| WW1
A&A |
Start |
Start |
Start |
Start |
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Convoy |
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Strategic |
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| Nation |
Inf* |
DN |
MS |
SS |
RPs |
RPs |
CIP |
IRP |
NRP |
Surrender |
Move |
turn |
Notes |
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enter |
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| Germany |
20 |
5 |
3 |
3 |
80 |
30 |
1 |
6 |
20 |
Berlin or Ruhr |
20 |
1 |
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| Austria-H |
6 |
1 |
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30 |
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2 |
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Austria or Hungary |
5 |
1 |
move only Austria, Russia,
Balkans, Italy |
| Turkey |
6 |
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20 |
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2 |
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Const. or Ankara |
3 (not desert) |
2 |
move only Turkey, Russia,
Balkans, Africa |
| England |
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6 |
6 |
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40 |
20 |
1 |
4 |
30 |
London or Glasgow |
10 in Eng |
1 |
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| France |
10 |
1 |
2 |
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40 |
10 |
1 |
6 |
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Paris or Marseille |
10 in France |
1 |
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| Italy |
6 |
1 |
1 |
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20 |
10 |
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2 |
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Rome or Turin |
5 in Italy |
3 |
move only Italy, Austria,
Balkans, Africa |
| Russia |
8 |
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2 |
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20 |
20 |
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6 |
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Any 4 Underlined |
3 |
1 |
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| USA |
1 |
2 |
2 |
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80 |
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20 |
na |
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9 |
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| Belgium |
3 |
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1 |
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10 |
1 |
move only home or adjacent
countries |
| Serbia |
3 |
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1 |
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3 |
1 |
move only home or adjacent
countries |
| Bulgaria |
3 |
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1 |
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3 |
4 |
move only Balkans |
| Roumania |
3 |
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1 |
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3 |
7 |
only Austria, Balkans; (Russia
if retreat) |
| Greece |
3 |
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1 |
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3 |
5 |
move only Balkans or Turkey |
| Portugal |
3 |
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1 |
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3 |
8 |
move only France, Belgium,
Germany, Holl. |
| *Also 1
infantry in each location below: |
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| England: India, ANZAC, Canada, Ireland, Suez,
Kuwait, London, Flanders |
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| France: Algeria |
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| 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) |
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| 2. Strategic
Movement: as per national rules, (flip MS which
relocates or transports units) |
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| 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 |
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| 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 |
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| Naval
movement: only DNs control sea zones, other types ignored for movement |
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| 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) |
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