

2

3

4

5

6

7@

8@

8@

6

1

1

3

4

5

6

7

8@

8@

7

1

1

2

4

5

5

6

8

8@

8

1

1

2

3

4

5

6

7

8

9

0

1

2

3

4

4

6

7

7

10

0*

0*

1*

2*

3*

4*

5*

6*

7*

11

0*

0*

0*

1*

2*

3*

4*

5*

6*

12

0*

0*

0*

0*

1*

2*

3**

4**

5**

Partisans are considered to be the attackers. # = number of NARFs lost by occupying Major Power. *= 1 partisan unit and a Chindit/CDO (if used to influence the PCRT die roll) eliminated. **=2 partisan units and a Chindit/CDO (if used to influence the PCRT die roll) eliminated. @ - The occupying Major Power loses one Stratmove and one railmove Modifiers: • For Allied rolls on the PCRT: +2 for a Japanese Espionage chit; -2 for an Allied Counter-Espionage chit; an Espionage chit is cancelled by a Counter-Espionage chit; (Espionage and Counter-Espionage chits may only be used on Spring and/or Fall turns); • For Japanese rolls on the PCRT: -2 for a Japanese Espionage chit; +2 for an Allied Counter-Espionage chit; an Espionage chit is cancelled by a Counter-Espionage chit; (Espionage and Counter-Espionage chits may only be used on Spring and/or Fall turns); • +/- # If players elect to use the optional Espionage and Counter-Espionage Cards (See Section 29.6, Espionage and Counter-Espionage Cards), the cards may be used instead of (not in addition to) Espionage and Counter-Espionage chits to influence the die roll on the PCRT; the occupying power uses the Espionage deck; the partisans use the CounterEspionage deck. • (Allied Partisan rolls only) -2 if British player has committed a Chindit unit or the U.S. player has committed a CDO to partisan warfare this turn. • (Allied Partisan rolls only) -1 in 1942; -2 in 1943; -3 in 1944; -4 in 1945.

Once conventional - e.g., non-partisan - ground units have liberated (or conquered, depending on your point of view) a minor country, the minor country partisan units become conventional units controlled by the liberating Major Power. From that point, they no longer have any effect on the PCRT. In the case of Major Power partisans (such as the Soviet Union), partisan units cease to have any effect on the PCRT once they are behind friendly lines. In the DEI and India (after Japan has conquered them), Japanese partisans may be exchanged one for one for collaborationist Puppet Troops.

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26.1 Weather on the Siberian Front 26.1.1 Siberian Winter Each winter beginning with the Winter 1939 turn, there is one Siberian Front Winter die roll, conducted during the Weather Determination Segment of each Winter turn. The Allied and Japanese players each roll one die for Siberian Front Winter effects. Subtract the Allied die roll from the Japanese die roll to obtain the weather result, and consult the Siberian Front Winter Table (facing page) to see what effect the Siberian winter may have on Allied and Japanese operations: The owning player decides which of his units to Deplete; however, the first units to be Depleted must be those units adjacent to enemy ground units. Only if it is impossible to satisfy the results of the weather die roll can rear-area units be Depleted. If there aren’t enough units in the Siberian Weather Zone to meet the Depletions required by the weather table, a player must fulfill as many as possible. Results of the Siberian to the affected areas: Soviet Siberia (including the Kamchatka Peninsula), Manchuria, Mongolia, Korea, the Kuriles, and Alaska (including the Aleutians).

26.2 India-Southeast Asian Front Monsoon Torrential rains known as monsoons affected both sides’ operations in Southeast Asia. Monsoons affect India, Burma, Thailand, French Indochina, Malaya, Singapore, Timor and the Dutch East Indies. Areas impacted by monsoons are indicated on the map with drab text.

26.2.1 India-Southeast Asian Front Spring Weather On each Spring turn, the Allied and Japanese players each rolls one die for ISEA Front Spring Weather effects. Subtract the Allied die roll from the Japanese die roll to obtain the weather result, and consult the India-Southeast Front Spring Weather Table (facing page) to see what effect the ISEA Spring weather may have on Allied and Japanese operations. There is only one Allied roll and one Japanese roll for ISEA Front Spring Weather. Weather conditions apply to both sides’ units equally:

26.2.2 India-Southeast Asian (ISEA) Front Summer Weather On each Summer turn, the Allied and Japanese players each roll one die for ISEA Front Spring Weather effects. Subtract the Allied die roll from the Japanese die roll to obtain the weather result, and consult the ISEA Front Spring Weather Table (facing page) to see what effect the monsoon season may have on Allied and Japanese operations. There is only one Allied roll and one Japanese roll for ISEA Front Summer Weather. Weather conditions apply to both Allied and Japanese units equally:

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101 +9 Hard Freeze

+4 to +6 Siberian Winter

Die Roll

Siberian Front Winter Weather

+7 to +8 Snow and Sleet

-3 to +3 Harsh Siberian Winter

Japan: No Naval Movement, Amphibious landings. Naval units at ports in affected hexes must stay in port. Rivers in affected areas are frozen and treated like clear terrain. Allies: No effect Japan: All Hard Freeze movement and terrain effects apply. In addition, the movement allowance of ARM and MECH units which start their turn in affected hexes is reduced by one. This restrictions apply to both First and Second Impulse Movement. All AV attacks are prohibited. Immediately all air units’ range is halved (round down). In addition, airborne drops are prohibited. Allies: No effect Japan: All Hard Freeze and Snow and Sleet movement and terrain effects apply. Air units flying OAS or DAS may not move combat odds more than one column to the right or left, respectively. Air range is reduced to 1 hex. No fortifications or fortresses may be built. Allies: No effect Japan: All terrain and movement effects of Hard Freeze, Snow and Sleet, and Siberian Winter apply. The movement allowance of ARM and MECH units which start their turn in affected hexes is reduced by 2, and that of all other ground units that start their activation in affected hexes is reduced by one (even if they move out of affected hexes). These restrictions apply to both First and Second Impulse Movement. Only 3 Japanese units may be Stratmoved or railmoved within the Siberian Weather Zone. All air operations, including staging and Stratmoving, are prohibited. Allies: Allied ARM and MECH movement allowance is reduced by 1MP

-5 to -4 Severe Siberian Winter -7 to -6 Extreme Siberian Winter

-9 to -8 Arctic Conditions

Japan: All terrain and movement effects of Hard Freeze, Snow and Sleet, Siberian Winter and Harsh Siberian Winter apply. In addition, all ZOCs are cancelled. Only 2 Japanese units may be Stratmoved or railmoved within the Siberian Weather Zone. Allies: Air range for all Allied air units is reduced by 1. Japan: All terrain and movement effects of Hard Freeze, Snow and Sleet, Siberian Winter, Harsh Siberian Winter and Severe Siberian Winter apply. All air units are grounded. There is no second impulse ground unit movement. Only 1 Japanese unit may be Stratmoved into, out of or within the Siberian Weather Zone. Allies: All effects for Allies under Harsh Siberian Winter and Severe Siberian Winter apply; Allied ARM and MECH unit movement is reduced by 2 MPs. INF and CAV movement allowance is reduced by 1 MP. Air unit range is halved (round down) for all Allied air units. In addition, air units may not shift combat odds more than one column. Japan: All terrain and movement effects of Hard Freeze, Snow and Sleet, Siberian Winter, Harsh Siberian Winter, Severe Siberian Winter and Extreme Siberian Winter apply. Immediately Deplete one INF unit due to frostbite, exposure and equipment malfunction due to extreme cold. All railmoves and Stratmoves prohibited. Allies: All effects for Allies under Harsh Siberian Winter, Severe Siberian Winter and Extreme Siberian Winter apply. Further, Allied ARM and MECH movement allowance is reduced by an additional 2 MPs (for a total of 3). Air range for all air units is reduced to one hex.

Die Roll

+5 to +9 Clear and Mild

Die Roll

ISEA Front Summer Weather

ISEA Front Spring Weather

Note: Most of the “Allied” units in the Siberian Weather Front will almost always be Soviets, who are assumed to be well-prepared for Siberian Winter conditions.

Clear: All units operate normally on the ISEA Front.

+2 to +4 Light Rains

ARM and MECH units lose 2 MPs and all non-ARM/MECH units lose 1 MP on the ISEA Front. This restriction applies to both Impulses.

-8 to +1 Heavy Rains

All Light Rains effects apply. In addition, ARM, MECH and CAV may not perform Second Impulse Movement or Second Impulse Combat this turn in all ISEA Front hexes. Air unit range is halved (round down). Air units may not stage into, or out of, affected areas. Parachute drops are prohibited. Each Stratmove into, out of or through the ISEA Front counts as 2 Stratmoves. AV attacks are prohibited. Both Japan and the Western Allies must each immediately Deplete one air or ground unit due to disease and supply interruptions

-9 Tropical Downpours

All Light Rains and Heavy Rains effects apply. In addition, OAS and DAS may not shift combat odds more than 1 column to the right or left, respectively. Both Japan and the Western Allies must each immediately Deplete two air or ground units due to disease and supply interruptions.

+9 Light Rains

ARM and MECH units lose 2 MPs and all non-ARM/MECH units lose 1MP on the ISEA Front. This restriction applies to both Impulses.

+6 to +8 Heavy Rains

All Light Rains effects apply. In addition, air unit range is halved, (round down); no airborne operations. Air units may not stage into, or out of, affected areas. Each Stratmove into, out of or through the ISEA front counts as 2 Stratmoves. Parachute drops are prohibited. AV attacks are prohibited. Both Japan and the Western Allies must each immediately Deplete one air or ground unit due to disease and supply interruptions

-5 to +5 Tropical Downpours

All Light Rains and Heavy Rains apply. In addition, ARM, MECH and CAV may not perform Second Impulse Movement or Second Impulse Combat this turn in all affected hexes. In addition, OAS and DAS may not shift combat odds more than one column to the right or left, respectively. Both Japan and the Western Allies must each immediately Deplete two air or ground units due to disease and supply interruptions.

-6 to -9 Massive Flooding

All Light Rains, Heavy Rains, and Tropical Downpour effects apply. All air operations, including staging and Stratmoving are prohibited. ARM and MECH units may not enter jungle or jungle-mountain hexes, and may not move if they began the turn in such hexes. Non-ARM/MECH units must stop after entering a jungle or jungle-mountain hex. Both Japan and the Western Allies must each immediately Deplete three air or ground units due to disease and supply interruptions.

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102

27.0 Victory

Determine victory in a variety of ways:

27.1 Victory Conditions In TW-Pacific, as per Section, 22.2, U.S. Exit from the War, if Japan controls Dutch Harbor, Midway, Tarawa, Pearl Harbor, Rabaul, Guadalcanal, Port Moresby, Fiji Island, Samoa, Noumea, Darwin, Rangoon, Chungking, and any one city in India at the end of any game turn, U.S. seeks a negotiated peace and withdraws from the war (and the game). This counts as an immediate sudden-death (Decisive) Japanese victory. The Japanese player may also win a sudden-death (Decisive) victory if he controls Brunei, Palembang, Manila, Singapore, Wake, Johnston Island, Midway, and Pearl Harbor at the end of any turn before Spring 1943. In TW-Pacific, the Allied player wins a sudden-death (Decisive) victory if Japan surrenders on or before the Winter 1944 turn. The Allies win a Tactical victory if Japan surrenders on the Spring 1945 turn. If Japan surrenders in the Summer 1945 turn, the Allies win a Marginal victory. If Japan has not surrendered by the end of the Summer 1945 turn, the Japanese player wins a Marginal victory. If Japan has not surrendered by the end of the Fall 1945 turn, Japan wins a Tactical victory. Japan may only obtain a Decisive victory if it obtains a sudden-death victory (see above). In TW-Global if Japan and the European Axis control Pearl Harbor, Sydney, Chungking, Calcutta, Suez, any city hex in Britain, Paris, Moscow, Leningrad, and Stalingrad by the End-of-Turn Segment of any turn, the Axis/Japanese player immediately wins a sudden-death (Decisive) victory. The Axis Powers win a Tactical victory if they conquer two Major Powers (almost always this will be France plus Britain or France plus the Soviet Union) by the End-of-Turn Segment of any turn. Japan and the Axis Powers win a Marginal victory if none of them has surrendered at the end of the Summer 1945 turn. In TW-Global, the Allied powers win a Decisive victory if Japan, Germany, and Italy have surrendered by the end of the Winter 1944 turn. The Allied Powers win a Tactical victory if Japan, Germany and Italy have surrendered by the end of Spring 1945 turn. The Allied Powers win a Marginal victory if Japan, Germany, and Italy have surrendered by the end of the Summer 1945 turn. If none of the above victory conditions has been met by the end of the Fall 1945 turn, the 19391945 Campaign Game is concluded. At that point, the side with the largest number of objective hexes is the winner. Alternatively, players may call the game at the end of any game turn and simply sum up the total number of objective hexes to determine the winner – the player with the largest number of objective hexes at the end of that turn is the winner.

27.2 Objectives Hexes outlined in red are objectives. Most are cities, but some locations (like Guadalcanal) count as objectives, even though they are not cities.

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28.0 Variants (Optional)

To vary the course of TWP from one game to the next, players may elect to play using the optional Variant rules. Instead of picking a diplomatic target, the Phasing Player may choose to spend 1 POP to roll on the Variant Table. The POP is added to the Japanese die roll and subtracted from the Allied die roll. Major Powers may not roll more than once each Spring and once each Fall turn. On a roll of 4 through 7, nothing happens for any Major Power. On a modified “8” or more, the Japanese player may either: a.) roll again on the appropriate Japanese Variants Table; or b.) decide to roll again on the appropriate Japanese Variants Table on a future turn, with a +1 DRM. On a modified “3” or less, the Allied player may either a.) roll again on the appropriate Allied Variants Table; or b.) decide to roll again on the appropriate Allied Variants Table on a future turn, with a -1 DRM. Favorable DRMs may be accumulated (to a maximum of two +1/-1 results), but each modifier may only be applied to one die roll. In TW-Global, the U.S. player suffers a +1 (unfavorable) modifier when rolling for Variants, nor may the U.S. apply Espionage chits to Variants, before entering the war with Japan. Players may apply Espionage and Counter-Espionage chits to Variant die rolls attempts: an Espionage chit provides a +1 DRM to the Japanese player and a -1 DRM to the Allied player. A CounterEspionage chit may cancel an opponent’s Espionage chit. Once a Variant roll is triggered, the player chooses one project from the lists below or on the applicable Major Power’s Variant Tracking Record, announces the selection to all other players, and attempts another die roll, paying 3 NARFs for the privilege. POPs, Espionage, and Counter-Espionage chits affect the second die roll just as they do the first. If successful, the player rolling for the Variant should note that on the relevant Major Power Variant Tracking Record and reveal it whenever he is willing or able to play the successful result (a modified “8” or higher for the Japanese player and a modified “3” or lower for an Allied player). One-time events are indicated on the tables with an asterisk *. Players may choose to increase the replayability of the game by using the variant rules in this section. Some variants involve the use of counters not found in the standard game. Such units are identified with a “V” marking on the appropriate counters. [Designer’s Note: Players should weigh the odds and compare costs and benefits when choosing to go for a Variant. Note that the overall odds of success, assuming a player assigns an Espionage chit to the Variant roll, are 25%: an automatic 30% probability on the first die roll, plus 10% (for a POP) plus 10% (for an Espionage chit) equals a 50% chance of success on the first roll. The second die roll can also be modified, so a successful second die roll also has a 50% chance of success (30% +10% +10%). 50% times 50% is 25%... if one’s opponent doesn’t throw a Counter-Espionage chit. One can improve the odds even more if one saves a favorable +1/-1 modifier obtained in a prior turn.]

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103

28.1 Japanese Variants Roll

Result

1

Anti-British Unrest: The Japanese player may build 1 partisan unit in India. Indian partisans appear provided India is a British Sympathizer, Associate, or Satellite. If Japan conquers India, each Indian partisan is exchanged for a 1-3 collaborationist INF unit. Playable: any time on or after Fall 1939. Maximum = 2 results.

2*

Indian National Army: Japan intensifies its effort to recruit Indian soldiers from POW camps. Add two 2-3 INF (unbuilt) to the Japanese Force Pool. These units are built in Singapore. Japan may not build more than one of these units per turn. If eliminated, they may not be rebuilt. Playable: any turn on or after Spring 1942, provided Singapore is Japanese-controlled.

3*

Wang-Jing-Wei: Japan makes a genuine effort to recruit Chinese collaborators. Wang’s puppet troops add two 2-3 INF to Japanese forces in China. Playable: any turn, provided Japan controls Peking, Nanking and Shanghai.

4

Suicide Subs: Two-man midget subs sneak into an Allied naval base. One U.S. 1-6-3 Fleet, CV-1, or CV-2 of the Japanese player’s choice, based in any U.S. controlled port on the board immediately suffers a Depleted result with maximum damage. Successful results may be accumulated and used all in one turn. Playable: any time on or after Winter 1941 turn. Maximum = 2 results.

5

Naval Codes: Japan (briefly) suspects that its naval codes have been broken – IJN naval cryptographers switch to a new, but similar code. Add +1 to any one U.S. Magic die roll or U.S. Surprise roll. Effects last only for one die roll. Playable: any time.

6*

Jet FTRs I: Germany sends ME-262 blueprints to Japan via submarine. Japan copies German jet design. Japan may add one Jet FTR to its Force Pool. Playable: Fall 1944 onward. Global War Scenario: may not be played if Germany has surrendered.

7*

Jet FTRs II: Germany sends ME-262 blueprints to Japan via submarine. Japan copies German jet design. Japan may add one Jet INT to its Force Pool. Playable: Spring 1944 onward. Global War scenario: may not be played if Germany has surrendered.

8*

Synthetic Fuels: Germany shares coal-to-oil synthetic fuels technology with Japan. Japan may build one coal-to-oil hydrogenation plant (worth one oil point), at a one-time cost of 25 NARFs. Playable: Spring 1945 onward.

9*

ASW I: IJN devotes greater resources to anti-submarine warfare. Add +1 to U.S. Sub War rolls on the SWCRT. Playable: Fall 1943 onward. Maximum = 2 results.

10*

ASW II: IJN diverts destroyers from Fleet-screening duties to ASW. Japan may permanently eliminate one Fleet and, in exchange, may add one ASW unit to its Force Pool. Playable Spring 1944 onward.

11

Submarine Doctrine I: IJN gives submarine production higher priority. Add one Sub factor to the Japanese Force Pool. Playable: Fall 1939 onward. Maximum = 2 results.

12*

Submarine Doctrine II: Japan increases its fleet of submarine-based aircraft. Japan receives a -1 modifier on the Japanese submarine warfare rolls (see Section 5.3, On-Board Use of SW Units) due to better sub recon. Playable: Fall 1939 onward.

13*

Famine in India: Japanese invasion of Burma cuts off rice exports from Burma to India, triggering a famine in Bengal, but Britain takes the blame. Britain immediately reduces its NARF level by 5 NARFs. Japan also obtains 2 free POPs on any diplomatic attacks on India on the next Spring/Fall turn. Playable: any turn after Japan conquers Burma.

14*

Imperial Marines: Island fighting leads Tokyo to expand its Special Naval Landing Forces. Add two ½-2 SNLF units to Japanese Force Pool. Playable: Spring 1943 onward.

15

Tank Production: Japan steps up production of heavier tank models. Add one 3-5 ARM to Japanese Force Pool. Playable: Spring 1942 onward. Maximum = 3 results.

16

Medium Bombers: Alarmed by the growing numbers of Allied TAC and MDM bomber units, Japanese Army leaders expand their long range bomber force. Add one 1-9-7 Bomber to Japanese Force Pool. Playable: Fall 1943 onward. Maximum = 2 results.

17

Pilot Training Schools: If playing with Optional Rule 29.3, Pilot and Air Crew Training, increase the number of air units per type that may be built at the basic cadre cost by 1 air unit per turn. Playable: Fall 1939 onward.

18

Unrest in the DEI: Japan may place one Indonesian Nationalist PART unit in the Dutch East Indies, provided that the Netherlands has surrendered and that Japan has not yet declared war on Britain. After Japan has conquered the DEI, Indonesian Nationalist PART units become 1-factor collaborationist INF units. Playable: from Fall 1940 onward. Maximum = 2 results.

19

Pre-War Naval Intelligence I: Japanese spies in Honolulu do a better job of monitoring U.S. Pacific Fleet activity. Japan receives a +1 die roll modifier on the U.S. Variable Surprise Table. Playable: Fall 1939 to PHST. Results cumulative. [cont.]

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104

20*

Radar Research: Japan devotes greater resources to advanced radar research. The U.S. player incurs a +1 (adverse) modifier on all die rolls on the SBCRT and a +1 (adverse) modifier on all die rolls on the SWCRT. Japan also receives a -1 (favorable) modifier when rolling for naval interception and counter-interception. Playable: Fall 1939 onward.

21

Anti-Communism: Japan launches subversion campaign against Chinese Communists. Japanese player immediately receives a -3 modifier and 4 free POPs, which may be used against Communist China (only) during the current Planning and Diplomacy Segment (only). Playable: Fall 1937 onward.

22

Nationalist Chinese Generals for Sale: Japanese Army bribes Chinese generals to divert Lend-Lease supplies to Japan. Nationalist China must forward on to Japan two NARFs from each U.S. Lend Lease grant to China for the rest of the game. Playable: Spring 1942 onward. Maximum = 2 results.

23*

Divine Wind: Japan deploys Kamikazes in greater numbers. Japan may add three Kamikazes to its Force Pool (unbuilt). Playable: Spring 1945.

24

Heavy Artillery: Japan devotes more resources to heavy-caliber artillery. Japan may add one 1-2 ART unit (unbuilt) to its Force Pool. Playable: Fall 1942 onward. Maximum = 2 results.

25*

Pre-War Stockpiling: Japan prepares for a long war. Japan may stockpile NARFs, at a rate of 20 NARFs per turn, in 5-NARF increments, provided it is not at war with Britain and/or the U.S. Stockpiled NARFs are set aside (use NARF markers) at each calendar year end. They are not lost at the end of each calendar year, but are not used in calculating Japanese growth rates, either. Stockpiles are placed only in Japanese home island hexes; they may be captured; and may be moved by rail or SMP (20 NARFs – round up – per railmove or SMP). Expenditure of stockpiled NARFs does not count against the 50% of NARF Base construction limit. Playable: Fall 1939 to Fall 1941.

26*

Second Strike: (May only be selected if playing with Optional Rule 29.18, Strategic Bombing of Shipyards). On the PHST, Japan may strategically bomb the Pearl Harbor Shipyard. Each 2-3-2 NAC counts as two SAC factors. The Pearl Harbor shipyard has an intrinsic defense factor of “1.” Playable: only on the PHST and only on the Second Round of a carrier strike on Pearl Harbor.

27*

Defensive Perimeter: Japan strengthens inner defense perimeter. Japan may stack up to three ground combat factors on fully-supplied atolls and one-hex islands. Playable: Spring 1944 onward.

28

Soviet Defectors: Senior Soviet Far Eastern Army officers defect to Japan before they can be purged. Japan receives two POPs, one Espionage and one Counter-Espionage chit on the next Spring or Fall turn. These chits may be used against any target, but all are built at Soviet expense (use Soviet NARF costs). Playable: anytime on or after Fall 1939.

29

PBY Killers: Pre-war Japan assigns carriers to shoot down long-range Allied air patrols in the North Pacific. Add +1 DRM to Japanese die rolls on the U.S. Variable Surprise Table. Playable: Fall 1939 until PHST. Results cumulative.

30

Army Force Pool: Japan intensifies conscription. Japanese player may add one 4-3 INF (unbuilt) to its force pool. Playable: Spring 1942 onwards. Maximum = 2 results.

31

Secret Deal With Mao: Japan pays zero RLE/LLE costs for any units activated this turn (only) within the 1937 boundaries of China as Chinese Communists arrange de facto truce with Japan. The Japanese player may also make one roll on the PCRT, using Communist Chinese Partisans; losses must be taken by Nationalist China. Playable: Fall 1937 onward.

32

Fanaticism: The Japanese player may elect to play a Fanatical Defense chit in response to any one result on the GCRT, provided the defending hex is in the Japanese Home Islands. If so, all Allied losses are computed taking terrain into account (e.g., an EX result on a 1-3 INF defending an atoll would require the Allies to eliminate at least three attacking ground combat factors). Must be revealed after Allied player has declared his attacks, but prior to Allied die roll. Playable: Winter 1944 onwards.

33*

Burma Railway: Japanese Army builds “Railway of Death,” using POWs as slave labor. Increase Japanese railmoves by one. Playable Fall 1942 onward.

34

Tactical Air Support: Japan expands TAC air production. Add one 1-7-5 TAC (unbuilt) to Japanese force pool. Playable: Spring 1943 onward. Maximum = 2 results.

35*

Mechanization: Japanese Army increases light tank, half-track and armored car production. Add two 2-5 MECH (unbuilt) to Japanese force pool. Playable: Spring 1942 onward.

36

Battleship Admirals: Old line Japanese battleship admirals increase their influence on Imperial Naval Staff. Japan may build one additional 1-6-3 Fleet. Playable, Fall 1939. Maximum = 2 results.

37

“Three Alls” (Kill All, Burn All, Loot All): Japanese Army lays waste to vast swaths of the Chinese countryside. Japanese player may roll one die (1d10). Result = number of NARFs Nationalist China must subtract from its NARF Level. Playable: Fall 1939 onward.

38*

Kamikaze Training: Japan devotes greater resources to training “Divine Wind” pilots. Kamikaze units are now FirstRate when attacking naval units. Playable: Fall 1944 onward.

39*

Harbor Attack: Japanese Subs may attack U.S. naval units based in Pearl Harbor. Playable: Spring 1942 onward.

40*

Burmese Collaborators: Japan arms and trains anti-British ethnic Burmese. Japan may build one 1-3 Burmese puppet INF unit. Playable: Summer 1942 onward.

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105

28.2 Allied Variants 28.2.1 British Variants Roll

Result

1*

(TW-Global only) - Gibraltar of the East: Singapore becomes a real fortress, rather than just a paper one. At a cost of 25 NARFs, Britain upgrades Singapore’s seaward-only defenses to a genuine fortress. British Empire ARM units are quadrupled in Singapore; INF are quintupled; STA are sextupled. Singapore may remain out of supply for 4 turns before surrendering (e.g., TW-Europe fortress rules apply to the fortress of Singapore). Playable: Spring 1941 and thereafter.

2*

Indian Mobilization: Britain adds one 6-3 INF to its Force Pool (Note: In a Global War scenario, this unit is subsumed under TW-Europe’s British Variant #10 if Britain has obtained that Variant). Playable: Fall 1939 to Fall 1941 (TW-Global); Spring 1942 (TWP).

3*

Landing Craft: British naval planners assign early and high priority to developing and producing advanced landing craft independent of the U.S. Each British Fleet can carry 2 breakdown units in the Pacific + Indian Ocean Zones when conducting amphibious assaults. Playable: Fall 1941 or thereafter (TW-Global); Spring 1942 (TWP).

4*

Famine Relief: Britain diverts scarce shipping to fighting Indian famine. Japanese Variant #13 is cancelled if it has been played. Playable: only if Japan has played Japanese Variant #13.

5*

Anglo-Chinese Relations: Churchill suspends his skepticism about the Nationalist Chinese Army. Britain may grant 6 NARFs to Nationalist China (only half of which arrive safely – the other half is lost) each Spring/Fall turn for the rest of the game. Playable: Fall 1942 onward.

6*

Air Supply: Britain may use notional air transports (there are no air transport counters) to supply up to 2 ground combat units of any strength. The air supply line is traced from the unit to a British air base not more than 4 hexes away. The air supply line may be intercepted by enemy air units. Playable: Fall 1944 onward.

7*

Radar: Britain receives a -1 modifier on all interception die rolls. Playable: Spring 1942 onward.

8*

Naval Air Cover: Britain sends one 1-6-3 CV-1 and one 1-3-2 NAC to Singapore. In TW-Pacific, add these units to the starting British Force Pool. In TW-Global, Britain may Stratmove the CV-1 and 1-3-2 NAC to South Africa in Summer 1941, and from there to Singapore in Fall 1941. Playable: Fall 1939 to Fall 1941 (TW-Global); Winter 1941 (TWP).

9*

Fixed Defenses: British generals realize Singapore may be attacked by land. Hexes 1123 and 1223 each begin the scenario as fortified hexes. Playable: Spring 1941 onward (TW-Global); Spring 1942 onward (TWP).

10*

Armor Support: (TW-Global only): Britain realizes Malayan jungles are not impenetrable. Britain may stratmove one 2-8 ARM on the TW-Europe map to South Africa, where it is exchanged for a 4-5 ARM. The unit may then be stratmoved moved to Singapore on the following turn. Playable: Fall 1939 to Summer 1941.

11*

Dutch Battlecruisers: Pre-war Dutch government embarks on naval construction program. Add one 1-6-3 Fleet to DEI forces, at zero cost. Playable: Fall 1939 to Fall 1941.

12

Australian Industry I: Australian industry mobilizes for war. Australia’s NARF value increases by 5 NARFs; thus British Empire’s NARF Level and Base increases by 5 NARFs. Playable: Fall 1939 onward. Maximum = 2 results.

13*

Australian Industry II: Britain may build and rebuild air and ARM units in Australia, provided Britain has achieved at least one Australian Industry I result. Playable: Fall 1939 onward.

14

Indian Industry I: British armaments industry invests in India. India’s NARF value increases by 5 NARFs; thus British Empire’s NARF Level and Base increases by 5 NARFs. Playable: Fall 1939 onward. Maximum = 2 results.

15*

Indian Industry II: Britain may build and rebuild air and ARM units in India, provided Britain has achieved at least one Indian Industry I result. Playable: Fall 1939 onward.

16*

(TW-Global only) Reality Check: British Far Eastern commanders convince Churchill that Singapore is indefensible. British air, naval and ground units that would normally be initially placed in Malaya or Singapore may be initially placed in any British-controlled hex on the TW-Pacific map. Playable: Fall 1940 to Fall 1941.

17*

Air Cover: Britain Strengthens Far East Air Defense: Britain sends one 3-5-3 FTR to Singapore. In TW-Pacific, add this unit to the starting British Force Pool at zero initial cost. In TW-Global, Britain may Stratmove this unit to South Africa in Summer 1941, and from there to Singapore in Fall 1941. Playable: Fall 1939 to Fall 1941 (TW-Global); Winter 1941 (TWP).

18*

(TW-Global only) Jungle Training: London decides confused, untrained troops in Malaya actually need jungle training before fighting Japan. Britain may upgrade one 1-3 INF to a 2-3 INF at a cost of 10 NARFs. The unit may only be upgraded in Malaya or Singapore. Playable: Fall 1939 to Spring 1941.

19*

Australian Armor: Australian government decides to build armored divisions: Add one 2-5 ARM (unbuilt) to British Empire Force Pool. This unit is added at zero NARF cost, but must be repaired or rebuilt at normal cost. Playable: Fall 1942 onward.

20

S.O.E. in Asia: Special Operations Executive (S.O.E.) agents infiltrate southeast China and occupied Hong Kong, establish hugely profitable smuggling operation. Add 5 NARFs to British Empire NARF Level and Base. Playable any time after Hong Kong has been conquered by Japan. Maximum = 2 results.

21*

Ceylon: Britain recruits Ceylonese for service in British Empire forces. Add one 1-3 INF (unbuilt) to British force pool. Playable: Summer 1942 onward.

22*

Allied DEI Partisans: Britain takes advantage of Japanese brutality in occupied Dutch East Indies to arm indigenous resistance groups. Britain may build one PART unit in Java, Sumatra or Borneo. Playable: Summer 1943 onward.

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106 28.2.2 Soviet Variants Roll

Result

1

Gulags II: Soviets draft Gulag prisoners as soldiers. Add one 3-3 INF to Soviet Manchurian garrison. Playable: Fall 1939 onward. Maximum=2 results.

2*

(TW Global):Lend-Lease via Vladivostok: Soviets provide larger Soviet-flagged fleets to carry Lend Lease from USA to Vladivostok. U.S. may send up to 20 NARFs per turn to the Soviet Union via Vladivostok, all of which may be added to the Soviet Union’s global NARF Levels. Playable: Fall 1942 onward.

3

Richard Sorge Was Not Unique: Soviets make greater effort at infiltrating Japanese government. Soviets may purchase 3 additional POPs on the next Spring or Fall turn. Playable: Fall 1939 or later.

4

Chinese Communist Partisans: Stepped up recruitment of Communist Partisans in the Chinese countryside. Soviet player may build one additional Chinese Communist 1-3 PART unit. This unit is a permanent addition to the Communist Chinese Force Pool. Playable; Fall 1939 or later. Maximum = 2 results.

5

Pressure from Moscow: The Kremlin notices that Mao-Tse-Tung is doing nothing to harm the Japanese and orders Mao to make some effort to fight Japan. Communist China may purchase one LLE chit and Communist Chinese ground units may attack Japanese units (and vice-versa) on this turn only. Playable: Fall 1939 onward.

6*

Siberian Oil and Gas: Soviets begin drilling for oil and gas in Siberia much earlier than historical efforts. The Soviet Union may create one oil center in the Urals Box. Playable: Fall 1939 onward.

7

Manchurian Candidates: The Soviet Union steps up infiltration of, and agitation in, Manchuria. Soviet player receives a -1 modifier and 4 additional POPs, which may be immediately purchased and played against Manchukuo (only) during the current Planning and Diplomacy Segment (only). Playable: Fall 1939 onward.

8

Korean Communists: The Soviet Union increases its infiltration of, and agitation in Korea. Soviet player receives a -1 diplomatic modifier and 4 additional POPs, which may be immediately purchased and played against Korea (only) during the current Planning and Diplomacy Segment (only). The Soviet player may also build one PART unit in Korea. Playable: Fall 1939 onward. Maximum=2 results.

9

Ho Chi Minh: Soviets send clandestine aid to Viet Minh guerrillas fighting Japan in Indochina. The Soviet player may construct one additional PART unit in French Indochina. Playable: any Spring or Fall turn after Japan occupies French Indochina. Maximum = 2 results

10

Chinese Communist Propaganda: The Soviet Union receives a -1 diplomatic modifier and 4 additional POPs, provided they are purchased this turn only, provided they are used in a diplomatic attack on any Chinese Nationalist Sympathizer Province. Playable: Fall 1939 onward.

11

Soviet Far Eastern Shipbuilding: Soviets expand naval facilities in Vladivostok. Soviets may add one zero-factor Fleet (unbuilt) to its Pacific Theater Force Pool. Playable: anytime on or after Fall 1939.

12*

Soviet Far Eastern Fleet: The Soviet Union may add one 1-6-3 Fleet (unbuilt) to its Force Pool. Playable: anytime on or after Fall 1939.

13*

Far Eastern Air Force: Soviet factories in Siberia increase aircraft production. Soviets may add one 1-6-4 TAC (unbuilt) to Soviet Pacific Theater Force pool. Playable: anytime on or after Fall 1939.

14*

Sinkiang Subversion: Soviet agents and troops infiltrate Sinkiang. Sinkiang becomes a Soviet Sympathizer without the need for any die rolls on the Diplomatic CRT. Playable: Fall 1939 to Summer 1941.

15

Communist Propaganda: Journalists Edgar Snow and Agnes Smedley convinced gullible Westerners that Mao Tse Tung is a democratic reformer. Soviets receive three POPs, one Espionage chit and one Counter Espionage chit at zero cost during the current turn only. Playable: Fall 1939 onward.

16

Magadan: Soviets open new gold mines in eastern Siberia, using gulag labor force. Add 5 NARFs to Soviet Level and Base. Playable: Fall 1939 onward. Maximum = 2 results.

17*

Heavy Weapons to Mao: Soviets increase shipments of infantry weapons to Mao’s Communists. Soviet player may remove three 1-3 Communist Chinese INF units and replace them with one 3-3 INF. Playable: Fall 1939 onward.

18*

Industrial Machinery: Communist-controlled areas increase output using Soviet machinery. Add 5 NARFs to Communist China’s Level and Base. Playable: Fall 1939 onward.

28.2.3 U.S. Variants Roll

Result

1

Isolationists Outmaneuvered: FDR convinces American public to move closer to war. Advance U.S. Pacific Entry Level 1 space. Playable: Spring or Fall 1941.

2*

Advanced Bombsights: U.S. improves quantity and quality of strategic bombers. The U.S. player receives a -1 from all U.S. Strategic Bombing rolls. (Note, in a TW Global War scenario, the U.S. player may obtain this result once in each theater.) Playable: Fall 1943 or later.

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107 3*

Atlantic First: America backs up their commitment to a Europe First strategy by skimping on Pacific forces. In a Global War Scenario, U.S. player may Stratmove one additional 1-6-3 Fleet, one CV-2 and one 2-3-2 NAC, from TW-Pacific Force Pool to TWEurope Force Pool, over and above the per turn inter-theater transfer limit. Playable: Summer 1943 or later.

4

Shipping Bottlenecks Alleviated: Increase both U.S. to Hawaii and on-board SMPs by one. Playable: Fall 1941 or later.

5*

Atomic Research I: the U.S. accelerates the Manhattan Project. The U.S. may attempt Atomic Research II. Playable: Spring 1944.

6*

Atomic Research II: The U.S. may attempt to drop atomic bombs on Japan beginning Spring 1945. Playable: Spring 1945. (U.S. player must have successfully obtained Atomic Research I to roll for Atomic Research II).

7

Artificial Ports: U.S. masters a new technique for creating artificial ports and breakwaters. The U.S. may convert any 1 atoll or one-hex island per year into a permanent port. Playable: Spring 1943 or later.

8*

Casablanca Conference: U.S. does not demand unconditional surrender of Japan at Casablanca conference, hints negotiated peace is possible. Japanese Surrender Level roll modified by -1. Playable: Winter 1942 or later.

9*

Industrial Mobilization: U.S. industry kicks into high gear. Add 20 NARFs per turn to the U.S. NARF Level and Base each of the next 5 turns. Playable Spring 1943 or later.

10*

Landing Craft: U.S. naval planners assign early and high priority to developing and producing advanced landing craft. Each U.S. Fleet can carry two breakdown units in the Pacific + Indian Ocean Zones when conducting amphibious assaults. Playable: Fall 1942 or thereafter.

11

Anti-Malaria Campaign: U.S. player may avoid Depleting any air/ground units during one Spring or Summer (U.S. player’s choice) turn. Playable: Spring 1943 onward.

12

Naval Codes: U.S. enhances code-breaking efforts. Japanese Variant #5 is cancelled. Playable: immediately after Japan plays Japanese Variant #5.

13*

Improved Torpedoes: U.S. begins to suspect too many of its torpedoes are duds and begins working on the problem sooner than they did historically. U.S. Sub Warfare rolls obtain a -1 modifier for the rest of the game. Playable: Fall 1942 onward.

14

Army Air Corps: Air generals get Roosevelt’s blessing for bigger bomber fleets. U.S may add 1 SAC to its Force Pool. Playable: Fall 1944. Maximum = 2 results.

15*

Tactical Bombers to China: Despite rampant corruption in Nationalist China, U.S. increases its commitment to Chiang-KaiShek. U.S. may Stratmove one 1-6-4 TAC unit to Nationalist China. If Depleted or eliminated, this unit is repaired or rebuilt at Nationalist Chinese expense. Playable: Fall 1943 onward.

16*

Radar Research: U.S. player receives -1 modifier on all interception and counter-interception die rolls. Playable: Winter 1941 onward.

17

Commandos: U.S. player receives one ½-3 Commando unit. In an amphibious assault containing the commando unit, the U.S. player may double the combat factor of one of the invading INF units. Playable: Winter 1943 or later. Maximum = 2 results.

18

Improved Harbor Defenses: U.S. improve anti-submarine defenses at its major fleet anchorages. Cancel Japanese Variant #4. Playable: any time on or after Spring 1942.

19

Henry Kaiser: U.S. expands West Coast merchant shipbuilding capacity. U.S. may build one additional zero-factor Fleet. Maximum = 2 results.

20*

Proximity Fuses: Proximity fuses shipped to the Pacific. Double the flak value of all Flak units vs. opposing air units. Add +2 to all U.S. naval Flak die rolls. Playable: Fall 1944 onward.

21

Heavy Artillery: U.S. increases production of heavy-caliber artillery. Add one 1-2 ART unit (unbuilt) to U.S. Force Pool. Playable: Fall 1943 onward. Maximum = 2 results.

22

Sub Production: U.S. devotes greater resources to Submarine production. Add one unbuilt Sub to the U.S. Force Pool. Playable: Spring 1943 onward. Maximum = 3 results.

23

Pre-War Naval Counter-Intelligence: U.S. tightens security on Oahu. The U.S. receives a -1 die roll modifier on the U.S. Variable Surprise Table. Playable: Fall 1939 onward. Results cumulative.

24

Pre-War Air-Naval Recon: U.S. Pacific air and naval units move to a wartime footing. The U.S. receives a -1 die roll modifier on the U.S. Variable Surprise table. Playable: Fall 1939 to PHST. Results cumulative.

25*

Chiang Assassinated: Gen. Stillwell convinces Washington that Chiang-Kai-Shek had no serious interest in fighting Japan and thus must be removed. OSS recruits disgruntled ex-warlord to assassinate Chiang. The Young Marshal (Zhang Xueliang) takes over. Nationalist China becomes a minor country Satellite of the U.S. Playable: Spring 1943 onward.

26*

Anti-Submarine Warfare: U.S. beefs up ASW defenses. Add +1 to all Japanese on-board strategic warfare SUB rolls. Playable Spring 1943 onward.

27

Firepower: The U.S. player may play one Firepower chit. If so, a Firepower chit cancels a Japanese Fanaticism (Japanese Variant #32) chit. Playable: Spring 1944 onward.

28*

Super Battleships: The U.S. decides to build super-BBs to outgun Japan’s Yamato-class Super-BBs. The U.S. may add five unbuilt super-BBs (Montana, Ohio, Maine, Louisiana and New Hampshire) to its force pool. Playable: Spring 1942 onward.

29*

Infantrymen Wanted: U.S. Army leaders transfer stateside desk jockeys to the infantry. Add one 6-3 INF (unbuilt) to U.S. force pool. Playable: Spring 1944 onward.

30*

Flamethrower Tanks: U.S. expands its production of flamethrower-equipped tanks. U.S. adds one 3-5 Flamethrower ARM unit (unbuilt) to its force pool. Flamethrower tank unit is built at normal ARM cost, but is doubled when attacking Enhanced Fortification hexes, and does not count against stacking limits. Playable: Spring 1944 onward.

31*

Air Defense: U.S. increases Flak production, produces motorized Flak. Add three 1-3 Flak units (unbuilt) to the U.S. force pool. Playable: Spring 1943 onward.

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108 28.2.4 Nationalist Chinese Variants Result 1

Big Ears Du: Shanghai opium boss Big Ears Du (Du Yue Sheng) and his Green Gang corner the market on opium behind Japanese lines, uses proceeds to aid Chiang-Kai-Shek. Add 5 NARFs to Nationalist China’s Level and Base. Playable: Summer 1937 onward. Maximum = 2 results.

2

Propaganda: Nationalist agents smuggle out film and photo evidence of Japanese atrocities against civilians in Occupied China. Nationalist China receives 3 free POPs on its next Diplomacy Segment. Playable: Summer 1937 onward.

3

T.V. Soong: T.V. Soong, former Nationalist Finance Minister obtains major loan from the U.S. Increase Nationalist China’s current NARF Level by 10 NARFs, and decrease the U.S. NARF Level by 10 NARFs. This result does not cost the U.S. any SMPs. Playable: Spring 1942 onward. Maximum = 2 results.

4*

Anti-Corruption Drive I: Chiang issues orders for the execution of some of his most flagrantly corrupt generals and bureaucrats. On all future U.S. NARF grants to Nationalist China via India, half (not a quarter) arrive safely in Chungking. Playable: any Spring or Fall turn the U.S. grants NARFs to Nationalist China, provided Rangoon is Japanese-controlled. Playable: any turn provided the U.S. and Japan are at war.

5

Anti-Corruption Drive II: Chiang orders secret police to investigate generals selling arms to the Japanese. One Nationalist Chinese Generals for Sale result cancelled. Playable: Spring 1942 onward.

6

Air Defense: Nationalists expand Chinese air defenses. Add one 1-3 Flak (unbuilt) to Nationalist Chinese Force Pool. Playable: Summer 1937 onward. Maximum = 2 results.

7

China’s Himmler: Chiang-Kai-Shek’s sinister secret police chief, Dai Li, infiltrates Communist Partisans. Selected Communist guerrilla leaders are bribed, tortured, or assassinated. Permanently remove one 1-3 Communist Chinese Partisan unit and replace it with a Nationalist 1-3 Partisan unit. Playable: Spring 1938 onward. Maximum = 2 results.

8

Digging In: Nationalist China may build one fortification. Playable: Summer 1937 onward. Maximum = 2 results.

9*

Nationalist Air Force: Nationalist China trains its own pilots to fly U.S. aircraft. Add one 1-6-4 TAC at to Nationalist Chinese Force Pool. Nationalist Chinese Air units are always Third-Rate and cannot be upgraded. Playable: Spring 1938 or later.

10

Blocking Units: Chiang-Kai-Shek establishes blocking units. Nationalist troops running away from battles with the Japanese are machine-gunned by elite Nationalist blocking units when they try to flee the battlefield. Nationalist player may cancel one panic (Use only if players are using Section 29.16, Nationalist Chinese Morale. Playable: Fall 1939 onward (in TW-Global); Winter 1941 (in 1941-1945 Campaign game).

11

Flooding: Nationalist troops flood huge swaths of the Chinese countryside to slow or stop Japanese advances. Nationalist China may prevent Japanese ground units from occupying any hexes during advance after combat or moving on Second Impulse on any one turn. Playable: Fall 1937 onward.

12

Manchurian Partisans: Nationalists make a serious effort to counter Japanese and Chinese Communist influence in Manchuria. Nationalist China may build one PART in Manchuria. Playable: Fall 1937 onward. Maximum = 2 results.

13

Totalitarian China: Nationalist government tightens its grip. Chiang copies Stalinist security methods to enforce Kuomintang Party rule. Subtract -1 from all die rolls on the Nationalist Chinese Collapse Table. Playable: Fall 1939 onward.

14

Soviet “Volunteers” I: Provided Sinkiang is a Soviet Sympathizer, Associate or Satellite, Soviets may offer “volunteer” planes and pilots to Nationalist China. Nationalist China may add one 2-5-3 FTR to its force pool at zero initial cost. This unit has the current Soviet Air Force quality rating, whatever it might be. Its quality rating is always the same as the Soviet Air Force. If this unit is eliminated, Nationalist China must pay normal costs to rebuild it. Playable: Fall 1939 to Summer 1941. Maximum = 2 results.

15

Soviet “Volunteers” II: Provided Sinkiang is a Soviet Sympathizer, Associate or Satellite, Soviets may offer “volunteer” tank crews and tanks to Nationalist China. Nationalist China may add one 1-5 ARM unit to its force pool at zero initial cost. This unit has the current Soviet Army quality rating, whatever it might be. Its quality rating is always the same as the Soviet Army. If this unit is eliminated, Nationalist China must pay normal costs to rebuild it. Playable: Fall 1939 to Summer 1941. Maximum = 2 results.

16*

Mao Removed: Soviets tire of Mao’s foot-dragging in the war against Japan. NKVD conspires with Nationalist Chinese agents to have Mao removed, whisked off to a Gulag and replaced with Wang Ming. Communist China becomes a Nationalist Chinese Satellite. Playable: Fall 1938 onward.

17*

Elite Troops – Chiang orders creation of a Chinese equivalent of the Waffen-SS. Nationalist China may remove three 1-3 INF from its force pool and add one elite 2-3 Guards INF (unbuilt) to its force pool. This unit is always First-Rate. If eliminated, it may not be rebuilt. Playable: Fall 1937 onward.

18

Disunited Front: Nationalist Chinese units may attack Communist Chinese units, current turn only. Nationalist Chinese player receives 5 NARFs for each Chinese Communist ground combat factor eliminated. Playable: Fall 1937 onward. Maximum = 3 results.

19*

Special Unit 731 Unmasked: Nationalist Chinese agents discover and publicize news of Japanese biological warfare site. International outrage boosts support for Nationalists. Nationalist Chinese player receives -4 modifier on any one Diplomatic attack this turn. Playable: Fall 1937 onward.

20

Early Tigers (TW-Global only): Nationalist China receives the Flying Tigers unit one turn early. Maximum = 2 results.

21*

14th Air Force: Nationalist Chinese lobbyists persuade FDR to send additional planes to China. Nationalist Chinese player may upgrade the Flying Tigers FTR unit to a 3-5-3 FTR unit. However, U.S. player must now send 20 or more NARFs in Lend Lease aid to China each turn, not just Spring/Fall turns. Playable: Spring 1943 onward.

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29.0 Additional Optional Rules Players may choose to enhance certain aspects of the game via the optional rules in this section. Some optional rules involve the use of counters not used in the standard game.

29.1 Forced March Players may move their INF, SNLF, and MAR units an additional 1 hex in First Impulse via forced march. Prior to moving the unit, the moving player rolls one die for each unit he wishes to forced march. On a roll of a 1, 2 or 3, the unit may move the additional hexes, but is Depleted at the end of its move. On a 4-7, the unit may make the forced march without suffering any adverse effects. On an 8-10, the unit is unwilling or unable to carry out forced march orders and there is no effect. Subtract 1 from the die roll if the unit began its move either in a jungle or jungle-mountain hex.

29.2 Alternative Magic System Rather than using the standard Magic rules described in Section 3.3.2 Magic, Intelligence Points and Intelligence Coups the U.S. player draws one Magic card from the 10-card deck. The card draw determines how many IPs the U.S. player receives that turn. The card is kept hidden from the Japanese player until the U.S. player chooses to use one of more of his IPs. [Designer comment: The standard rules are quicker – however, using that method, the Japanese player knows how many IPs the U.S. player will have for the turn. That’s a valuable piece of intelligence the real-life Japanese never had.]

29.3 Pilot and Air Crew Training Under the standard rules, the cost of air units is linear, no matter how many of them a Major Power builds in a turn. The Pilot and Air Crew Training rule amends this simple approach. Under this rule, each Major Power may build 1 air unit of each type (FTR, MDM, NAC, or TAC) per turn using the basic cadre cost (See Production Cost Chart, Section 15.1.2 Cost of Building and Repairing Units). However, each subsequent air unit built during the same Build Segment costs double the cadre cost of the previously constructed air unit. For example, if the U.S. player wanted to build three 1-6-4 TAC units in the same Build Segment, the first TAC’s cadre cost is 3; the second TAC’s cadre cost is 6; the next TAC’s is 12, and so on.

29.4 Submarine and ASW Cards Some players may wish to interject more subtlety and interactivity into the Submarine War via the use of card play. If so, they may want to use the Sub/ASW Card matrix below. While these rules add more challenge, they may add to the length of the Campaign scenarios. Prior to rolling the die on the SWCRT, the Japanese player and the Allied player each pick a card from the Submarine deck (Allies) or the ASW deck (Japanese). The two cards are matched against each other and cross-referenced on the ASW vs. SUB portion of the “Card Matrices” Player Aid Card.

29.5 Strategic Bombing and Interceptor Cards Prior to rolling the die on the SBCRT, the Allied player and the Japanese player each pick a card from the Strategic Bombing deck (attacker) or the Interceptor deck (defender). The two cards are matched against each other and cross-referenced on the SAC vs. Interceptors portion of the “Card Matrices” Player Aid Card.

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The number in the cross-referenced box indicates an adjustment to the die roll. Remember, a positive number helps the interceptor (defending) forces. A negative number helps the Strategic Bomber (attacking) forces. The cards are then put back in the deck, to be used on the next Spring or Fall turn.

29.6 Espionage & Counter-Espionage Cards Players who wish to inject more variety and challenge into the diplomatic rules may wish to use the Espionage and CounterEspionage cards. Each Spring and Fall turn during the Diplomatic Segment, instead of choosing Espionage and/or Counter-Espionage chits, players may choose a six-card hand of Espionage Cards and/or a six-card hand of Counter-Espionage Cards. If he has purchased Espionage Cards, a player may apply an Espionage card against any one Diplomatic target. Conversely, he may play a Counter-Espionage Card against any one opposing player’s Espionage Card. The two cards are cross-referenced and the results added to or subtracted from the attacker’s diplomatic die roll against a target. Note that, unlike Espionage chits, Espionage/Counter Espionage Cards do not cancel each other out. Players consult the card matrix for each Espionage-versusCounter Espionage face-off. Players may also use Espionage and Counter-Espionage cards to influence partisan warfare. The Occupying Power (usually the Japanese) may play an Espionage Card to influence the Partisan Combat Results Table (PCRT); the player controlling the partisans rolling on the PCRT (usually the Allied player), use the Counter-Espionage Cards. Occasionally (when using the optional Variant rules), the Japanese player will have Partisan units. If so, the British player will be the Occupying Power (and thus using the Japanese Espionage Card deck) and the Japanese player would make a Partisan roll on the PCRT (and use the British Counter-Espionage Card deck). If one player has purchased Espionage Cards and his opponent did not purchase Counter-Espionage Cards, obviously the Espionage card is unopposed. If so, there is no need to make any reference to the card matrix: the owner of the Espionage Card receives an automatic -2 adjustment to one diplomatic die roll against one target; or a +2 modifier on one die roll on the PCRT (if the owner has chosen to apply an Espionage Card to the PCRT). Unopposed Counter Espionage Cards work the same way as unopposed Espionage Cards, only in reverse: if one player has purchased Counter Espionage Cards and his opponent did not purchase Espionage Cards, the Counter Espionage card is unopposed. If so, there is no need to make any reference to the card matrix: the owner of the Counter Espionage Card receives an automatic +2 adjustment to one diplomatic die roll against one target; or a -2 modifier on one die roll on the PCRT (if the owner has chosen to apply an Espionage Card to the PCRT). Espionage/ Counter-Espionage Cards cost the same as Espionage/CounterEspionage chits. [See the Espionage vs. Counter-Espionage portion of the “Card Matrices” Player Aid Card (where the number result represents the adjustment to the die roll on the diplomatic table).]

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29.7 Simplified Diplomacy and Espionage When players wish to expedite Diplomacy and espionage in one of the Campaign Games, or when playing TWP solitaire, use the following simplified rules instead of the diplomatic system described in Section 16. Instead of assigning POPs to a diplomatic target, the Phasing Player may choose to spend 3 NARFs to roll against a diplomatic target. Major Powers may not roll more than once each Spring and once each Fall turn. Roll a d10 and consult the following results: 1-3: Permits the Allied player to pay an additional 3 NARFs to make a second roll to determine if the diplomatic target moves in a positive direction. If the second roll yields a 1-3 result, the diplomatic target moves in a positive direction (moves a Neutral minor country to Sympathizer status). 4-7: Nothing happens diplomatically for any Major Power. 8-10: Permits the Japanese player to pay an additional 3 NARFs to make a second roll to determine if the diplomatic target moves in a positive direction. If the second roll yields an 8-10 result, the diplomatic target moves in a positive direction (moves a Neutral minor country to Sympathizer status). A player may use Espionage chits for diplomatic rolls once per year. CounterEspionage chits are not used in these simplified rules. If the first die roll is a failure, there is no second die roll. Akin to the general rules, if the diplomatic target is already a Sympathizer, apply a +1 DRM; if an Associate, apply a +2 DRM; etc., Also, if an enemy Sympathizer, apply a -1 DRM; if an enemy Associate, apply a -2 DRM, etc. Major Powers may only choose the diplomatic targets listed in the table in Section 16.1. Designer’s Note: The normal rules for Diplomacy, Espionage, and CounterEspionage provide challenge for players, but in a long Campaign Game, players might want to use shortcuts to expedite play. In solitaire games of TWP, the limited intelligence features of Diplomacy, Espionage, and Counter-Espionage are inapplicable. The above rules adapt the system used with Variants to the diplomatic and espionage areas.

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29.8 Optional Submarine Attrition The Sub War attrition formula described in the standard rules (See Section 5.1.3.3 Submarine War Attrition) is a simple formula intended to capture the fact that, given the inherent hazards of submarine warfare, some Sub losses were almost inevitable. However, each quarter’s attrition outcome (that is, total Subs lost) could be highly variable. Accordingly, players who prefer a little more realism may wish to utilize the optional Submarine Attrition Table below: Submarine Factors Die Roll

1-3

4-6

7-9

1

0

0

1

2

0

1

2

3-7

1

2

3

8

1

2

4

9

2

2

4

10

2

3

5

29.9 Submarines and Capital Ships On a natural “1” (do not use any modifiers) on the SWCRT, the American player may Sink or Deplete one or more Japanese CVs and/or Fleets anywhere on the map board, as follows (Note - the same target may be Depleted and Depleted again (e.g. Sunk) on a “2 Depleted” result : U.S. Submarine Factors Die Roll

1-3

4-6

7-9

1

2 Sunk

2 Sunk

3 Sunk

2

1 Sunk

2 Sunk

2 Sunk

3

1 Depleted

1 Sunk

2 Sunk

4

1 Depleted

2 Depleted

1 Sunk

5

1 Depleted

1 Depleted

2 Depleted

6-8

1 Depleted

1 Depleted

1 Depleted

9

0

1 Depleted

1 Depleted

10

0

0

1 Depleted

# = number of Japanese CVs and/or Fleets (Allied player’s choice) Sunk or Depleted.

29.10 Air Missions Air power was crucial throughout WWII in Asia and the Pacific, and thus has a prominent role in TWP. However, for gamers who believe that air units are more powerful than they should be, the following optional rule should be adopted. Air units may fly one, and only one air mission per Operations Segment. The mission can be in either Impulse. The rule applies to both phasing and non-phasing player. To keep track of which units have flown and which ones have not, players should simply flip air units over after they have performed their one mission for that Ops Segment.

29.11 Fleet Suicide Missions Beginning Spring 1945, the Japanese player may intercept Allied naval forces with suicide Fleets. Japanese Fleet units intercept Allied naval units normally, but once they do, they do not engage in normal naval or naval-air combat. No odds are calculated. Instead the Japanese player rolls two dice – one 1d6 and one 1d10. If the 1d6 roll is 2 through 6, the Japanese Fleet is eliminated at no loss to the Allied naval force being intercepted. If the Japanese player rolls a “1”, he may roll again with a 1d10 die. On a 4 through 10, the Japanese Fleet is eliminated at no loss to the Allied player. On a 1 through 3, the Japanese player may eliminate one U.S. naval unit. Subtract -1 from the second (1d10) die roll if the Japanese Fleet is a Super-BB Fleet. The Japanese player chooses which Allied naval unit is eliminated. In any case, the Japanese Fleet is Sunk at the end of the naval or naval-air battle, regardless of the outcome.

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29.12 The Doolittle Raid

29.17 Pure Research

On the turn after the PHST, the U.S. player must roll to execute a raid on Tokyo by U.S. MDM bombers. The U.S. player rolls one die (1d6) to see how many NARFs Japan loses due to the raid. A “1” = Japan loses one NARF, a “2” = 2 NARFs and so on…but a “5” or a “6” is a complete miss. The U.S. player must Deplete one MDM bomber unit after the die roll, regardless of how much (or how little damage) he does.

Once per year, beginning Spring 1942 each Major Power may attempt to obtain a Pure Research breakthrough. A successful Pure Research Variant roll gives the Japanese player a +1 benefit when making all subsequent Variant rolls. A Pure Research Breakthrough gives an Allied Major Power a -1 benefit when making all subsequent Variant rolls. The Pure Research roll itself counts as a Variant roll (same costs and prospects for success or failure for each side as normal Variant rolls).

29.13 Japanese Raiders During the Strategic Warfare Segment, the Japanese player may place one CV-1 or Fleet unit in the Submarine Warfare Box, provided he controls Singapore, and a second CV-1 or Fleet in the Submarine Warfare Box if he controls both Rabaul and Noumea. The CV-1s must have an unDepleted 1-factor NAC to be eligible. The Japanese player rolls one die (1d10); on a “1” through “8,” halve that number (round up) and reduce British NARFs by that figure (for Singapore-based raiders), or U.S. NARFs if both Rabaul and Noumea are Japanesecontrolled. However on a “9,” the Japanese raiders are Depleted, and on a “10,” they are Sunk.

29.14 Geographic POPs Each Major Power may obtain additional POPs (over and above their basic POP allowance) by capturing certain geographic objectives: Japan: +1 POP for Singapore; Vladivostok; Calcutta; and Pearl Harbor. Nationalist China: +1 POP for Peking; Nanking; and Shanghai. Soviet Union: +1 POP for Harbin and Mukden. Britain: +1 POP for Balikpapan; Batavia; Palembang; and Rangoon (any of three ONLY if retaken from Japan). U.S.: +1 POP for Manila (ONLY if retaken from Japan); Control of the Marianas; and Okinawa.

29.15 Nationalist Chinese Units in India and Burma Under this optional rule, up to two Nationalist Chinese Central Government INF and/or MECH units may operate anywhere in Burma and/or India. Such units trace supply either to Chungking or to the Indian hexes on the west edge of the map board. Under this rule, Nationalist Chinese CBR units may be rebuilt in Allied-controlled hexes in Burma and India at U.S. OOS costs, at U.S. expense.

29.16 Nationalist Chinese Morale Nationalist Chinese troops were notoriously unreliable. Even when faced by much smaller numbers of Japan’s better-equipped troops, Chiang’s armies often broke and ran. Therefore, under this optional rule, Nationalist Chinese Central Government troops must roll for morale prior to an attack by Japanese ground units rolling on the GCRT (incur a -2 DRM for Nationalist Chinese Provincial units). On a result of 1-2, Chinese Nationalist Central Government defenders Panic. Panic effects: Nationalist Chinese troops retreat one hex prior to the Japanese player’s roll on the GCRT (Japanese ground units may immediately occupy the vacated hex) and the Nationalist Chinese player loses 1 NARF for each panicked ground combat factor. If the Japanese player obtains an AV result, there is no impact on the GCRT as AV is part of movement. The Nationalist Chinese player may cancel a panic result by playing his Variant #8, Blocking Units (See Section 28.2.4, Nationalist Chinese Variants). The Nationalist Chinese Elite unit need not roll for morale; Nationalist Chinese Central Government units defending Chungking are also exempt from morale rolls.

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29.18 Strategic Bombing of Shipyards Shipyards may be depleted via strategic bombing. If the phasing player has obtained a Critical Industry Hit on the SBCRT, he may choose to inflict Shipyard damage instead of inflicting any SMP losses. A Critical Industry Hit inflicts three turns’ worth of damage on a Shipyard. A Firestorm result inflicts six turns’ worth of damage. Any result other than Critical Hit and Firestorm are ignored. Any ships on the Shipyard’s construction track are each moved back the same number of spaces as the yard itself (but not below zero). They remain there until the Shipyard is repaired; construction may resume during the Build Segment of the turn after the Shipyard is fully repaired. Shipyards may be repaired at a rate one space per shipyard per turn, at a cost of 4 NARFs per space. Shipyard repair may not be accelerated. If using this optional rule in conjunction with Japanese Variant #26, Second Strike, each Japanese 2-3-2 NAC is equivalent to one SAC factor on the PHST (only). 1-factor NACs have no SAC value. Pearl Harbor is assumed to have an intrinsic defense factor of one. The Japanese player rolls on the SBCRT instead of the Air-to-Sea/Naval CRT, and only on the Second Round of a carrier strike on Pearl Harbor on the PHST. U.S. on-board (light) Flak may fire on a Japanese Second Strike. [Designer’s Note: The historical Pearl Harbor attack consisted of two waves of carrier aircraft. Technically the “Second Strike” in Japanese Variant #26 enables what would have historically been a third wave of carrier aircraft. What this optional rule actually simulates is a follow-up attack on Pearl Harbor’s oil storage tanks, docks, ship repair facilities and so on.]

29.19 Free French Indochina In a TW-Global game, after France surrenders, French Indochina follows De Gaulle and becomes a Free French colony. All French Indochina hexes become Britishcontrolled and the two French INF units in French Indochina become Free French (e.g. British-controlled). These units, if eliminated, may not be rebuilt.

29.20 Naval Combat Cards Players who wish to add a greater level of challenge and interactivity to naval combat may wish to use the Naval Combat Card deck. These cards are played in naval battles and in navalair battles after air-to-air combat is resolved and just before rolling on the AtS/NCRT. [See the Naval Attacker/Defender portion of the “Card Matrices” Player Aid Card.] Note: Adjustments to die roll on the Air-to-Sea/Naval CRT Carriers card may only be played if the player has 1 or more unDepleted CV/NAC units with his naval force.

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29.21 Simplified Ground Combat, Terrain and Stacking Rules Gamers looking for a faster, simpler TW-Pacific game may wish to utilize the following Ground Combat Table: TW-Pacific - Simplified Ground Combat Table Odds

Die Roll

1-6

1-5

1-4

1-3

1-2

1-1

2-1

3-1

4-1

5-1

6-1

1

EX

EX

DR

DR

DE

DE

DE

DE

DE

DE

DE

2

AR

EX

EX

DR

DR

DE

DE

DE

DE

DE

DE

3

AR

AR

EX

EX

DR

DR

DE

DE

DE

DE

DE

4

AE

AR

AR

EX

EX

DR

DR

DE

DE

DE

DE

5

AE

AE

AR

AR

EX

EX

DR

DR

DE

DE

DE

6

AE

AE

AE

AR

AR

EX

EX

DR

DR

DE

DE

7

AE

AE

AE

AE

AR

AR

EX

EX

DR

DR

DE

8

AE

AE

AE

AE

AE

AR

AR

EX

EX

DR

DR

9

AE

AE

AE

AE

AE

AE

AR

AR

EX

EX

DR

10

AE

AE

AE

AE

AE

AE

AE

AR

EX

EX

EX

• DE = defender eliminated; DR = defender retreat two hexes – defenders are eliminated if they cannot do so; Exchange = the defender removes all of his units – the attacker must remove at least as many combat factors, after adjusting for terrain; AE = attacker eliminated; AR = attacking units must retreat two hexes – they are eliminated if they cannot do so. • All units defend at face value except: units defending in mountains, swamps and beach/atoll/one hex island hexes are doubled. Beach hex defenders are only doubled if they are defending against an amphibious invasion. Units defending fortified hexes are tripled (quadrupled if defending against an amphibious invasion). Any hex other than mountains/swamps can be fortified. • Soviet, Japanese, and Japanese collaborationist units stack 2-high for the entire game. Western Allied units stack one-high in 1941 (or before), two-high in 1942, and three high in 1943 and afterwards. Nationalist Chinese units always stack one –high. • Odds worse than 1-6 are prohibited = attacker is automatically eliminated; odds greater than 6-1 = defender automatically eliminated. • There are no modifiers.

29.22 Simplified Air-Naval Interception and Combat Players wanting a simplified naval-air system may use the following. Air-naval combat may go three rounds. If the non-phasing player has not stopped the phasing player’s forces after three rounds, the phasing player continues on with his mission. In each round, follow the steps below (use 1d6 dice throughout): • Air Interception – Friendly air units intercept enemy air units within friendly units’ interception range; air units intercept naval units (including CVs) in any Sea Area adjacent to the air units’ base(es); and/or • Naval Interception – The non-phasing player may roll to intercept the phasing player’s naval units. If the phasing player’s naval units are in a Sea Area adjacent to the non-phasing player’s naval base, the non-phasing player intercepts with a 1-5; in a Sea Area two Sea Areas from the non-phasing player’s naval base, 1-4; three Sea Areas away, 1-3. There are no modifiers for naval interception. • Air Combat Phase – The air combat phase of a naval-air battle occurs when the non-phasing player intercepts the phasing player. Both sides’ air units fight each other. Each side uses its air-combat factors. Each factor enable the owning player to roll one die. Each player rolls a number of dice equal to the number of FTR/ TAC/NAC/MDM factors (CVEs do not count) he has in the Sea Area in which the phasing player has been intercepted. One hit = one Depletion. If a Depleted air or naval unit is Depleted again, it is eliminated. Full-strength air units hit on a 1 or a 2; Depleted air units only hit on a 1. Roll dice separately for full-strength and Depleted units. KMZ units may compose part of the Japanese player’s forces; each 2 Kamikazes = one air combat factor; however, KMZs may decline to engage in air-to-air combat. Air combat is simultaneous – both sides roll at the same time.

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Losses are assigned to his own forces by the owning player. There are no modifiers in air combat. • Naval-Air Combat Phase: Each player rolls one die for each of his naval and air forces combat factors. Each combat factor allows a player to roll one die. Both sides use their air-naval combat factors. KMZ units hit on a 1, 2, 3 or a 4. Full-strength TAC/NAC/MDM units hit on a 1, 2 or a 3. Naval units and Depleted air units hit on a 1. Depleted naval units do not get to roll any dice at all. Roll separately for each unit type. Each hit = one Depletion. Hits inflicted on friendly air/naval units by Depleted enemy air units and by any naval units are assigned to either air or naval units, at the owning player’s discretion. Hits inflicted by full-strength KMZ/TAC/NAC/MDM air units are assigned to either air or naval units at the opponent’s discretion. Double all hits scored by KMZs. All hits inflicted by KMZs must be assigned to naval units. KMZs are automatically eliminated at the end of the first round of naval-air combat. Naval-air combat is simultaneous – both sides roll at the same time. There are no modifiers in airnaval combat. • After a naval-air battle, Depleted naval units may return to a shipyard rather than their original base. If they do, the owning player may repair them. If a naval unit is Depleted, players do not roll on the Depletion Table. Instead, use the following guidelines: Depleted Transport Fleets and CVEs are considered Sunk; a Depleted CV-1 sustains two turns’ Depletion; a Depleted CV-2 sustains three turns’ Depletion; a Depleted Fleet, four turns’ Depletion; a Depleted SuperBB five turns’ Depletion. If a Depleted naval unit is Depleted again, it is sunk. • After the Naval-Air Combat Phase, Round One is over. Either player may break off the action. If both choose to go another round, the Air Combat and Naval-Air Combat Phases described above are repeated. After a Second Round, players may choose to fight a Third Round. After the Third Round, the battle is over. The Phasing Player may continue with the mission if victorious. If not, the mission is cancelled and his naval and air units return to their bases. • On the PHST, U.S. air units may not intercept Japanese air units on the first round of air and air-naval combat, and none of the U.S. naval forces may roll any dice. All U.S. air and naval losses on the PHST are doubled, as if they had been hit by a Kamikaze attack, but unlike KMZ units, Japanese air units are not eliminated after the first round of air + air-naval combat.

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29.23 Simplified Air Combat System

29.25 Combat Air Patrol

Players may wish to use a simplified system for air combat, OAS and DAS. The simplified system works much like the air combat phase of air-naval warfare. The movement rules for air units is the same as the standard rules. Air combat occurs when the phasing player launches a counter-air mission, or if the phasing player launches an air mission which has been intercepted by the non-phasing player. Both sides’ air units fight each other in the interception hex. . Each side uses its air-combat factors. Each factor enable the owning player to roll one die. Each player rolls a number of dice equal to the number of FTR/TAC/NAC/MDM factors (CVEs do not count) he has in the Sea Area in which the phasing player has been intercepted. One hit = one Depletion. If a Depleted air unit is Depleted again, it is eliminated.

For the sake of simplicity, the standard rules assign a ½ Flak factor to CV-1s and a one Flak factor to CV-2s. This is a simplification for playability’s sake. Players who desire a finer-grain approach, as well as more consistency between TW: Europe and TW: Pacific, may wish to use the following rule: a CV-1 with a Depleted NAC or no NAC at all has a Flak value of ½. A CV-1 with a full-strength NAC has a Flak value of one. A CV-2 with a Depleted NAC, a 1-factor NAC or no NAC at all has a Flak factor of one. A CV-2 with a full-strength 2-factor NAC has a Flak factor of two.

Since there are no modifiers under this system, Japanese air units are repaired or rebuilt original quality level. Full-strength air units hit on a 1 or a 2 (1d6); Depleted air units only hit on a 1. Roll dice separately for full-strength and Depleted units. If a player’s air units have been counter-aired, he can come up and fight, or not. If he refuses to come up and fight, after undergoing Flak, double all hits scored by the phasing player. Each flak factor hits on a 1 (1d6). KMZ units may compose part of the Japanese player’s forces; each 2 Kamikazes = one air combat factor; however, KMZs may decline to engage in air-to-air combat, and may not be counter-aired. Air combat is simultaneous – both sides roll at the same time. Losses are assigned to his own forces by the owning player. There are no modifiers in air combat. Air combat can continue up to three rounds. For OAS and DAS missions, each surviving TAC or NAC moves the ground combat odds one column to the right (for OAS) or left (for DAS), with a maximum of 2 column shifts either way. Each MDM moves the combat odds two columns to the right (for OAS) or left (for DAS). If both players have TAC/NAC/MDM which have survived air combat, column shifts are netted out.

29.24 Simplified Set-Up and Victory Conditions: Pacific War Only To speed set-up and simplify the game, players may wish to focus solely on the Pacific War and treat the war on the Asian mainland in abstract terms. This is a modified version of the 19411945 Campaign Game scenario. The Allied player permanently removes all Nationalist and Communist Chinese units from the board. All Japanese units that are assigned to China in the 19411945 Campaign Game scenario are permanently removed from the Japanese force pool. The Japanese player does receive the NARF value of his starting conquered Chinese cities/provinces. However, the Japanese player rolls one die (1d10) each Spring/ Fall turn, and eliminates the resulting number of NARFs from his NARF Level. The Allied player must eliminate half (rounded down) the number of NARFs lost by the Japanese player; he also loses 1 SMP each Spring or fall turn to reflect NARF grants to Nationalist China. None of the hexes within the 1937 boundaries of China are playable. The Allied player permanently removes all Soviet units from the board. The Japanese player must permanently remove all units initially assigned to Manchukuo in the 1941-1945 Campaign Game from his force pool. The Soviet Union is assumed to enter the war in Summer 1945 on a roll of 1-9 (1d10). If the Allies control Manila, Iwo Jima and Okinawa; have obtained at least one successful atomic attack on Japan; and the Soviet Union has entered the war in Summer 1945, the Allied player wins the game. Any other result is a Japanese victory. None of the hexes in Manchuria and the Soviet Union are playable.

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29.26 Assigning Losses in Naval-Air Battles Under the standard rules, players must assign losses incurred in naval-air battles in the following sequence: CVEs, CV-1s, CV-2s, Fleets, and Transport Fleets, with Fleets carrying ground/air units or NARFs Depleted last. That is, a player suffering two Depletions due to enemy air attack must Deplete CVEs before Depleting CV-1s, CV-1s before Depleting any CV-2s and so on. Under this optional rule losses are allocated by the owning player in all cases.

29.27 Dummy Units Players may choose to place dummy units on their respective TF cards. Like all other naval and air-naval units, dummy naval units and NACs are placed face down on the TF cards, and are only flipped over when intercepted by enemy units. Dummy units do count towards the maximum number of units which can make up a TF. A TF containing three Fleets and one dummy CV/NAC would be permissible, as it would be within the 4-unit maximum size of a TF. But a TF containing three Fleets, a genuine CV/NAC and one dummy CV/NAC would not be. A TF may not contain more than two dummy Fleets and/or CV/NACs.

29.28 Simplified Production Some players may prefer a simplified set of production costs, one that they can easily remember without having to spend much time referring to a detailed production-cost table. If so, they may wish to use the following production costs: Simplified Production Costs Unit type or action

NARF Cost

All air units of any type (including jets) All naval units

15 NARFs

5 NARFs/space; all naval units require 5 spaces

Heavy Flak levels; shipyard and SMP capacity levels; Improved Ports INF, PART, and STA units

25 NARFs 1 NARF/factor

ARM, MECH, U-Boats, Flak, SUBs and INT

2 NARFs/factor

MAR, SNLF, PARA, CDT, CDO, ART, SAC and ASW

3 NARFs/factor

DOW on a Major Power

25 NARFs

DOW on a minor country

10 NARFs

SLEs

25 NARFs

MLEs

5 NARFs

All fortifications

2 NARFs

All POPs, Evasion, Espionage and Counter Espionage chits

3 NARFs

All Major Powers must declare either an SLE or an MLE each turn. SLEs may be declared every turn, if players so choose. Players should be aware that this optional rule will have a material impact on play balance.

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29.29 Japanese Supply Radius The supply rules oversimplify Japan’s historical supply situation. Under the standard rules, it’s possible for Japan to launch amphibious invasions far beyond the radius anything Imperial Headquarters ever envisioned. Accordingly, players seeking a more realistic treatment of Japan’s logistical challenges should use the following optional rule. In addition to all the standard supply constraints, Japanese air and ground units must also be able to trace supply no more than six sea areas from the Japanese home islands. Japan may extend this radius by paying 15 NARFs and permanently eliminating one zero-factor Fleet. Each such extension would increase Japan’s supply radius by one Sea Area. Thus one extension of supply would increase Japan’s supply radius to seven Sea Areas from the home islands; two would increase it to eight, and so on. Japan may not extend its supply radius by more than one Sea Area per Spring/Fall turn. Fin. This page intentionally left blank for notes:

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115 - Countersheets 1 and 2 Reference

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116 - Countersheets 3 and 4 Reference

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117 - Countersheets 5 and 6 Reference

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118 - Countersheets 7 and 8 Reference

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119 - Countersheets 9 and 10 Reference

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120

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