The World At War 1939-1945
Complete Rules version 2.0
For use with Axis & Allies. These rules supplement A&A rules. There
is no replacement of original A&A rules unless specifically indicated in the
text.
Axis & Allies a registered trademark of Milton Bradley.
World At war a registered trademark of Xeno games, Inc.
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Any territory may be used to build additional troops without the placing of factories. However, these rules must apply:
1. The territory or Area must have a point value.
2. The territory must not be occupied by an enemy player.
3. Troops being built may only be infantry.
4. Infantry pays the normal cost.
5. The placing of infantry in a non factory area is restricted to the point value of the area.
EXAMPLE - Brazil has a point value of 3. The owning player may build up to 3 infantry per turn, without having to build a factory.
Factories may be built in areas that have a printed point value. The number of peices being built, excluding infantry, is restricted to the point value of the area.
EXAMPLE - Brazil has a point value of 3. The owning player may place up to three units of any type and also place up to three infantry per turn.
It takes 2 hits to sink a battleship. Once hit, a battleship is turned on its side to reflect its new status. A Battleship that has been hit once, may not be used in an attack. It defends on a 3, and moves normally. A damaged battleship may not perform shore bombardment.
Battleships may be repaired. However, they must be in a freindly land/sea Area in order to be repaired. The Land/Sea area does not need to have a factory or a printed strength. Repairs can only be made during the active players turn and only during the build portion of the phase. On a turn a Battleship is repaired it may not move; it is considered in port being repaired.
The cost of repairing a battleship is determined by the roll of 2 D6 and adding both of them together. The total of both die is the number of IPC's to repair the ship. If you roll the dice to find the cost repairs, you must pay that amount. Once a battleship is sunk, it may not be repaired. Only a new one can be built.
Half Battleships, representing smaller formations of ships, have been included in these rules. Half battleships attack on a 2 and defend on a 3, and move 2. The IPC cost is listed for each country in the reference chart.
Half Battleships may not be repaired, as 1 hit sinks them. Half battleships may perform shore bombardment. They hit on a 2 or less. They may not be used to transport ground troops.
Paratroopers may be built by any major power at an additional cost of 1 IPC. Paratroopers may only be built on areas containing a factory. They may only be dropped from a bomber. A bomber can carry 1 paratrooper and it may not perform any bombing missions that turn. The bomber and paratrooper must both start from the same area.
Paratroopers attack on a 2 and defend on a 2. When used to attack another area, and should the attacker fail to conquer the area, the paratroper is eliminated.
Some cost changes have been made for better historical accuracy. You will find by looking at the new reference charts that the basic costs ranging from infantry to ships will vary from nation to nation. This allows for more historical accuracy based on ecomic and social conditions for each nation.
Tech rolls may be made at a cost of 7 IPC's for each tech roll. Only 1 Technology may be attempted per turn by each player. However, more than one attempt for that technology may be made. The player states how many rolls he is making and immediately pays the appropriate IPC's to the bank before making his rolls. Regardless of the outcome of the rolls, no money is to be refunded for unused techrolls, nor may unused money be used to gain a different technology.
Once a certain technology has been discovered, any player may have that technology on the very next turn by simply paying 10 IPC's to the bank for developing costs.
EXAMPLE - The US player makes a tech roll of heavy Bimbers on turn 4. On turn 5 any player, including Axis players, may build Heavy Bombers providing they pay the one time 10 IPC cost.
Each nation is limited to a stockpile of 2 heavy bombers per turn. They may be rebuilt if they are destroyed.
Heavy Bombers must be replenished after each use. It costs 5 IPC's to re-arm a heavy bomber. Heavy Bombers are replenished at the start of the players turn, when IPCs are spent, and need not be at a factory.
Heavy Bombers are treated as normal bombers if the 5 IPC point cost for re-arming is not paid. provided that the 5 IPC cost is paid, heavy bombers may be used to trasport 2 paratrooper units. However, the Heavy Bomber may only perform one mission at a time. They cannot be used for a bombing mission and be used for transporting paratroopers on the same turn.
Heavy Bombers may be used in a Multi National Force but only when performing a paratroop mission.
A/A guns defend during each round of combat. They may never be used to attack except when designated as Artillery(see 1.10). In addition, the defender may choose to use his Anti-Aircraft guns as an Anti-Tank gun, but never both in the same turn. The defending A/A gun rolls one die for each attacking aircraft or armor, (whichever target has been chosen by the defender) during each combat phase. The defending player must declare (at the start of the battle) how his A/A gun is to be directed.
EXAMPLE - A multi round of combat occurs in which the defender chooses to use his A/A against all armor units. Several rounds later all of the attacker's armor units are destroyed. The A/A gun now has no more targets as the defending player may not redirect his fire on a new target once he has made his choice at the beginning of the round.
Only 1 A/A gun may be used in an area at a time. If there is more than one A/A gun in an area the other A/A guns are considered to be on the move. A/A guns may be destroyed in order to satisfy a loss. A/A guns that are on the move may not be voluntarily destroyed in order to satisfy a loss and are considered to be captured should the attacking player conquer the area.
A/A guns may also be used as artillery when attacking. A/A guns may move and fire as artillery. When used as artillery A/A guns attack on a 2 and destroy only infantry and are treated as normal units. They do not get a roll for each defending infantry unit.
A/A guns always defend as A/A guns and do not defend as artillery. A/A guns may be used to defend and number of times in a turn. If used as artillery, A/A guns still defend as normal.
Rockets may be used as long range artillery. However, you must have rocket technology in order to do so. Rockets, unlike normal artillery, may attack or defend from an adjacent area. They may attack or defend in the same area or be one area away. Rockets may not be used as A/A guns.
Rockets attack on a 3 and defend on a 2. They may only be used to destroy infantry and are treated as normal units. Rockets may move and fire. Rockets firing from an adjacent area may not be destroyed to satisfy a loss. Only if they are in the same area as the attacking/defending units can they be destroyed to satisfy a loss.
2.1 Allies
On the Allied side only American, British, French, and Chinese units may share the same area. No Allied units are allowed to share the same area with a Russian unit. Any time an Allied unit shares the same area with a Russian unit any or all Allied units are considered interned and are removed from play. The Russian player then immediately collects from the bank 1 IPC for each unit removed. this reflects any salvagable material that the Russians can use.
French forces are considered as British forces at all times. The British player conducts the French and British turns simultaneously. When attacking as an Allied Multi National force the defending Axis player chooses which Allied pieces will be destroyed to satisfy any combat losses. This privilege is extended only to the Axis player only when he is being attacked by a Multi National force and not to a similar defending force.
Japanese and German forces may share the same area. However, they may only defend as a Multi National Force. They may not attack as a Multi national Force. When defending as such the attacker chooses which nationality is to receive the losses. The defender then chooses which units will receive the loss. The Allied player may not pick which peices are to be destroyed in order to satisfy a loss.
3.1 America
The US, until it is at war, may only give aid to the Allies in the form of money. The US player may five Lend Lease to any Allied player. However, any money being paid to an Allied player is subject to Axis intervention. One Axis player rolls 1D6 for each Allied player receiving Lend Lease. On a roll of 1 all money to that country is lost and returned to the bank. On a roll of 2 half the money is lost(round up). On a roll of three one third of the money is lost(round up). On a roll of 4-6 all money is safe.
The US player may only make one attempt to each nation per turn and only if that nation is at war with an Axis nation. While neutral, Russia for example, could not receive US Lend Lease. The US player may never spend more than half of his National Production on Lend Lease.
Britain may only give Lend Lease to the French and Minor Allies. The amount may never exceed 10 IPC's. It is subject to Axis intervention and a die roll as in 3.1 is made for the attempt.
No other nations may give Lend Lease to Another Nation.
4.1 Railroads
Strategic movement is in the form of rail capacity. Each nation has its own rail capacity. Strategic movement takes place during the non-combat portion of the turn. Rail movement is unlimited, provided that the owning player can trace a line that is uninterrupted by an enemy unit, does not cross a neutral border, cross a sea area, or an ocean area. The Suez Canal, Panama Canal, or Turkish Straits do not block rail movement.
Only units that did not move in the turn sequence are eligible to use rail movement.
5.1 Sequence of Play
The order of battle for each gae turn is determined for each nation as follows:
1. GERMANY - (Has two impulses on first turn only)
2. BRITAIN and Minor Allies (France, Belgium, Netherlands, etc.)
3. JAPAN - (May use two impulses as surprise attack)
4. RUSSIA
5. UNITED STATES and China
6.1 Declaration Of War
Germany starts the game by being at war with Britain, France, and Poland. Germany may declare war on the US, Russia, and China at any time, at no IPC cost. Germany may invade any neutral country at any time and does not ahve to pay any IPC cost, except when invading Switzerland. (See Switzerland)
Axis germany consists of the combined countries of Germany, Italy, and Rumania. Rumania, due to map size, includes Bulgaria and Hungary. There are some restrictions as to the use of these Axis Minors. However, the restrictions do not affect the IPC's that Germany is to receive.
There are also some penalties that the Germans suffer during the first time invasion attempts by the Allies of these Axis Minors. HOwever, those penalties are suffered only once and are not to be suffered during later attempts.
German forces in Italy, Libya and Italian East Africa may not be moved, or attack until France has been conquered. They may defend normally. They are activated immediately on the turn that France falls. Should France fall on Germany's first inpulse, Italian Units may be moved and used during the second impulse for any attack.
The first time that Italy has been conquered by an Allied player, the German player must pay 4 IPC's to the conquering player and 3 German infantry must be eliminated. The German player decides which infantry is to be eliminated.
Axis forces in Rumania may not be moved, or attack until Germany declares war on Russia. They may defend normally. Additional forces may not be built there, unless at war. German units may pass through freely, provided their movement does not end in Rumania. Once Germany is at war with Russia, Rumanian restrictions no longer apply.
If at war with Russia and the first time that Rumania is conquered, the German player must pay 3 IPC's to the conquering player and 2 German infantry must be eliminated. The German player decides which infantry is to be removed. This penalty is not suffered if Rumania is neutral.
Germany does not surrender as long as Italy remains Active. If Germany is conquered, the German player must pay half of his IPC's, immediately, to the conquering player. The German player must also eliminate 4 infantry. The German player decides which units are to be destroyed.
Until Germany declares war on Russia, or the beginning of game turn 5, Germany receives an additional 5 IPC's per game turn. This represents vital resources that were important to the German war effort.
SPAIN - On the game turn that Germany receives 50 or more IPC's, the German player may attempt to influence Spain in joining the Axis. The German player rolls 1D6, and on a roll of 1-2 the attempt is successful. On a successful roll Spain and all of her armies and territories immediately join the Axis, at no cost. Use German counters for spanish troops and adjust the IPC level accourdingly. Only one attempt per game turn can be made.
When adding up the IPC total the free IPC's that Germany receives from Russia and Sweden do not count as the total.
TURKEY - On the game turn that the German Player receives 55 or more IPC's, Germany may attempt to influence Turkey in joining the Axis. Apply Spanish Rule.
IRAQ - On the Game turn that Germany conquers Egypt, Germany may attempt to influence Iraq in joining the Axis. Apply Spanish Rule.
FINLAND - If Finland has not been conquered by an Allied player by the end of Game turn 2, Finland and all her troops are then under immediate German control. As long as Finland remanis neutral all Finn infantry defend on a 3.
SWEDEN - Historically, Sweden supplied Germany with vital resources and as long as Sweden has not been conquered by an allied player, the German player receives 2 IPC's per turn from Sweden.
CHILE AND ARGENTINA - The German player may foil any attempt by the US from using it's influence on these two countries by making it more expensive to the US player, and at a greater risk!
The German player waits until the US player attempts Economic Conquest of either, or both countries and pays any number of IPC's to the bank. The US player must then match the additional IPC's or give up the attempt, in which case all the money from both sides is forfeited.
EXAMPLE - Chile is worth 2 IPC's, the american player must pay 4 IPC's for the attempt. The German player decides he will spend 2 IPC's and pay the bank. The American player must now pay an additional 2 IPC's or give up the attempt. If, the American player pays the 2 IPC's, he may then proceed with the attempt, but with a greater risk. On a roll of 1-2 the attempt is successful and the American player adds Chile to his territories, however on a roll of 6 Chile joins the Axis.
Germany may do this at any time the US player makes an attempt to influence Chile or Argentina. Should the German player not attempt to influence, then the US player may make a normal influence roll and not risk losing Argentina or Chile to the Germans.
6.8 Hitler Assassination
The German player may make one roll on 1D6 in attempt to assassinate Hitler
On a roll of 1-2 the attempt is successful and germany gets a permanent 5 IPC
increase per turn for the remainder of the game. On a roll of 3-5 there is no
result. On a roll of 6 the German player must immediately destroy and remove
from play 2 infantry units and 2 armor units. The German player decides which
units are to be eliminated.
6.9 SS Panzers
Beginning on the third game turn, the German player may build 2 Armor units
as SS Panzers. SS Panzers can only be built on factory sites and cost an
additional 1 IPC. SS Panzers have an attack of 4 and defend on a 5. They may be
rebuilt if they are destroyed.
6.10 SS Panzergrenadiers
Beginning on the second game turn, the German player may build 2 infantry as
SS Panzergrenadiers. SS Grenadiers may only be built on a factory site and cost
an additional 1 IPC. SS Grenadiers have an attack of 2, defend on a 3, and a
movement of 2. They may be rebuilt if destroyed.
6.11 German U-Boat Pens
For a cost of 8 IPC's the German player may build and place one U-Boat pen.
The pen must be built on a factory site and on a coastal area. Once placed the
pen may not be moved. The pen has a permanent A/A capacity that is used against
attacking aircraft. A sub pen may house any number of subs.
Combat is treated like a normal A/A gun, except that the pen defends on a 2.
Each hit scored by attacking aircraft causes one loss to a submarine. A hit
scored by an attacking aircraft on an empty pen damages it. It takes two hits to
destroy a pen. A damaged pen has an A?A capacity of 1. A damaged pen costs 5
IPC's to repair. Any number of pens may be built, but only one may be placed on
an area.
The A/A on a pen may only be used against attacking aircraft. The A/A on a
sub pen defends the entire sea area. Any enemy aircraft flying over an area
containing a sub pen are subject to A/A fire from the pen.
6.12 Switzerland When invading
Switzerland, the German player must pay the bank 10 IPC's. The German player is
not allowed to use tanks in his attack. All Swiss infantry defend on a 3.
In order to simulate German surprises and earlier successes the German player
starts the game with two impulses. The German player must use this two impulse
move on the first turn only. It may not be used thereafter or in any other game
turn. Beginning on game turn 2 Germany resorts to normal game sequences.
FIRST IMPULSE:
1. German player pays for builds.
2. German player makes his moves.
3. German player makes his attacks.
4. If France falls in first impulse, resolve vichy rule immediately.
5. German player makes any non combat moves with only those units that did
not previously move.
6. German player places his builds. If the German player declared war on
Russia he may place any number of builds in Rumania. If France fell on the first
impulse then the German player may place units in Italy and Italian territories.
SECOND IMPULSE:
1. German player may move any or all of his pieces again. If France fell on
the first impulse the German player may use and move Italian pieces and attack.
2. German player makes any additional attacks.
3. German player makes any additional non combat moves with any unit that did
not move during the second impulse.
4. The German player now adjusts his IPC level accordingly and collects his
money from the bank.
5. End of second impulse.
Germany has a rail capacity of 4. The German player may rail any 4 land
units. German rail capacity may only be used in Europe and Asia.
7.1 Declarations of War
Japan starts the game by being at war with China. The Chinese conflict is not
a declaration of war against the U.S., Britian, and her Allies, nor Russia
Japan may attack any major power at any turn, except Russia. Japan may attack
any Neutral country that it wishes and does not have to pay any IPC cost when
attacking a major power or a Neutral country.
Japan may not attack Russia until the 6th game turn. Should Russia declare
war on the 5th game turn and attack, all Japanese forces defend normally.
Japanese forces in Thailand may not move or attack unless Japan is at war
with a major power. If attacked first, Japanese units defend normally. The
Japanese player may not place builds in Thailand until Japan declares war on a
Major Power.
FRENCH INDO-CHINA: Japan may attempt to influence French Indo-China if a
vichy government has been established there. If, a vichy Indo-China exists,
Japan may pay 2 IPC's to the bank and roll 1D6. On a roll of 1-2 the attempt is
successful, and all forces in French Indo-China come under Japan's control.
Replace vichy forces with Japanese forces. A failure would not prevent the
Japanese player from collecting his IPC's from the vichy government. Japan may
only make one attempt per turn.
Japan may do 1 two-impulse attack. This attack may come at any turn but is
only to be used once. There is no game turn limit as to when it is to be used
and it may be postponed indefinitely. Follow the same two-impulse sequence as
described in Germany. (see 6.13)
The Japanese player may perform two Banzai attacks per turn at no additional
cost, not need it be at a factory site. All participating infantry units attack
on a 2 for one round of combat only. Once a Banzai attack has been declared the
Japanese player must see the attack to a conclusion and he is not allowed to
call off the attack.
The Japanese player may perform one Kamikazi attack per turn on a target of
his choosing at no additional cost. The fighter or bomber performing the attack
may use up all of it's movement to reach the target and gets one round of combat
and attacks on a five or less. The Kamikazi fighter or bomber is then destroyed
and removed from play.
If a hit occurs, the target chosen by the Japanese player must be destroyed
and removed from play. In the case of a Battleship, one hit of damage must be
inflicted immediately.
All Japanese infantry defending the island of Japan defend on a 3.
Japan Surrenders when Japan is successfully occupied by an Allied player. All
surviving naval, Air and Ground units may continue fighting and attempt to
retake Japan during the next Japanese turn phase. If no such an attempt can be
made, or fails, any surviving Japanese forces are removed from play and Japan
must surrender all IPCs to the conquering player.
Japan may rail any two ground units and it is restricted to Asia.
BRITAIN, the COMMONWEALTH, FRANCE, BELGIUM, and the
NETHERLANDS
8.1 Declarations of War
Britain starts the game by being at war with Germany. Britain and her Allies
may not attack Japan unless attacked first by the Japanese, or until game turn
6.
When Britain invades a neutral country the British player must roll 1D6. The
roll is successful if it is higher than the printed IPC level of that Neutral
country and combat occurs. If the roll is equal to or less, the attempt is
unsuccessful. If the attempt fails, the British player must place all of the
participating units to the nearest British held Area and pay the bank 5 IPC's.
The British player is then never allowed to invade that Neutral Country again.
Until Britain is formally at war with Japan the british player may not hinder
Japanese movement on the high seas or place any naval unit on any Japanese
Land/Sea area containing a foctory. Until Britain is formally at war with Japan
no British units are allowed to be moved into China to bolster Chinese defenses.
If Britain is conquered by an Axis player the British player pays 10 IPC's to
the conquering player and drops his IPC level by 8. The British player then
announces a Government in Exile and establishes a new Capitol in either Canada,
Austrailia, South Africa or India. Upon the establishment of a new Capitol, the
new area which is choses then receives twice the number of IPCs. Britain is only
conquered if these four Commonwealth countries are also conquered.
Due to the vast extense of the British Empire and space limitations of the
map, Britain has four IPC's that are not represented on the map and which cannot
be taken away by the Axis players. When calculating IPC totals for Britain,
always make sure those four IPCs are in the new total as represented on the
chart. On the chart for example the IPC level for Britain is set at 39, however
a count of the territories shows a total of 35.
If Poland is not conquered by the German player at the endif the first game
turn, Poland falls under British control and British pieces are used to replace
Polish pieces. The British player is then allowed to build there and adjusts his
IPC level accordingly.
The British player controls all of France and her Colonies and Minors unless
a sixth or seventh player is active. However, all French money must be kept
seperately, and is to be used only to build French troops in Free French
Territories or other Minors. The British player may use British monbey to build
French forces, however this can only occur as a Lend Lease and is subject to
Axis intervention. France is also eligible for U.S. Lend Lease. (see 3.1)
The French empire, although not as vast as the British empire, was pretty
impressive and hard to portray on the map. To compensate for this the french
have one extra IPC that is not represented on the map. This 1 IPC cannot be
taken away from the French ans is treated as in case 8.3
8.7 Fall of France, and Vichy France
When France is conquered by an Axis player, the British player gives the
conquering player 3 IPC's from the French money and lowers France's IPC level
accordingly.
The British player then rolls 1D6 for each French fleet in the Atlantic and
Mediterranean. On a roll of 1 the French Fleet joins the Axis. On a roll of 2-4
the fleet is scuttled and removed from play. On a roll of 5 the fleet becomes
Vichy French and immediately moved to the nearest Vichy Land/Sea area. On a roll
of 6 the fleet is under British control and French pieces are replaced with
British Pieces. The British players then use the same steps to resolve the fate
of the French Fleet in the Mediterranean and Indian Ocean.
The British player then rolls 1D6 for Each Territory that is not already
controlled by the Axis. On a roll of 1-3 the Territory becomes Vichy, and on a
roll of 4-6 the Territory becomes Free French.
THE FRENCH TERRITORIES ARE: Morocco, Algeria, French West Africa, French
Equatoral Africa, Madagascar, Syria, French Indo-China, The Mauritius Islands,
the Fiji Islands, and the Society Islands.
The German player then places German control markers on all vichy territories
in Africa, the Middle East, and Indian Ocean and removes any non-French forces
from play, and adjusts his IPC level accordingly. The Japanese player would then
do the same for French Indo-China and any islands in the Pacific Ocean.
The British Player will then make the adjustments on the French IPC level,
subtracting the points for any territories that France may have lost. No IPC
payments are made for lost territory.
8.8 Treatment of Vichy Territories
Although the Axis players get IPC's each turn from the Vichy territories,
they are never allowed to build troops there, nor may the Axis troops pass
through Vichy Territory. If a Vichy Territory is attacked by an Allied player
and not captured the Axis player would then replace the Vichy units with his own
and be allowed to build. However, this only affects those territories that are
attacked and not captured by the Allied player.
Vichy territories recaptured by the British, Free French or US forses resort
to Free French. If for any reason any Vichy territory is attacked by an Axis
player, All Vichy Territories, unless occupied by an Axis player resort to Free
French.
Vichy troops defend at normal no matter who is attacking. Vichy forces may
not move during the game. If a vichy navy exists it may not be used to impede or
hinder any Allied fleet. If a Vichy naval unit is attacked by an Allied player
the defending units defend normally.
If a Vichy Territory is recaptured by an Allied player and the territory
contains a Vichy fleet then the fleet becomes Free French.
The British player may not use Belgian IPC's as his own. Belgium IPC's may
only be used by the Free French and French units are used as representing the
Belgian units.
THE BELGIAN COLONIES ARE: Belgian Congo
The British player may not use Dutch IPC's as his own. Dutch IPC's may only
be used by the Free French and French units are used as representing Dutch
units. The Dutch fleet in the Pacific may not be moved until Japan is at war
with a Western Power, or turn 5.
THE DUTCH COLONIES ARE: Dutch East Indies, Java, Borneo-Celebes, and new
Guinea.
SAUDI ARABIA - Whenever Egypt is conquered by an Axis player, Britain may
attempt to influence Saudi Arabia. The British player pays the bank 1 IPC for
the attempt and rolls 1D6. On a roll of 1-2 the attempt is successful and Saudi
arabia joins the Commonwealth. Only one attempt per turn can be made.
On a successful attempt, adjust the IPC level and place the appropriate
amount of troops there using British pieces.
Whenever Britain is invaded all British infantry defend on a 3 and all
fighters defend on a 5. This is only good in the British Home Country.
Britain has a Rail Capacity of 2. It may be used to transport and two ground
units in Asia, Africa, and Europe. The U.S. player is allowed to use British
Rail capacity.