Major Country Rules

Playing with Alliances

Germany is allied with Italy (once awake) and the West is allied with China and the US once the West is at war with Japan. In the picture below, you can see the border between Italy and Germany. Note that it is faded relative to the other borders nearby. This indicates that the countries are allies. Note the the alliance between Italy and Germany does not start until Italy is awake so you will see the unallied border when the scenario starts. Allies can share recon. R&D sharing is turned off thought Italy gets German tactical R&D and the US and the West's tactical R&D is synced. Selecting the pink hexagonal line in the lower right hand corner of the picture below allows a regime to give hexes to an ally. Germany might consider giving a resource or chemical factory hex to Italy. Also note that allies can move and draw supply through eachother's territory. Finally, the pink box bottom in the lower right hand corner allows allies to give units to allies (this is turned off during China's turn). Allies can also strategically transfer units or supplies to each other.

Germany

1. Germany starts at war with both the West and Poland (or Denmark / Czechoslovakia depending on the variant played).

2. Germany declares war on BeNeLux and France through the play of the 'Western Blitz' card (though France and BeNeLux could join the conflict through variants and cards). This card gives puts German paras in Belgium and Netherlands, moves the French army into Belgium and gives the Germans a surprise advantage.

3. Germany wakes up Italy through a combination of conquest and action cards. Once awake, Italy is allied to Germany.

4. Upon the fall of Paris, Germany gets the Eastern blitz card, can bring in the Axis Minors and can establish a Vichy government in France (though this must be done in 6 turns).

5. Playing the Eastern Blitz card gives Germany a surprise attack vs the Soviet Union. Any remaining Axis minors will join the German side at this time. An attack on the Soviet Union increase US initative by 20 points.

Japan

1. Japan wakes up with the Fall of Paris. Japan can occupy Indochina by playing a card. This raises US initiative by 10 points. The US gives Japan 2500 supply and fuel points a turn in trade.

2. Japan can start a limited war in Manchuria with the Soviet Union by playing a card. Once the war is started, either side may concede by playing a card. The original boundaries in Manchuria are then restored.

3. At the limited war with the Soviet Union is over, Japan can start an unlimited war with the Soviet Union.

4. Japan can resume the war with China by playing a card. This give the United States 20 initiative points and leads to a US trade embargo. Japan gets the Pacific Blitz card. If the Indochina and/or the India variants are selected, Japan also gets cards that allow them to attack. An attack on either country raises US initiative by 10 points.

5. When Japan plays the Pacific Blitz, Japan goes to war against both the US and the West. The US takes a massive readiness penalty.

Italy

1. Italy starts the war asleep and with 50 initiative points (10 points if the Italy Versaille variant is selected). Italy wakes up and becomes Germany's ally once it gets to 100 initiative points. Points are earned as follows:

a. German capture of Amsterdam, Antwerp, Calais - 10 points each b. Capture of Paris, London, Suez - 20 points each c. Playing Pact of Steel, Aid to Italy card - 20 points each

2. Italy cannot research technology but get's research from Germany. Italy can research production improvements. As an ally, Italy goes to war with the Soviet Union and the US in sync with Germany.

3. Italy can declare war on Greece, Spain and Vichy.

4. Italy surrenders once Tripoli is captured and 100 power points of Allied troops are in Italy (including Sicily). Italy and Germany can play cards that increase this to 200 power points and even prevent Italian surrender.

5. Italian units fight at a 10% penalty.

6. As an ally, Germany and Italy can loan units or change territories. Note that Italy and Germany produce on eachother's peoples locations at 50% efficiency (e.g., so players should keep Italian people under Italy and German people under Germany once own people production is improved).

7. Once awake, Germany can give Italy 50 pp in aid at a cost of 55 pp. Note that Italy has no efficient supply producing locations and should build one or borrow one from Germany as soon as possible.

Soviet Union

1. The Soviet Union starts the war asleep and wakes up after Paris falls. The Soviets have 50 initiative points and need 100 points of initiative to declare war with Germany. The Soviets start the war with a non-aggression pact with Germany (unless the No Munich variant is played and then the pact does not come into play until Poland is partitioned). The pact gives Germany 1000 supplies and the Soviets 10 finished engines per turn. Once awake, the Soviets immediately occupy the Baltic States.

2. The Soviets can declare a limited war on Japan (Zhukov has a decent armored force in the Far East). This war can be ended with one side conceding and then borders are returned. After the limited war, either side can declare an unlimited war. Note that the unlimited war is expensive at 250 pp.

3. The following activities impact Soviet iniatitive:

a. Germany activates Finland, Hungary, Romania, Bulgaria, Yugoslavia by card: +10 points each. Note that this increase does not occur if the Soviet's fight the Winter War (impacts Finland) or occupy Bessarabia (impacts Romania).

b. Cancellation of the non-aggression pact: +10 if Germans cancel, -10 if Soviets cancel

c. Germany attacks Turkey (or Greece if 'Greece defeats Turks' variant is played): +20

d. Soviets play Stalin initiative card: +10

4. Once the Soviets reach 100 initiative, they get an action card that allows an attack against Germany. The Germans are surprised and suffer a 50% readiness loss. Note that this decreases US initiative by 20 points. The decision for the Soviet Union to attack Germany should not be taken lightly. There is a net 40 point decrease in US initiative and this will greatly weaken the overall Allied ability to help the Soviets

5. The Soviets can move production. There are cards for major Western Soviet cities (including Warsaw if the No Poland variant is played). Moving production coverts the city into a town. The Soviet player is then awarded political points based on the current production (e.g., you get more if you have more to move). The Soviets can use these points to build factories. There is a large worker battalion in Siberia that can set up the new production. Note that the Soviet player should be cautious about moving cities as cities are flexible production locations. Constructed productions must be in the form of factories which can only produce 1 type of unit.

6. The Soviets can receive 20 pp of lend lease from the West or the US. These grants cost 25 pp normally or cost 30 pp during the winter or if the German's occupy Bergen.

United States

1. The United States starts the war asleep with 10 initiative points. The West can wake it up playing a 500 pp card once initiative gets to 100. Initiative is impacted by the following:

a. Paris, London, Gibraltar, Suez fall: +20 points

b. War declared on China by Japan and on the Soviet Union by Germany: +20 points

c. War declared on Germany by Soviet Union: -20 points

d. Japanese occupation of Indochina: +10 points

e. Western militarization of Dutch East Indies: -10 points

f. West / Russia / China lobby Roosevelt (can happen once per turn across all 3): +11, +5 additional if Japan and China at war, +1 additional if Germany and the Soviet Union at war.

g. Germans / Japanese lobby Roosevelt (can happen once per turn across both): -10

2. While the US is asleep, they will provide aid as follows:

a. To the West: 20 finished hulls and pilots for each of Paris, London, Gibraltar and Suez that are lost

b. To the Chinese: 20 finished pilots if at war with Japan

c. To the Soviets: 20 finished engines and steel if at war with Germany

3. When the US wakes up, aid if provided directly as political points via the lend lease cards.

4. Once awake, the US is allies with Britain and China. The US can give units and territories to both. R&D between the US and the West is synced.

West

1. The West starts the war with Poland (or Denmark or Munich by variant).

2. France and the Low Countries will join the West when Germany blitzes. If the 'active France' variant is selected, France gets a card that wakes France up and then brings them into the war.

3. The West can influence US entry through the play of a card.

4. The West is aligned to both China and the US

France

1. France tries to hold out as long as possible. Once the German offensive has started, France can declare Paris an open city

China

1. China is allied to both the US and the West but cannot give units away

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waw/waw_major_country_rules.txt · Last modified: 2016/02/26 18:51 (external edit)
 
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