(Industrial Production Points) T UNION Games/Global... · Soviet Surprise Attack: On the player...
Transcript of (Industrial Production Points) T UNION Games/Global... · Soviet Surprise Attack: On the player...
Order of Play 1. Germany, 2. Soviet Union and Communist China, 3. Japan, 4. Great Britain, Far East Command, ANZAC, 5. France & Free France, 6. Italy, 7. United States, Nationalist China
TURN PHASES
1. PRODUCTION Repair units
Lend-Lease
Research technology
Purchase units
2. COMBAT MOVEMENT Move units into combat
Combat related actions
3. COMBAT Resolve all combat
4. NON-COMBAT Move units not in combat
Strategic rail movement
5. PLACE UNITS AND
COLLECT INCOME
SOV
IET
UN
ION
INCOME AND PRODUCTION (Industrial Production Points)
Japan Possess Mongolia or Sinkiang +5
Germany/Italy Possess/Aligns a land zone
adjacent to Soviet Home Country (Baltic
States, Romania, East Poland etc..)
+D12
each
zone
As long as the Molotov-Ribbentrop pact remains in
effect (+1 bonus technology table roll). +3
PEACETIME BONUS INCOME (Cannot exceed wartime income)
For each original German territory USSR
Possesses so long as it has not lost any of its
original territories.
+4
WARTIME BONUS INCOME
SOVIET UNION OVERVIEW
Home Country All Soviet Union contiguous land zones with Moscow.
War Status The USSR is at peace with all nations. It can declare war on any nation
on or after January 1939. (See Sleeping Bear Rule).
Spanish Civil War
(1936) Soviets control Spanish Republicans.
Chinese Civil War Soviets Control Communist Chinese (CCP)
Border Clashes Japan and the Soviet Union may engage in border clashes. Either side
may attack units on the other side of a jointly held land border in 1 round
of combat. Neither side may capture territory from the other until at war.
Alignment Conditions Republican Spain Aligns on turn the USSR and Germany are at
war.
Surrender If the Soviet Capital falls, the Soviet Union may declare another capital.
This capital must be in Soviet Home Country and have a point value.
Diplomacy The Soviet Union begins the game having signed the Sino-Soviet Non Aggression
Pact (14.3) and has the option to sign the Nazi-Soviet Pacts (14.1) and Japanese-
Soviet Non-Aggression Pact (14.2) (1936 & 1939)
CONTROLLED MINORS
SLEEPING BEAR
Starting July 1939 the USSR’s income increases gradually. The USSR
player rolls a D12 each Collect Income Phase and adds that much to
his income until reaching his Wartime income. If another nation initiates
war with the USSR the USSR’s income automatically increases to its
full Wartime income. If the USSR initiates the war its income does not
increase.
Tannu Tuva Tannu Tuva is fully Aligned with the Soviet Union
at the start of the game (1936 & 1939).
Scenario Starting Income Level
Wartime Income (Value of Territories)
Starting Money
1936: At Peace 8 46 8
1939: At Peace 8 46 8
Additional Income
Wartime Bonus Income once at War.
Molotov-Ribbentrop Pact Income.
v1.4
LAND UNITS Att Def $ Notes
INFANTRY 2 4 1 3 +1 when paired w/ Attacking artillery, 1:1
MILITIA 1 2 1* 2 Build in non-factory site. Militia have a move
of “1” inside Soviet Home Country
MOTORIZED 2 4 2 4 Infantry upgrade, Can tow artillery
MECHANIZED 3 4 2 4 Avail. July 1939, pair to blitz
CAVALRY 3 2 2 3
ARTILLERY 3 3 1 4 First strike, pair with infantry
ANTI-AIRCRAFT 3 3 1 4 Up to 3 rolls, first round only
LIGHT ARMOR 4 3 2 4
MED. ARMOR 6 5 2 6 Avail. January 1940, Blitz
SEA UNITS Att Def $ Notes
TB DESTROYER 2 2 2 NA Cannot be built during game
DESTROYER 4 4 3 8 Shore bombardment 1
CRUISER 6 6 3 4/4/4 Shore bombardment 2
BATTLESHIP 8 8 2 6/6/5/5 Shore bombardment 4
LIGHT CARRIER NA 1 3 3/3/3 Carries 1 aircraft
CARRIER NA 2 3 6/4/4/4 Carries 2 aircraft, Capital ship
SUBMARINE 3 3 3 6 Multiple special rules
COASTAL SUB 2 2 1 NA Multiple special rules
TRANSPORT NA NA 2 8 Transports 1 inf + 1 other unit
AIR UNITS Att Def $ Notes
FIGHTER 6(3)* 6/(3)* 4 10 Air superiority
TAC BOMBER 7 5 4 11 Target Selection “1-3” (Ground/Naval)
MED BOMBER 7(1)* 4 5 11 Strategic Bombing 1D6 - Facility
STRAT BOMBER CB(1)* 2 6 12 Avail. July 1939, Strat bombing 2 D6
AIR TRANSPORT N/A N/A 6 9 Transports units, Airborne assault
FACILITIES $ Max D. Notes
MINOR FACTORY 5/5 5 Builds 1 unit
FACTORY UPGRADE 5/5 NA Converts minor to major factory
MAJOR FACTORY 5/5/5/5 20 Builds 5 units
AIR BASE 5/5 5 Extends range by 1, scramble
NAVAL BASE 4/3/3 5 Adds +1 to the movement
NAVAL SHIPYARD 5/5/5 8 Build and repair Cap. Ships, nav base
SUBMARINE BASE 3 3 Naval base for submarines
COASTAL ARTILLERY 8 NA First 3 shots @ 3 at attacking ships
FORTIFICATION 5/4 NA Combat bonus rnd 1 of combat, +2 all land
units 2 attacks @ 5 first rnd
SPECIALIST INF Att Def $ *Build limit: 2 per turn
MOUNTAIN 2 4 1 4 +1 Defense in mountains, No Attacker penalty
MARINES 2 4 1 4 No double casualties
AIRBORNE 2 2 1 3 Airborne assault
© Historical Board Gaming
Can USSR Declare War on: Answer:
Any Neutral Yes (January 1939 or later).
Axis and their aligned minors Yes (January 1939 or later).
USA, France, Britain or KMT
USSR cannot take any actions that would put it at war with these nations (including violation of
the Monroe Doctrine) until Berlin has fallen.
Communist China No
Vichy France Yes
The USSR can Lend-Lease to:
Any nation that is at war with a Major Power and to
any member of their Alliance regardless of war status.
Factory Movement: The USSR may use 1 rail move to move a minor factory and 2 rail moves a major factory. The factory
cannot produce any units the turn it moves. It moves in whatever state of damage it has suffered. It must move along a rail
line and remain inside the Soviet home country. Factories cannot be moved until the USSR is at war with a Major Power.
Northern Sea Route: The USSR (or any nation they permit) may move one naval unit per turn via the Northern Sea Route.
This unit must begin its non-combat movement in SZ5 or SZ6 By expending its entire movement allowance (including any
Naval Bases bonus) it is placed in SZ7.
Guards Infantry: After each battle the USSR may attempt to promote a number of units to the elite Guards designation.
You may attempt a number of promotions equal to the number of land units you lost in combat. You may only attempt to
promote a unit one time. To promote a unit roll a D12. On a “12” the unit is promoted and gains +1 attack and +1 defense.
Any land units are eligible for promotion (except current Guards units). The USSR may only attempt this if they won the
previous battle (they defeated the enemy or the enemy retreated).
Soviet Surprise Attack: On the player turn that Germany declares war with the Soviet Union all German land/air units get
+1 Attack and all Soviet units get -1 Defense on all rounds of combat (including subsequent blitz). The Soviets may not Attack
more than one land zone on their next turn.
Scorched Earth: The USSR can destroy its own factories, naval bases, air bases, and facilities during the Combat Phase of
its turn. An Enemy nation that conquers a Soviet land zone gets no income from that land zone the turn it is conquered. No
unit is required for the destruction to occur.
Mobilize the Reserves: During the first turn the USSR is at war with a Major Power all land combat units cost -1 IPP to
purchase. All Soviet Militia have a move of 1 once the USSR is at war with a Major Power.
SOVIET UNION SPECIAL ABILITIES SOVIET UNION VICTORY OBJECTIVES
Condition Available Victory Points
Scoring
Buffer Zone 1 Score 1 victory objective if the USSR posses East Poland,
Lubelski, Vipuri, and all three Baltic States (Estonia, Latvia and
Lithuania) at end of game.
Worldwide
Communism 12
Score 1 victory objective for each land zone worth at least 1
IPP that the USSR Possess at end of game that it did not
possess at start of game and are not scored as part of another
Soviet victory condition.
Eastern
Security 1
Score 1 victory objective if the USSR has twice the number of
forces on all shared Japanese/USSR land borders as the
Japanese.
Ice Free Port 1
Score 1 victory objective if the USSR Possess a Naval Base
bordering the Atlantic, North Sea, or Mediterranean or
possesses Crimea and the Bosporus & Dardanelle straights at
end of game.
TECH ADVANCES Att Def $ Notes
ADV. ARTILLERY 4 4 1 4 First strike
KATYUSHA 5 4 2 5 First Strike, Available with Advanced Artillery
ADV. MECH 4 5 2 4 Blitzes with armor at 2:1 ratio
HEAVY ARMOR 8 7 2 +2 Blitz, Target selection 1
JET AIRCRAFT 8/5 8/5 4 12
HEAVY STRATEGIC CB(2)* 3 6 15 Strategic Bombing 3D6
ADV. SUBMARINE 4 4 3 7 Multiple special rules
(#)* Interception combat, CB = Carpet Bombing: 3 Attacks @2
(#)* Interception combat, CB = Carpet Bombing: 5 Attacks @2
FACILITIES LAND UNITS AIR UNITS SEA UNITS
VLADIVOSTOK
1 Air Base
1 Coastal Artillery (SZ38)
1 Naval Base (SZ38)
1 Infantry Sea Zone 38: 1 Submarine
CHITA 1 Infantry, 1 Militia
AMUR, YAKUTSK, TURKMENISTAN,
TRANSCAUCASIA, SARATOV,
W. KAZAKHSTAN , BESSARABIA,
BELORUSSIA, W. UKRAINE, KARELIA,
GORKY
1 Infantry each
TANNU TUVA 1 Militia
NOVOSIBIRSK 1 Minor Factory 1 Infantry
1 Cavalry
NORTHERN KAZAKHSTAN 1 Motorized Infantry
NORTHERN CAUCASIA 1 Infantry
1 Cavalry
STALINGRAD 1 Minor Factory 1 Infantry
1 Motorized Infantry
EASTERN UKRAINE 1 Infantry
1 Motorized Infantry
CRIMEA
1 Air Base
1 Shipyard
1 Coastal Artillery
1 Infantry
Sea Zone 36: 1 Cruiser,
1 Destroyer, 1 Coastal
Submarine
KIEV 1 Air Base
1 Minor Factory
1 Infantry
1 Light Armor
OREL-KURSK 1 Major Factory 1 Infantry
1 Motorized Infantry 1 Fighter
SMOLENSK 1 Air Base
1 Minor Factory
1 Infantry
1 Light Armor
WESTERN RUSSIA 1 Infantry
1 Cavalry
LENINGRAD
1 Air Base
1 Shipyard (SZ16)
1 Major Factory
1 Coastal Artillery
1 Militia Sea Zone 16: 1 Cruiser,
1 Destroyer, 2 Submarines
MOSCOW 1 Air Base
1 Major Factory 1 Infantry
1 Tactical Bomber
1 Air Transport
1 Fighter
NORTHERN RUSSIA 1 Naval Base (SZ6) 1 Infantry
MURMANSK 1 Naval Base (SZ5)
SHIP & FACILITY PRODUCTION
CHART
1 Destroyer – Place Units box
1 Submarine – Place Units box
SOVIET UNION 1936 SETUP
© Historical Board Gaming
FACILITIES LAND UNITS AIR
UNITS SEA UNITS
VLADIVOSTOK 1 Air Base, 1 Coastal Artillery
1 Naval Base, 1 Fortification 1 Infantry
SZ38: 1 Destroyer, 1 Submarine
2 Coastal Submarines
CHITA, YAKUTSK 1 Cavalry
AMUR 1 Mountain Infantry, 1
Artillery, 1 Light Armor
TANNU TUVA 1 Militia
NOVOSIBIRSK 1 Minor Factory 1 Infantry 1 Medium Bomber
NORTHERN KAZAKHSTAN 1 Infantry
TURKMENISTAN 1 Cavalry
TRANSCAUCASIA 1 Infantry
1 Mountain Infantry
NORTHERN CAUCASIA 1 Mountain Infantry
STALINGRAD 1 Major Factory 1 Infantry
EASTERN UKRAINE 1 Infantry, 1 Cavalry
WESTERN UKRAINE 1 Infantry, 1 Artillery
CRIMEA 1 Air Base, 1 Shipyard
1 Coastal Artillery, 1 Fortification 1 Infantry
SZ36: 1 Cruiser, 1 Destroyer
1 Submarine
KIEV 1 Air Base
1 Minor Factory
1 Infantry
1 Light Armor
BESSARABIA, N. RUSSIA 1 infantry each
OREL-KURSK 1 Major Factory 1 Infantry 1 Fighter
BELORUSSIA 1 Infantry, 1 Artillery
1 Light Armor
SMOLENSK 1 Air Base
1 Minor Factory 1 Motorized Infantry
WESTERN RUSSIA 1 Infantry 1 Fighter
LENINGRAD 1 Air Base, 1 Shipyard (SZ16)
1 Major Factory, 1 Coastal
Artillery, 1 Fortification
2 Infantry
1 Artillery 1 Tactical Bomber
SZ16: 1 Cruiser, 1 Destroyer,
1 Submarine, 1 Coastal Submarine
2 Torpedo Boat Destroyer
GORKY 1 Fighter
MOSCOW 1 Air Base
1 Major Factory
1 Infantry
1 Light Armor
1 Fighter
1 Medium Bomber
1 Air Transport
KARELIA 1 Naval Base 1 Infantry
MURMANSK 1 Naval Base (SZ5) SZ5: 1 Destroyer
1 Submarine
SHIP & FACILITY
PRODUCTION CHART
1 Battleship - Position 4 (Owe 16)
2 Destroyers - Place Units Box
1 Submarine - Place Units Box
2 Coastal Subs - Place Units Box
SOVIET UNION 1939 SETUP
© Historical Board Gaming