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WW1 A&A Start Start Start Start Convoy Strategic
Nation Inf* DN MS SS RPs RPs CIP IRP NRP Surrender Move turn Notes
enter
Germany 20 5 3 3 80 30 1 6 20 Berlin or Ruhr 20 1
Austria-H 6 1 30 2   Austria or Hungary 5 1 move only Austria, Russia, Balkans, Italy
Turkey 6 20 2   Const. or Ankara 3 (not desert) 2 move only Turkey, Russia, Balkans, Africa
England   6 6   40 20 1 4 30 London or Glasgow  10 in Eng 1
France 10 1 2 40 10 1 6   Paris or Marseille 10 in France 1
Italy 6 1 1 20 10 2   Rome or Turin 5 in Italy 3 move only Italy, Austria, Balkans, Africa
Russia 8 2 20 20 6   Any 4 Underlined 3 1
USA 1 2 2 80   20 na 9  
Belgium 3 1 10 1 move only home or adjacent countries
Serbia 3 1 3 1 move only home or adjacent countries
Bulgaria 3 1 3 4 move only Balkans
Roumania 3 1 3 7 only Austria, Balkans; (Russia if retreat)
Greece 3 1 3 5 move only Balkans or Turkey
Portugal 3 1 3 8 move only France, Belgium, Germany, Holl.
*Also 1 infantry in each location below:  
 
England:     India, ANZAC, Canada, Ireland, Suez, Kuwait, London, Flanders
France:      Algeria
Sequence of Play (after set-up before turn 1 german inf adjacent to Belgium may move in, fight and loot)
1. Collect Income: make & set aside purchases (flip MS used for convoys)
2. Strategic Movement: as per national rules, (flip MS which relocates or transports units)
3. Tactical Movement: into enemy areas, also unused MS level 2 tech load 2 adjacent land units move MS thru 2 sea zones amphib assault
4. Submarine Combat: 1 round only; only subs, asw and MS level 2 may generate combat dice
5. Surface Naval Combat: defender fires first, remove casualties, then attacker, then attacker retreat option, then defender
6. Land Combat: as above, attacking tanks and stormtroopers attack first, place eliminated infantry in dead pile, loot new "named" captures $5
7. Infantry Replacement: gain infantry replacements from dead pile, place as per national rules, return remaining infantry to game box
8. Place Purchased units: place purchases as per national rules (also place CIP colonial infantry, return MS to upright position)
9. Purchase Allied Tech: if an allied nation has tech pay bank $10 for level 1, 15$ for 2, $20 for 3 or Stormtroopers. Max 1 level per type per turn.
10. Tech Research: at cost of $5 each attempt tech die rolls
Naval movement: only DNs control sea zones, other types ignored for movement
MS (Merchant Ships) may only do 1 action per turn. They carry 2 units, but both units must start in the same area, and transport to the same area
Naval Combat: DN fire always hits enemy DNs first, only DN & SS attacks DN, only MS and ASW attack SS, SS attack any but SS
Combat loses: Firing player chooses half enemy loses rounded up, owning player remainder, (except for DNs per above)