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2nd World War
These rules add realism yet try to maintain the flavor of the original game, that is, an easy game to play, which is fast moving and balanced. All the rules are complete to play our complete line of games including: The Second World War, Europe 1942, War in the Pacific, Advanced World at War, and Second World War(revised).
Some clarifications to the map restrict movement through canals, straits. More Industrial Complexes have been added, along with Dive-bombers, US Marines, German S.S. units, Light Carriers, Cruisers, Destroyers, artillery etc... Bidding determines who plays the Axis and aids play balance.
For the basic game, the country turn order has been modified so that the US and UK take their turns together, thus enabling an adequate US defense at Midway, Pearl Harbor, and China and allowing a combined “D-Day” invasion of France. Industrial Production (IP) is determined at the beginning of the player turn. Convoy raiders can reduce the IP totals of the UK, US, or Japan. The US does not collect IP for China; rather, China is a separate entity that builds infantry independent of the US. The game begins with the Russo-Japan Non-Aggression Pact in force, but under the proper conditions, either country may declare war on the other. Neutrals now have forces and an IP value.
Advanced weapons are acquired by spending IP to develop a specific technology while others can be acquired in this manner only on certain game turns. A new set of advanced weapons is available, all of which require additional IP to purchase. Damaged battleships can be repaired. In addition, several units have modified attack, defense, and movement capabilities. Industrial Complexes cannot produce unlimited numbers and types of units, but are limited by their Industrial Production Capacity (IP).
The Combat and Movement Action Sequence are partitioned into distinct Naval and Ground parts that add air and naval interception, fighter escorts, coastal defense, and strategic air defense. Naval units can move through and remain in enemy-occupied sea zones. Transports can only load from one territory and unload to one territory. Transport capacity to friendly territories is increased to three ground units. Destroyer’s provide anti-submarine defense while Artillery provide an infantry support capability at a 1/1 basis. And now both attacking and defending units may retreat.
Strategic Redeployment and base changes enable the movement of ground, air, and naval units. Fighters and carriers can be placed together when built.
Historical rules have been added for China and Lend Lease is possible. A 1941 variant has been included, and appropriate rule modules that are specific for each game map that we offer that build from our universal rule system. Many optional rules are added to each module presenting a moderate level of complexity, but a high degree of realism and playability.
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