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waw:waw_major_country_rules [2010/11/04 21:41] – tweberwaw:waw_major_country_rules [2026/06/22 12:21] (current) – external edit 127.0.0.1
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 ====== Major Country Rules ====== ====== 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.
 +
 +{{:waw:italy.jpg|}}
  
 ==== Germany ==== ==== Germany ====
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 d.  Soviets play Stalin initiative card:  +10 d.  Soviets play Stalin initiative card:  +10
  
-3.  Once the Soviets reach 100 initiative, they get an action card that allows an attack against Germany.  This +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 ==== ==== 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 ==== ==== 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 ==== ==== 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 ==== ==== China ====
 +
 +1.  China is allied to both the US and the West but cannot give units away
 +
  
 [[world_at_war_rules|Back to WAW scenario]] [[world_at_war_rules|Back to WAW scenario]]
waw/waw_major_country_rules.1288906878.txt.gz · Last modified: 2026/06/22 12:15 (external edit)

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