(Industrial Production Points) T UNION Games/Global... · Soviet Surprise Attack: On the player...

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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, Naonalist 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 SOVIET UNION 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

Transcript of (Industrial Production Points) T UNION Games/Global... · Soviet Surprise Attack: On the player...

Page 1: (Industrial Production Points) T UNION Games/Global... · Soviet Surprise Attack: On the player turn that Germany declares war with the Soviet Union all German land/air units get

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

Page 2: (Industrial Production Points) T UNION Games/Global... · Soviet Surprise Attack: On the player turn that Germany declares war with the Soviet Union all German land/air units get

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

Page 3: (Industrial Production Points) T UNION Games/Global... · Soviet Surprise Attack: On the player turn that Germany declares war with the Soviet Union all German land/air units get

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

Page 4: (Industrial Production Points) T UNION Games/Global... · Soviet Surprise Attack: On the player turn that Germany declares war with the Soviet Union all German land/air units get

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