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World at War
Overview. This scenario simulates the WWII globally from 1939 until 1945. The each turn is a month and there are 5 active regimes – Germany, Japan, The West, Soviet Union, and China. Also other regimes will join one of the five active regimes depending on game triggers. Note also that only Germany and the West start the game as active players. The other 3 regimes ‘wake up’ when Paris falls.
Map. The map wraps and is drawn in 2 scales – a smaller scale for Europe and the Atlantic and a larger scale for Eastern Asia, the Pacific, and North America. A few land types have been added – ‘big sea’, ‘big land’, and ‘impassible’. These types have been added to manage the distortion associated with a 2 scale map and maximize the playing space of the game.
Locations. A simplified location structure has been added. Cities can produce 0, 2, 4, 8, or 16 k in production points. There is also a resource hex that can produces 2k in supply or pp and a factory hex that produces 2 k and can be built (cost 60 pp or a 15 month payback). Note that the vp of the hex is also the same as the production value of the hex (divided by 1000). A military base location has also been added. This is a combination of a port and an airbase. Note that initial production levels were derived from GDP data.
Research. R&D has been simplified. There are now 10 research tracks – basic infantry, heavy infantry, specialized infantry, guns, armor, fighters, bombers, ships, submarines, and carriers. These tracks cover multiple sftypes (e.g., armor covers light tanks, medium tanks, heavy tanks, and tank destroyers). There are still 4 levels of research.
Units. The scenario uses the standard unit set with some modifications and additions. Modifications include:
- Dive-bomber ship and sub combat values dramatically reduced.
- Carrier carry capacity reduced
- BB artillery range reduced to 1 hex
- AA range capped at 2 hexes
- Supply cost 2 pp
- Ship speed is quintupled
Additions include
- Carrier Air. This is a combination fighter (though weaker than land based fighter) and has strong anti – ship and sub combat values. It is light and can fit on carriers like standard planes on standard CVs.
- Partisan. A scout with better supply carrying capability. Cannot be built but may arrive in European Soviet, China, Yugoslavia, and French Indochina hexes under certain conditions.
- Limited supply. Expensive supply (4 pp) that Japan has available during the US embargo.
All units expend a unit of manpower when purchased. At the start of the game, each of the regimes gets a certain amount of manpower and a certain manpower growth rate. (e.g., Germany starts with 5000 manpower and gets 100 manpower per turn). This limits the number of units that can be built over the long haul (Germany can only average 200 units per round through early 1944). Note that manpower statistics were based on population and willingness (e.g., Germany gets a higher portion of the German population than the Polish population). Note also that production assigned to units with insufficient manpower is wasted. A message will alert a regime when manpower gets critical (<100). Players should shift to producing supply and political points when this happens.
Weather. The Northern wx zone has snow wx from Dec – Feb (50% snow during November and March). Snow inflicts a 25-50% readiness penalty and slows land movement (except swamp which is improved).
Victory Conditions.
- China wins if they control all the production centers in China, Manchuria, and Korea.
- The Soviets win if they control Berlin
- The West wins if they control Berlin and Tokyo
- Japan wins if they control Calcutta, Sydney, and Chungking.
- Germany wins if they control London, Paris, Rome, Leningrad, Moscow, and Stalingrad
Early War (pre – fall of France)
- Germany starts the war with the invasion of Poland. Poland is surprised and has a 50% reduction in readiness. After Germany’s turn, Poland will join the side of the West. During the West’s turn, they will declare war on Germany.
- Once done with Poland, Germany can fight the West. They will get an ‘Western blitz’ card in April of 1940 that gives them control of Oslo, Denmark, and Eban Emaul and inflicts a 50% readiness reduction on the West and the Allied Minors. Note that Germany will not get this card if it has previously declared war on the Allied Minors or controls a hex in the Maginot line (Phony War).
- The Germans must also garrison the east to maintain the non-aggression pact after 1939. The ratio of Soviet to German power points must be lower than 4:1 in 1940, 2:1 in 1941, and 1:1 in 1942 and beyond. Note that the Soviet power point total is doubled if the US is in the War. Power points within 4 hexes of the border count towards the total. Note that the border extends once the Axis Minors join the German side and those units are also included (though not Turkey if brought into the war).
- The Allied Minors will join the war on the side of the West when attacked. The West will also take control of the Dutch East Indies.
- Italy will join the war on the side of Germany once Germany controls Lille.
- Once Germany controls Paris, the Germans can establish a Vichy regime. When this happens, all West units in Northern France and the Low Countries surrender. Metropolitan France and French North Africa join the Vichy regime. French Indochina is occupied by Japan. The US starts sending lend lease (Boston joins the war on the Western Side. Note that the Germans must establish a Vichy regime by the 4th turn they control Paris or they lose the card.
- Japan, the Soviet Union, and China now wake up.
Pre-Total War (fall of Paris to Pearl Harbor)
- China and Japan start in a state of limited war. While in limited war, China gets 1 pp for every 2 power points that are lost (US technical aid to the sympathetic Chinese). Japan can end this conflict at any time by playing the ‘Chinese Stalemate’ card. Once played, there is a ceasefire between China and Japan.
- After the ‘Stalemate’ card is played, Japan can resume hostilities by playing the ‘major offensive’ card. When this card is played, China and Japan are back at war but China gets no pp bonus. Instead, the US imposes an embargo and Japanese supply costs are double. Japan has 6 turns to declare war on the US. On the 7th turn, it surrenders China and Manchuria to the Chinese regime who then wins the game. Japan is encouraged by German actions and will automatically launch a major offensive when Germany goes to war with the Soviet Union.
- Upon playing the major offensive, the Japanese player gets the ‘Pacific Blitz’ card. When this card is played, the Dutch East Indies joins the US, the US gets a 100% readiness reduction, then joins the West, which is then at war with Japan. War between the US and Japan cancels out the embargo and Japan resumes normal supply costs.
- Japan and the Soviet Union can also each go to war with the other by playing the ‘Nomohan Incident’ card. Either side can end the conflict by offering a non-aggression treaty which transfers 20 pp over to the recipient. Note that all pre-war boundaries between the Soviet Union and Japan are restored.
- In Europe, the Axis Minors and the Balkan Allies join the war on the side of Germany and the West respectively in 1941. The Balkan will join sooner if Germany declares war on them. Also, both will join their respective partner regimes if Germany and the Soviet Union go to war.
- Once the Vichy regime is established, either Germany or the West can declare war. No matter which side declares war, Southern France is occupied by Germany and French North Africa and Syria is occupied by the West. If the Germans declare war, the French fleet is interned (and usable) in Gibraltar. If the West declares war, the French fleet flees to Rome and joins the side of the Axis.
- Once Paris is captured, the Germans also get the ‘Eastern Blitz’ card. Germany must use this card to declare war on the Soviets. When Germany plays this card, the Soviets are surprised. There are 2 surprise levels. If the Soviets have less than 75% of their power points West of the Urals within 4 hexes of the Finland, East Prussia, Poland, Romania border, they have a 'major surprise'. There is a one time 100% reduction in readiness and Germany is awarded 100 pp. If the Soviets have more than 75% of their power points in the forward area, the readiness penalty is only 50% and there is no pp grant to Germany. (Design note, this rule is intended to provide incentives for the Soviets to maintain a forward defense.)
- The Soviet Union immediately declares war on Germany if the German player fails to maintain the garrison level. The German player will lose the ‘Eastern Blitz’ card if this happens.
- If more than 50 power points of German units occupy the UK and the US is not at war, then the US will ramp up aid to the West. New York and Washington (along with the entire NE US) will join the war on the side of the West.
Total War (Post Pearl Harbor).
- Beyond lend lease, the US is mobilized into the West in 3 stages. There are actually 3 regimes – (1) US, (2) US +13, and (3) US + 25. The number corresponds to a turn after Pearl Harbor that the next regime joins the west. The additional regimes bring on additional production centers.
- If either a Japanese or German power point enters the continental US, the US is immediately completely mobilized.
- Aid to China / Soviet Union. Once the US is in the War, the Western player can play an aid to China and to the Soviet Union once per turn. The China Aid card is available if the West controls Mandalay and the Chinese control Kunming. The Soviet Aid card is available if the Soviets control the 'To Murmansk' hex and it is not winter.
- Partisans. After the US is in the war, there is a 1% chance per non plains, non urban hex that a partisan unit (5 partisans) will arrive in a German controlled hex in the Balkan Minors or the European Soviet Union or in a Japanese controlled hex in China, the Philippines, or French Indochina.
- Turkey. Turkey joins the German side if attacked by the West or by the Soviets. It joins the Soviet side if attacked by the Germans. If Germany controls the Kuwait, there is a 10% chance per round that Turkey joins the side of the Germany.
- Spain. Spain joins the German side if attacked by the West and the German side if attacked by West. If Germany controls Gibraltar, there is a 10% chance per turn that Spain joins the German side.
Other Variants
- Special units. This is a variant that gives each active regime a unit that only they can build. They include: (1) Germany – Flak 88, a combination AT gun and Flak unit, (2) Soviet Union – Katyusha, a combination artillery (range 1) and truck (with tank carry capacity). (3) Japan – Kamikaze. A one way carrier air unit – no fighter capability but 2x ship capability. (4) West. Elite infantry / Long range transport – Combination Scout and Para with good supply carry, can demolish. (5) China. Conscripts. Defend like rifle, weaker on attack slightly worse. Cheaper and uses less supply.
- Special people. If selected, Munich and the Urals have a new people type – SS and Siberians. Both fight at +20%.
- Regime bonuses. If selected, the chosen regime gets 10 pp per round and an double additional manpower per round. Good for balancing.




