Voici quelques
explications sur les Scénarios inclus dans le Livret de Scénarios officiel des
règles
6.01 de WiF
http://www.helsinki.fi/~vsaarine/wif/setups/index.html
The
countries are in the order of setup. The player notes are from the oldest WIFFE
version so on occasion they may be in error.
Scenarios (23.2):
Barbarossa
May/Jun 1941 ~ Jan/Feb 1942
5 turns
Guadalcanal
May/Jun 1942 ~ Jan/Feb
1943
5 turns
Two-map campaigns (23.3):
Fascist Tide
Sep/Oct 1939 ~ May/Jun 1945
36 turns
Day of Infamy
Nov/Dec 1941 ~ Jul/Aug 1945
23 turns
Four-map campaigns (23.4):
Global War
Sep/Oct 1939 ~ Jul/Aug 1945
36 turns
The End of the
Beginning Jul/Aug 1940 -
Jul/Aug 1945
31 turns
Scenario information available in
Lines of Communication
Lebensraum
May/Jun 1941 ~ Jul/Aug 1945
26 turns
Waking
Giant
Nov/ Dec 1941 ~ Jul/Aug 1945
23 turns
Brute Force
May/Jun 1942 ~ Jul/Aug 1945
20 turns
Darkness Before
Dawn
Jul/Aug
1943 ~ Jul/Aug 1945
13
turns
Decline and Fall
May/ Jun 1944 ~ Jul/Aug 1945
8 turns
Operation
Barbarossa was the greatest land campaign in the history of the world. This
game starts with
Players:
First
turn: May/Jun, 1941
No.
of turns: 5
Maps
used: Eastern European, but only north of
Initiative:
Axis +1 box. The Axis starts with the initiative and must have the first
impulse.
Last
weather modifier: None. The die-roll for the first impulse of the game is
an '8'.
War
status:
Entry
Chits: NA
Reserves:
Control:
As specified on the map except that: the USSR has conquered Latvia,
Lithuania, Estonia and Poland (east of the partition line) and controls the
Finnish border lands and Bessarabia; Germany has conquered Poland (west of the
partition line) and is aligned with Czechoslovakia and Rumania; and
Transylvania is part of Hungary.
Intelligence
points:NA
Off-map
production:
Furthermore,
from Jul/Aug, the
Special
rules: All Italian units are German controlled and count against
Soviet
factories can be shipped off-map by railing them to the eastern map-edge for 3
rail moves each.
Special
victory conditions: In addition to the 9 on-map objectives (see 13.8), each
city in the East European map portion of the
Historical
objectives:
Players'
notes:
This
is the ideal scenario to try first because it deals mainly with the parts of
the game most commonly used in general play, the land and air systems.
You
are forced into the dangerous front-line, historical set up that Stalin was
caught with in the summer of 1941 ~ but don't despair,
You
have two assets: your army, and the large size of the
It's
best to set up all your front line units 1 hex back from the border in stacks,
2 high. Preferably, place as many units as possible under the shade of a good
forest or in a swamp. Put your slowest infantry and garrison units in the Lvov
mountains and the front line cities of Kaunas, Vilna, Brest-Litovsk and Lvov ~
they can't be blitzed and don't need to move. I or 2 CAV in the Pripet Marshes
is probably also a good idea.
Your
goal is to prevent the Germans from crossing the Nieman or the Dneister during
the surprise impulse when the river defense is ineffective. If Germans set up
in Memel, it could be difficult to hold the
In
the south, you will be forced to defend some clear terrain. Do so with two
infantry type units every other hex to deny the Germans any easy attacks; hope
to make some of his units flip oven Your units will be easy targets for ground
strikes, but if they spare your precious ARM, MECH, and HQs (which should all
be in forests or swamps if possible) then it's worth it.
Timoshenko
should be set up in a southern Pripet marsh hex, such as 2134, where he
provides supply to the
Yeremenko
should set-up in the north, in the forests around
Your
air force should be set-up outside enemy ground-strike range, 1 per hex, and
again in forest, wherever possible. You should keep them in a position to cover
the Dvina and
Once
the onslaught starts, the worst mistake you can make is to send your front line
units into headlong retreat. A stubborn front line defense will cause heavy
loss of Russian units, but may keep the Germans busy and unable to penetrate as
far as
Withdraw
gradually, one or two hexes per impulse, defending every other hex with two
units wherever possible to minimize break-throughs. Remember that you are
trading both space and your army to keep the Germans from getting at your vital
interior hexes (factories and resources) for as long as possible.
The key is knowing when to sacrifice a unit and when to yield ground.
If
this isn't possible, leave garrisons in (automatically supplied) cities to
distract the Germans and then fall back with the remainder of your forces. Your
aim is eventually to reach the Dnieper and
Your
air force will help you hold these river lines, as you should have complete air
supremacy that far back, at least until the German air force can reach the
front. Use your LND bombers wisely to reduce German attack odds in an effort to
flip German units. If the Germans use up many of their HQs early in a turn, it
might be worth a chance to try to ground strike the remaining HQs ~ if you
succeed, German supply lines will be locked and their units will be unable to
advance. Your FTRs should be used firstly to cover your HQs and secondly to
contest key defensive hexes.
If
those lines just can't be held, fall back with what you can to hexes outside of
the German supply range (6 hexes from the furthest hex an Axis HQs can get to
in the following phase) and defend with 1 unit in every second hex. Being out
of supply, the Germans will be able neither to attack nor overrun your weakest
unit. Unfortunately, this last resort forces you to give up a lot of the mother
country.
With
luck, you will get some rein in the Arctic zone (which covers most of the
northern front), slowing up the Germans there, making it possible to reach
those lines with some sort of intact force.
Your
HQs are vital ~ without them your armies will be out of supply and dead meat.
After the surprise attack try to give them FTR cover and do not use them to
reorganize anything until at least three impulses have past ~ you cannot afford
to lose these units lest an entire front crumble due to lack of supply, and if
they are flipped over they can't move! Their job is to lead an organized
retreat. One of your back line HQs could be used to re flip some bombers.
Be
very careful about any attacks in this scenario during the first three turns ~
a bad die roll could cost you far more than you stand to gain. The rule of
thumb to remember is: can I afford to roll the worst result on this attack? If
not, don't do it.
Once
bad weather begins, the front should stabilize, and you should begin to look
for opportunities to strike. The scenario is too short to organize any large
counterattacks, so be on the look out for German ARM which have spearheaded an
attack but were left face down; they may be ripe for counterattack- assault
them to try to kill them, if you can afford the extra losses yourself Take
advantage of the winter to try a modest offensive or two to regain lost
resource or factory hexes.
From
the time your army has reached good defensive positions, you may want to pass
to hasten the end of the turn.
Don't
forget to rail your factories out of danger of German capture. You probably
won't need much rail for your units, so you should dedicate most of the first 2
turns rail moves to factories.
Eventually,
the horrific May/June turn will come to an end. Your reinforcements in Jul/Aug
will exceed 20 units (13 reserves, 4 from set-up & 7+ militia) giving you a
huge draft of fresh troops. Rush them to the front. If you can get them to the
Your
production should be targeted towards building units which arrive quickly: MIL,
GAR and INF are your best builds, along with the odd aircraft or two.
If
you are playing with optional rules, you will have a lot of artillery units at
the start. These are outstanding units for holding static defensive positions,
like the Dneiper river, and they should set up there. Their slow movement means
that positioning them near the front will ensure their doom, sooner or later,
and their high cost will be prohibitively expensive to replace for years to
come, so don't fritter them away.
You
may wish to build a SKI division ~ this nifty unit will give the German fits
once the snows begin to fall. Breaking down some other corps into divisions
will give you added flexibility, but this need not be done at set up.
This
is your dream scenario: the Russian army at the front, surprised by your
attack. WiF players won't often make this mistake. Make the most of it!
Your
most important consideration is to set your objectives and keep them clearly in
mind. Reasonable objectives in this scenario are either to capture cities in
the
Set
up your ARM, MECH and MOT in 2-unit hunter killer stacks, spreading them out
along the border to maximise your flexibility. If your goal is
The
first big question you have to decide is whether to use your offensive chit on
the first impulse, and if so, on what action.
One
option is to use an offensive chit on a super combined to allow you to ground
strike, invade and attack at will.
However,
if the Russians are set up 1 unit a hex, speed bump style, it may well be
worthwhile to spend a chit in a land action to double a couple cou-ple of your
panzer stacks to overrun the speed bumps. 18 factors doubled can overrun 5
factors of Russian land units, and a few judicious overruns adjacent to flipped
enemy units can quickly rip a front apart.
Use
your best four LND bombers to ground strike. Russian HQs, ARM and MECH make the
best targets, but they may be out of range or hiding in forests and swamps. If
so, you may prefer to hit the units in
As
a third option, if the Soviets are set-up 1 hex back from the border all in
stacks 2 high, you might do better to try an air action on the first impulse,
perhaps even using your offensive chit to turn your bombers into lethal
disruption machines.
"But
wait', you cry, "if I do an air action on the first impulse, I lose the
surprise impulse benefit of ignoring rivers?". This doesn't matter.
Because the Soviets have set up 1 hex from the border, they have already given
up the Dniester and much of the
If
the Russians form pockets on sideline locations, such as in the Pripet marshes,
along the Baltic coast, or in the
Generally,
make fewer attacks at high odds (4:1 or better blitz attacks are the best)
rather than more low-odds ones. If you have used your offensive chit, you will
only have 2 active German HQs left (plus Antonescu and Mannerheim who can at
least provide supply, if not much else). Be wary of using these HQs early in
the turn to reorganise units, as they will be needed to continue the advance,
ensuring that your panzers sonät run out of supply.
There
are 2 keys to capturing
Once
that is done, secure your flank by taking
South
of the Pripet Marshes, be sure to at least clear all Russian units from west of
the Dneiper river. If you wish to seize objectives in the southern sector, your
goal must be the rapid crossing of that River. If the Russians are allowed to
create a solid defensive line here, it will be difficult to crack. Try to
ensure that the forward-deployed Russian units are not able to escape backwards
to form this line. Ground strike the fast ARM and MECH and all HQ units, and
try to entrap (surround and cut supply to) as many Russians as possible. Once
you reach the river, use an offensive chit to break it. A good ploy is to use
it to attack hexes 1432, and 1429 after taking
Taking
As
always, focus on bagging the Russian HQs. Russian mobility is hurt almost as
badly without them as your own would be without yours.
Be
wary of Russian LND bombers. Make sure your HQs have FTR cover, and try to
reserve 1 or 2 of your air moves for rebases to keep some FTR cover and some
bombing threat on the front lines. Building some FTR and LND, as well as
infantry type units, will be useful as they can be rebased to the front fairly
quickly. You might consider building another HQ-I on the first turn, too, or
even an offensive chit.
The
Finnish front should be played cautiously. Precipitous attacks by the Finns
might lead to a Russian winter counter offensive that could threaten
May/Jun 1942 ~
Jan/Feb 1943
This
game starts with the Japanese, having conquered much of the Pacific so easily,
pondering whether they should take it all. Meanwhile, the
Players:
Japan vs. the Commonwealth/Free France/USA
First
turn: May/Jun, 1942
No.
of turns: 5
Maps
used: Asia, Pacific and
Initiative:
Axis +1 box. The Axis starts with the initiative and must take the first
impulse.
Last
weather modifier: Nil. The die-roll for the first impulse of the game is
an '8'.
War
status: The Commonwealth, Free France and the
Entry
chits: NA
Reserves:
All major powers have called out their reserves.
Control:
As specified on the map except that: Japan has conquered Hong Kong, Burma
(south of the 1942 start line), Malaya, Papua and Dutch New Guinea (north of
the 1942 start line), the rest of the Netherlands East Indies, North Borneo,
Christmas Island (East Indian Ocean), East Timor, the Philippines, Wake Island,
Guam, Admiralty Islands, New Ireland, New Britain, Nauru, the 3 Gilbert Islands
hexes, Pacific hexes 1915, 1916 and 2016 and all islands exclusively in the Bay
of Bengal; and is aligned with Siam and French Indo-China.
Free
The
Commonwealth has conquered
Intelligence
points: NA
Production:
None. The only action that may occur in the production stage is the breakdown
of units (see 22.4.1).
All
units arrive on fixed schedules (see set-up chart) with the following
additions:
(a)
the Commonwealth, US and
(b)
reinforcements arrive normally (see 4.2) except that British units arrive at
Special
rules: None
Special
victory conditions: Each player gains the following victory points at the end
of the game:
(a)
5 for each friendly controlled objective hex that was enemy controlled at the
start of the game (and 0 for any others);
(b)
4 for each enemy CV destroyed;
(c)
3 to the US/CW/France player each turn that no Japanese unit ends the turn in
the sea box of the China Sea or South China Sea (6 if in neither);
(d)
2 for each friendly controlled oil resource point that was enemy controlled at
the start of the game; and
(e)
1 for each other friendly controlled resource point that was enemy controlled
at the start of the game.
The
player with the higher total subtracts their opponent's total and compares it
to the following table to gauge the level of victory:
Decisive:
21 +
Substantive:
11-20
Marginal:
6-10
Draw:
0-5
Historical
objectives: Japan ~ 16, Commonwealth/France/USA ~ 26.
Players'
notes: This scenario will give you a solid introduction to the basics of
the naval system.
The
Allies should follow the same strategy as that pursued by Napoleon's enemies in
1813, "Hit 'em where they ain't" ("Voici Bonaparte! Sauve qui
peut!").The Japanese player has more (and faster) CVs and supporting SCS
units. It is imperative that you do not fall victim to an early Tenno-zan, a
decisive battle, because the odds will favor
Defend
your critical areas (
If
the Japanese concentrate their fleet in
The
Avoid
risky invasions. Early loss of your MAR will give
Use
your newly minted
If,
instead, the Japanese concentrate against the
The
Commonwealth fleet could then support its army's in attacks in
Keep
in mind that the victory conditions reward successful naval play just as much
as they do the seizure of objective locations, so don't sacrifice your fleet
late in the game just to grab a key hex. If you are playing with optional
rules, you might consider breaking down an INF into infantry divisions. This
will give you additional invasion opportunities if you use them on fast SCS,
with the SCS invasion rule.
You
have the advantage of interior lines and superior forces. You must use them
aggressively in support of your early offensive. Don't wait several turns to go
on the attack; time and reinforcements favor the Allies in this scenario. You
have few land units, so you must make good use of your interior lines and naval
and naval air power to keep the Allies fleets from causing trouble.
You
need to decide which enemy objectives you will attack. There are three basic
strategies: control the Bay of Bengal in order to take
Attacking
Invading
The
Invade
north of
Proper
deployment and use of your land based airplanes is critical to your success,
regardless of which strategy you choose. They can be employed to help you press
home the attack but, if not, use them to ensure your own supply lines back to
Japan and to protect your reinforcements as they arrive.
By
mid game your attempts at attacking will have played themselves out, in all
likelihood. Now you must garrison all of your victory cities (Tokyo, Truk,
Rabaul, Singapore, Saigon), and keep a reaction force on board your TRS and
AMPH capable of repulsing attacks towards your resources or newly acquired
victory cities.
If
you are playing with optional rules, break down some INF into infantry
divisions. These can invade off SCS and threaten the Allies in even more places
at once.
Fascist
Tide ~ The War in
Sept/Oct 1939 ~
May/Jun 1945
This
game covers the full war in Europe from
The
Axis powers will have the initiative for roughly the first 3 years of the war
before the Allies gradually gain the upper hand.
Players:
First
turn: Sep/Oct, 1939
No.
of turns: 35
Maps
used: The American and the Eastern & Western European maps.
Initiative:
Axis +2 box. The Axis starts with the initiative and must take the first
impulse.
Last
weather modifier: Nil. The die-roll for the first impulse of the game is a '4'.
War
status: The USSR and
In
its first impulse,
Entry
Chits: Only the Ge/It pools are in play. All chits in the Ge/It pools count at
double value (instead of x 1.5).
The
The
Reserves:
No major power has called out their reserves.
Control:
As specified on the map except that:
Intelligence
points: None.
Production:
USA ~ The USA can only use half the factories, oil resources, and other
resources either controlled by, or lent to, her. The unused ones are not in
play ~ they cannot be lent to, or used by, any other major power.
Off-map
production:
CW
~ 3 factories and 3 non-oil resources off the eastern map edge. Furthermore,
the Commonwealth has 1 extra resource point for each 2 French and/or
Commonwealth convoy points in the 0 box of the "transfer pool" (see
below) during the production step, to a maximum of 3 oil and 7 non-oil (AfA
option 1: 3 oil and 4 non-oil) resources, so long as they are transported
through the Red Sea. She can instead transport them through the
Special
rules: Australian, Indian and New Zealand MIL or GAR units that are to arrive
as reinforcements are removed from the game instead. All other units from these
countries arrive in either
Soviet
factories can be shipped off-map by railing them to the eastern map-edge for 3
rail moves each.
Commonwealth
and
Transfer
Pool: The transfer pool represents naval conflict in off-map theatres. Use the
Allied
naval units may move into, or out of, the transfer pool during any naval
movement stage. To do so, they must reach either the Red Sea or the
Allied
aircraft units also enter and leave the transfer pool (assume that it is
connected to the Red Sea and the
Axis
units can enter the transfer pool in the same way and initiate naval combats
normally.
In
addition, after 1941, the German player can make one Japanese raid against any
Allied units in the transfer pool's sea-box, in any 1 impulse in each turn
(even a pass action). This does not count as an action against any Axis
activities.
To
launch a raid, the German player rolls a die and consults the following table:
< 6 |
No raid this
turn |
6 |
Tone in '4'
section |
7 |
as per 6 + Kongo
& Myoko in '3' section |
8 |
as per 7+
Zuikaku in '4' section |
9 |
as per 8 +
Shokaku in '4' and G4M2 & A6M2 in '3' section |
10 |
as per 9 + Soryu
& Hiryu in '4' and Akagi, Ryujo & Hiei in '3' section |
11 |
Commonwealth
loses a victory point |
Modifiers:
1943: -1, 1944: -2, 1945: -3, and < 5 convoy points in the transfer pool's
sea box: +4
SiF
option 9: If playing with Ships in Flames, the Axis player must randomly draw a
carrier plane for each Japanese CV from the largest that can fit onto it.
Carrier planes that are 4 or more years old can not be chosen. All Japanese
naval units double their surface factors.
Now
roll dice to see if combat is initiated as normal (see 11.5.2). Follow the
normal combat sequence. The raiders return to base at the end of the impulse,
even if they fail to find any Commonwealth naval units. Implement all combat
results on Allied units normally. Japanese raider losses apply for the combat
but those same ships can return for the next raid even if sunk in a previous
raid (they are only representa-tive ships after all).
Special
victory conditions: None
Historical
objectives: CW ~ 15,
Players'
notes:
Many
of the notes included in the Global War campaign (see 24.4.6) also apply to
this scenario. The additional notes below per-tain specifically to the two-map
nature of this scenario.
The
only good news about this 2-map campaign is that you need not worry about
Your
options are very similar to the full campaign. The primary dif-ference is that
there is no Japanese fleet blockading supply to
Unlike
4-map campaigns, the Royal Navy can expect little relief from the American
fleet, which is committed to the Pacific and out of the game, so be careful
with yours. If you suffer heavy fleet losses early, your convoy lines will
likely be severed and you may never be able to rebuild them!
You
will have fewer Indian, Australian and
You
don't have to worry about partisans in Indo-China. Otherwise, this is standard
fare for you.
On
the face of it, your strategies are little changed from the 4 map campaign.
However, you can expect no help from
Day
of Infamy ~ The War in the Pacific
Nov/Dec 1941 ~
Jul/Aug 1945
This
game covers the full war in
Players:Japan
vs. the Commonwealth, Communist China/Free France/USSR and the USA/China.
First
turn: Nov/Dec 1941
No.
of turns: 23
Maps
used: Asia, Pacific and
Initiative:
Axis +1 box. The Axis starts with the initiative.
Last
weather modifier: +1.
War
status:
The
Entry
Chits: Only the Ja pools are in play. All chits in the Ja pools count at double
value.
The
The
You
can choose an undesignated entry option if you have sufficient chits in the Ja
entry pool (e.g. you could close the
Entry
options 1, 4, 9, 13, 22, 23, 24, 25, 26 & 39 (In RAW4d: 1, 4, 11, 15, 25,
27, 28, 30, 31 & 41) have already been chosen.
Entry
actions 1, 2, 3 & 6 have also been chosen.
Entry
chits are not used along the Japanese/Russian border.
The
Reserves:All
major powers except the
Control:
As specified on the map except that:
Communist China controls Lan Chow and
The
The Commonwealth has conquered
Free
Intelligence
points: NA
Production:
Allies
~ At the start of any production step, the
CW
~ the Commonwealth gains 1 extra production point for each resource transported
to the Mozambique Channel or the
Additionally,
if
(a) 1941: 2 INF, 1 CAV, 1 FTR
(b) 1942: (a) + 1 MOT, 1 MECH, 1 LND
(c) 1943+: (b) + 3 INF, 1 ARM
Special
rules: After sorting out the counters (see 23.1.5), randomly remove from the
game half the British and Canadian units (taken together) from each aircraft
unit (SiF option 9: except carrier planes) and land force pool (not sub-force
pool). Remove all the British and Canadian MIL units from the game.
There
are no British or Canadian land or aircraft unit force pool additions in this
game (SiF option 9: except for carrier planes).
British
reinforcements arriving on the map appear in
The
Netherlands East Indies is the new home country of
Soviet
activities limits are halved. Commonwealth and
Transfer
Pool: In this campaign game, units in the transfer pool are Commonwealth naval
units on the other map which are available for transfer to the map in play.
British
naval units (SiF option 9: and carrier planes) arriving as on-map
reinforcements appear in the transfer pool. If you are playing with pilots (PiF
option 28), you can add reinforcement pilots to the transfer pool if you
choose. You would need a pilot to take each carrier plane out of the transfer
pool.
Naval
units may be withdrawn from the map and placed into the transfer pool. A unit
may be withdrawn by moving it to an off-map box sea area that has a blue
communication line off the map. After all interception combats in that sea
area, the unit may be withdrawn if it has at least 1 movement and range point
remaining.
At
the start of the first reinforcement segment of each year, total the build
points for all Commonwealth naval units on the map (count both cycle costs).
Multiply
that total by the appropriate year value. If the result is less than the build
point value of all Commonwealth naval units in the transfer pool, the
Commonwealth player can move half (or less) that number of build points worth
of naval units from the transfer pool to the map as reinforcements. However, if
the result is greater than the build point value of all Commonwealth naval
units in the transfer pool, he must immediately remove at least half that
number of build points worth of naval units from the map and put them in the
transfer pool. The units may be chosen from anywhere on the map.
Year |
Value |
1942 |
0.3 |
1943 |
1.2 |
1944 |
2.0 |
1945 |
0.8 |
EXAMPLE:
It is the start of the Jan/Feb 1942 turn. Jeremy adds up the build point value
of his on-map naval units. After the loss of the Prince of Wales in the Nov/Dec
turn, he has 68 build points. He multiplies this by the 1942 year value (0.3),
to get a result of 20 (68x 0.3). He compares that result to the 95 build points
in the transfer pool. The result is 75 points less than that amount. Therefore,
he can take up to half the difference - 38 points - of naval units as
reinforcements from the Transfer Pool. He selects the Illustrious, King George
V,
Special
victory conditions: If the Allies announce their special build point bonus (see
"production"), they must control all objectives to win the game.
Historical
objectives: Nat. China ~ 1, CW ~ 9, France ~ 1, Japan ~ 8, USA ~ 11 and USSR
(including communist Chinese) ~ 5.
Players'
notes: See the notes to the Global War (24.4.6) campaign game. Some additional
notes below pertain to the 2-map nature of this scenario.
You've
hung on for the rough part already.
However,
you are still isolated and weak, and Nationalist units are halved when
attacking Japanese (if you use that optional rule). Scrimp and save your build
points to build your MECH unit. Once on map, this unit can lead some limited
blitz counter attacks.
Keep
busy probing the Japanese, but don't attract too much attention unless big
rewards are in the offing.
You
have been caught with your guard down. Your overseas territories are poorl y
defended and many will be overrun quickly by the Japanese. You must play
defense for the first turns like
Once
they are in place, you will probably be under attack in one or more of these home
countries, and will need to rebuild them! Once you have stabilized lines, build
up your air force, repair some naval units, and possibly build up some
aircraft, subs and ARM/MECH.
Your
initial navy is quite small and really is only a coastal defense fleet for
Once
there is enough American naval power to come to grips with the Japanese, offer
to support American attacks with your land units. Your units are more quickly
brought back to battle if destroyed; by having Commonwealth units invade you
can package a
The
only campaign you'll be able to run on your own is an overland attack from
To
some degree, your job is easier in a 2-map campaign. Your impulse calls are not
troubled by European needs (although your movement limits are halved to balance
this), and there is no need for bothersome debates with the Russian or British
players about who's in charge of Allied strategy. However, your production is
halved, and this significantly reduces the amount of flexibility you have.
You
cannot expect to win this scenario simply by flooding the world in a sea of
green units; you must plan carefully! initially, like the Commonwealth you are
very weak in land and aircraft units. You'll need to build up a few land
garrisons quickly, but don't over do it. Let the Commonwealth garrison her own
territories as much as possible. You must stay focused on building up your navy
so that it can challenge
Construct
your own island-hopping campaign, but don't forget the principles on which the
historical one operated: naval and air supremacy were assured before any
invasions. If you take that precaution, you'll have a good chance of destroying
Japanese overseas power, paving the way to a (very bloody) invasion of
See
the notes to the Waking Giant campaign. Your navy is in place, and the China
Incident is slumbering. This is your dream set-up, so make the most of it! You
will be rewarded by spending extra time before the game begins to plot your
opening moves. The more efficient they are, the better
This
game covers the full war from
First
Turn: Sep/Oct 1939
No.
of turns: 36
Maps
Used: All
Initiative:
Axis +2 box. The Axis starts with the initiative and must take the first
impulse.
Last
weather modifier: Nil. The die-roll for the first impulse of the game is a '4'.
War
status: All major powers are neutral except
Entry
chits: The US has 3 entry chits. Place them in either, or both, entry pools.
Reserves:
Control:
As specified on the map except that:
Communist China controls Lan Chow and
Intelligence
points: The USSR (2),
Off-map
production: NA
Special
rules: None
Special
victory conditions: None
Historical
objectives: Nat.China ~ 1, CW ~ 22,
Players'
notes: Each scenario contains ideas about how to attack and defend in specific
situations. These notes relate to the short and long-term strategies of all
Major Powers for the entire war.
Although
the game starts slowly for you, do not be lulled into a false sense of
security. Every action you perform must be made with a view to countering
German efforts to destroy you. In particular, you must employ a tight building
strategy to ensure that every land unit possible is on the board before
Barbarossa is unleashed.
World
in Flames: the final edition has changed many of the dynamics involved in your
defence.
First,
your set-up. Many of your free set-up units should setup on the Japanese border
in a defensive posture around Vladivostock. You can't sign a pact without
Next,
you must determine your relationship with
This
is a tricky twist on classic prisoner's dilemma (see designer's notes) because,
no matter what you decide, you will be hurting someone. I usually leave it up
to the Japanese to approach me about a pact (you don't want to look desperate
after all). If the Japanese set-up looks anti-Soviet and they refuse any offer
you are desperate enough to make, press the panic button (at least you'll have
fun from the start of the game!).
If
you do end up in a war with
Ignore
If
If
you decide to ignore
Don't
claim the Baltic states until 1940 but definitely do it then.
From
early in the game, you want to maximise your garrison ratio against the German
border. This will force the German player to reduce his forces against the
French in order to maintain their own garrisons in the east.
Shortly,
though, you will have to make a decision about your defense posture.
You
probably want to avoid a 1941 Barbarossa. Unlike WiF5, it is more likely to
succeed than a 1942 attack. Your production up to Mar/Apr 1941 is almost
identical to WiF5. However, Russian infantry now cost 3 and there are fewer of
them to build. The net effect is a 1941 campaign much closer to its historical
counterpart. This can mean a wild, volatile '41 campaign. Consequently, there
is a risk of a wild, volatile German romp into
So,
you probably prefer
With
the inclusion of Axis minor allies, the Germans can only get an offensive
garrison total of around 110. Unless you are unlucky, you probably have
sufficient forces to keep the Germans below that vital 2:1 throughout 1941.
Unfortunately
there are two down-sides to this rosy scenario. Firstly, you are going to have
to strip your Siberian front against the Japanese.
Secondly,
there is no way that you can stop a 1942 attack, so you must fall back during
the winter of '41/'42, and if you are neutral you will be reduced to combined
actions. There is a risk that you will be caught en flagrante, half your forces
on one side of the
Like
many other decisions involved in World in Flames, the correct choice may reveal
itself from an assessment of the predilections of your opponent. Does your
Adolf prefer a Battle of Britain, a touch of the Gibraltar sun or does he like
his
If
Adolf prefers the latter, you must usually set up your initial defence behind
the Dvina and
When
war with
Remember
to rail out your blue factories wherever possible. Nowadays, if the Germans are
get adjacent to your rail lines, they may stop you from being able to get your
factories out, so anticipate!
When
things seem at their darkest, don't give up. Bad weather will slow the Germans
and severe winter could give you good opportunities for counter-attacking. Keep
your INF production high throughout the winter of '41 because, even if you have
survived last year's blitzkrieg reasonably well, the Axis still have the
superior force throughout 1942 and a long summer may well see a dramatic
decline in your fortunes. Prudence is the key.
If
you survive till the end of 1942, and with some visible western threat on the
horizon, you will most likely survive until the end of the game.
You
will be surprised how quickly the initiative changes from the Axis to the
Allies after your allies have opened a second front in
When
you counter-attack, wait until the Germans have shot their bolt (launched their
waves of assaults) and then launch yours. If the German player stops attacking,
be more prudent, launching a few high odds attacks. Build your FTRs to ward off
German defensive air support. Keep your gearing limits high, keep track of your
losses and vary the tempo of your assault according to your success earlier in
the turn.
Don't
panic if your advance against the Germans is slow during 1943 and '44. The
Germans must weaken your front to face the threatening Americans. This will
lead to a breach in the German defence, and once you make it, there is usually
no place in
First
off, make it quite clear to your German ally that you don't care what sort of
lick-spittle has run
What
can you offer in return? Lots! Most obviously, you are a major distraction for
the Commonwealth. This will keep him off
Don't
be in a hurry to join the war against the Allies. An early declaration of war
on the Allies (i.e. prior to the fall of
In
any event, you need to decide whether you should attack both the Commonwealth
and France or just one of them? This was not an option available under previous
editions but is worth considering now. Forcing
Before
you do enter the war, prepare well. 1 or 2 cruisers and a NAV should base in
The
first units you should produce are NAV to control the Med , TRS ( or AMPH ) to
allow reinforcement of North Africa, or the invasion of
After
If
If
Unfortunately,
the Persian front is a nightmare to supply now (unlike WiF5). You will need 4
HQs just to trace supply back to
If
(or when) you are forced on to the defensive, protect your vulnerable Italian
coast. Make every landing an Allied kesselschlacht. Even if they only get
ashore in
The
The
first poser for you is
The
distribution of the entry chits has a curious saddle shape. The average total
value of the chits is
This
means that all actions and options have an exaggerated effect in 1939.
Hopefully, this will limit Nazi aggression. Unfortunately, it is likely to have
the same effect on you.
It
is usually best to place your initial 3 entry chits in the Ge/It pool. A German
declaration of war on
If
the Soviets declare war on
On
the other hand, you also usually want to give resources (at least Commonwealth
ones) to
The
trick with
All
other anti-Japanese options should only be chosen when your fleet is in
You
may also have to take over the administration of Greenland and
From
now on, tailor the options you choose to the game's circumstances. Except for
the above options, choose fewer rather than more options, to maximise your
flexibility later in the game. Once an option is chosen, it can never be chosen
again and too little tension can be just as much a problem as too much, so stay
alert and keep your tension in tune with your entry.
Next,
you have to worry about long-term production. First, a simple rule ~ build
every CV from scratch whenever you can. Next, build TRS, MAR, NAV and TAC and
possibly a SUB. With any spare production, buy land units to garrison
From
the start of the game, move your Pacific fleet to the
As
the game progresses, keep your eye on the "It's War Chart". You can
easily be in a position for a 40-50% chance of declaring war on
Don't
telegraph your declaration by returning the bulk of your forces to the Pacific.
Just keep your bare naval garrison in
If
You
must now decide where you will concentrate,
It
is usually better to go for
The
only problem this vision is the Japanese fleet. It might have some say in the
future of the Pacific. Furthermore, the earlier you fight it, the more
disastrous any major reverse will be.
Your
first
Another
fly in the ointment is the German army. If the Germans are invading
Assuming
that all goes well, by early 1943 you should have a slight naval superiority.
By the end of the year, the Japanese may well be so subdued that you can return
some of your navy to
The
Pacific War is best fought according to MacArthur's island hopping strategy. I
have seen the Japanese defeat the Russians and the Chinese only to lose to a
few Marine and INF units who broke into the perimeter in one area and then
advanced into the rear areas with a series of 10:1 invasions. The Allies can
easily get from
Once
the Japanese are subdued (or at least crippled), it is time to open a second
front in
Let
me be straight with you ~ you will have a difficult time. Your units are weak
and
Try
to maintain a strike force near Si-An so that, if the Russians attack the
Japanese, you will be able to launch a complementary assault, aiming for
If
you have been broken at the border, retreat to the mountain lines in front of
your factories (from Chungking to
Demand
Allied resources and lend-lease as long as the
Don't
let the Japanese units outflank you to the north, as
You
are conquered when all your factories are taken, so you must fight for them,
stacking there 2 armies in each when they are threatened.
Fortunately,
you have so much mountainous terrain that you should be able to stop the
Japanese short of your factories.
Once
You
have the toughest task of any major power. Due to the long distances between
the disparate parts of the empire, you must plan, not an impulse or even a
turn, but several turns, ahead.
Assume
from the start of the game that the
Other
things being equal, your first impulse each turn should be a naval action to
protect your convoys and inhibit enemy naval movements.
In
the first impulse, 2 corps and "Gort" must support
"Wavell"
should be left in
After
Hold
on in
The
toughest time for you is between the fall of
Prepare
now! Garrison Gibraltar with 2 white-print INF (what? you've just lost all your
units in
If
the Axis follow the fall of
Build
any remaining NAV and repair any damaged CVs now! Your second priority is to
build FTR, INF and MIL. Be ready to go into laager mode both in the Middle East
and in
Be
very careful of your carriers at this stage. The Axis may be strong enough to
launch naval air combats against the fleet you are using to keep
Once
Of
course, you will probably lose
If
Adolf turns west, be afraid, be very afraid!
If
you have taken no losses, you should have 8 CVs ready to counter the invasion
of
The
trick is, don't commit your navy or aircraft (except for the LS/FTR picket)
until the impulse after your opponent's invasion fleet sails. If you sail
first, the Axis will put out aircraft only, force you into a naval air combat,
and then sink your precious carriers. His bombers take 3 or 4 turns to build,
your carriers take 12.
Although
this strategy means that the first wave of Germans and Italians will get
ashore, you are trying to ensure that there is no second wave.
As
soon as they have sailed, you sortie. It is better to have all your navy
(except for a single CL picket in the '4' box) in the '3' box, rather than
splitting it between the '3' and '4' box. Then roll them bones.
If
you get 4 surprise points, call a surface action and destroy the Germari and
Italian navy with your massive battle-fleet.
If
you don't, accept the naval-air combat that your opponent will almost certainly
demand. Make most of your CVs, bombers, and protect them with the Ark Royal and
whatever long-range fighters you have in the combat. With luck and skill, some
of your CVs will survive to hit his fleet.
Smash
any CVs, AMPHs and TRS you come across, using your superior AA to shoot down
much of the incoming bombers.
An
advantage you will have in your first combat against the invading fleet is that
the German and Italian AMPHs need to be in the '3' or '4' section to be able to
invade successfully. However, their fighters can only make the '1' or '2'
section, thus you will often catch the AMPHs without fighter support. In these
cases, you demand the air action, and start counting the sinkings.
After
each combat round, the Axis will have the unpalatable decision of withdrawing
all its units from the sea area (leaving its land units in Britain out of
supply) or hanging on, losing all its ships attempting to surprise you (and end
combat) or get a round of naval air combat with his FTRs. If they do get their
fighters in, hang on. Your NAV and CV will still sink a few enemy TRS and you
can hope that your carriers emerge unscathed. If ever you lose air superiority,
abort, repair the damage and then come out again.
If
the Axis fleets stay in the sea area, simply abort to
If
it becomes obvious that your sterling defence has deterred
You
now have the luxury of spreading out and attacking the Axis where and when you
choose. You can put 4 to 8 corps into Africa or
Once
the
After
If
The
German player may be lulled into a false sense of security and, frustrated by
his lack of success in the Russian theatre, transfer troops away from the
French backwater.
You
can then turn around during one summer, smash ashore (or your MAR can just wade
from
Once
the European coast is secure, transfer naval units to the Pacific map in a
steady stream. Help the US Navy to capture major ports closer to
The
first decision you must make is where should your main pre-US effort be
concentrated,
The
normal option is
If
you do go after
A
second option is to hold in Northern China (or even abandon
Be
careful about an attack on the
CVs
should be built from the start of the game to ensure early control of the
Pacific (until mid '43 at [east). Don't fritter away your navy - early loss of
this vital force means an early loss of
Once
the US and Commonwealth are at war with you, a quick strike at Calcutta may see
the fall of India, especially if the Commonwealth is hard pressed in North
Africa. Invasions of the Dutch East Indies to secure the oil wells, the
The
first turn at war with the
When
the
The
Although
your position is almost hopeless (if metropolitan
Defend
every hex tenaciously. To minimise the effects of ground strike, try to leave
your HQs by themselves, at least 1 hex behind the front.
Now
that HQs have their own intrinsic corps, you no longer need worry about
paradrops.
Use
your LND solely on defensive ground support missions (possibly with escorts).
You can very rarely afford to attack but you can make the Germans pay for each
hex they take. Remember, the longer it takes to defeat you, the less likely
Well
this is it. You get to have the first crack at victory. You have the
initiative. You also get to have heaps of fun early on, and if things go bad,
you can always chuck in the towel and start the game all over again.
At
the start of the game, you must decide what your long term strategy will be. If
you plan to invade Britain, you (or Italy) must start building AMPH, TRS and
NAV in addition to the SUB, LND, FTR, MAR, PARA, MTN and HQ that will also be
required (not bad shopping list for starters).
If
you are going for an anti-Soviet strategy, you need to build MECH, INF, MOT,
HQ, FTR and LND.
Irrespective
of your strategy, you need to build aircraft from the start of the game. Your
first turn production is at least 17 (22 x 0.75), less the 2 you must give to
Stalin, leaving you 15, enough for 2 aircraft and 5 pilots (and you thought you
were short of money). The next turn you can build 3 aircraft and 3 pilots, and
in Jan/Feb, 4 aircraft and 2 pilots giving you 8 additional aircraft by May/Jun
1940. 21 German aircraft should dominate the skies over
From
Mar/Apr 1940, switch over to building land forces if you plan to go after the
Soviets or ships and SUBs if you are going after the pommies.
Your
best early strategy is to conquer
Now
comes your first big test. The attack on
Ignore
the British. They have strong air power, unlike the French who will cower
beneath your air umbrella. There will only be 2 or 3 stacks of Commonwealth
units, leaving you many locations between
Use
most of your air force to ground-strike this vital region. Launch two 2-stack
attacks against disrupted French units. Using an offensive chit in a land
action, Rundstedt can double 8 corps. Thus, you can launch 2 attacks at odds of
5:1 +1 giving you an 80% chance of a 'B' result.
Having
fractured the French front, close the pincers behind the shattered French line.
Before you know it, it will be time for croissants in
Now
you must make your hardest decision. You have 3 strategic choices.
First,
you could attack
Unlike
WiF5, a 1941 Operation Barbarossa is superior to a 1942 attack, even if the
1942 attack is combined with a drive through
Even
more bizarrely, May/Jun is no longer the optimal turn to launch your assault.
May/Jun has a 30% chance of rain or worse in the Arctic zone, as opposed to 1 %
in Jul/Aug. Thus you can expect 5 clear weather impulses in Jul/Aug as opposed
to just over
Even
more harmonious, Jul/Aug gives you an extra turn's reinforcement. True, it also
gives the Soviets one too, but theirs are small and insignificant compared to
your veterans.
Having
said this, if the Russians have set up behind the Dvina-Dnieper rivers, a
declaration of war in May/June gives an extra turn to move your army and air
force up to the front.
The
advantage a 1942 assault does have is that it gives you all of 1941 to take
Gibraltar and
The
down-side if things go wrong, is that you can end 1941 with the Allies still in
charge of the Suez canal, the
Nowadays
(unfortunately for you), if you go for the Gibraltar option, you will pay a
real military cost (unless you can do over France in early 1940, Gibraltar by
late 1940, and back to the eastern front for a Jul/Aug 1941 Barbarossa.
Ahhhh..... now we're talking).
Regardless
of when you declare war on the
Use
offensive chits, PARAs and invasions to crack river lines and isolate
defenders. Make sure you go in with as many LND as possible and keep them up at
the front lines.
Try
to hire at least 4 Italian FTRs and several LNDs to give you a shot at air
superiority for crossing the vital Dnieper and
If
you don't get lots of summer weather in 1941, don't despair, 1942 should still
see you with 50 to 60 corps in Russia (far stronger than the Russians) and open
terrain for an offensive that may yet topple them (unless the Allies are near
Paris or Rome).
Again,
don't be confused by experience with WiF5. Russian production is approximately
similar but nearly all the Soviet units cost more than before. Furthermore, the
really good Soviets don't arrive before 1943, unlike WiF5, so when you kill
Soviet rubbish, only Soviet rubbish will return to the game. Thus, you will
maintain a qualitative edge over the Soviets for far longer than you used to.
A
second option, is to go for an invasion of the
With
the combined German and Italian navies in the Atlantic, you can land 10 corps
in the
You
do have the problem of getting your troops ashore in the first place. However,
with the use of your MAR, PARA and AMPHs, you should be able to launch at least
2 invasions a turn (of course, a slack Commonwealth player might just let you
stroll from
Once
you are ashore, your follow-up troops should be placed on TRS in the same
section as your fleet and air force. You can land from any section after all
and you are going to need your air umbrella to protect your fragile AMPHs and
TRS.
You
must free up a port as soon as possible to allow more troops to land and your
HQs to move inland. Once you are ashore in strength, expand your bridgehead and
drive towards
The
major disadvantage with this strategy is that the
Another
problem with this strategy is that it leaves a rampant
If
you do follow this strategy, don't forget to warn the Japanese player to take
A
third option is the Southern strategy. That involves the conquest of
After
all these objectives have been achieved, you can either go for India (the
Rommel fantasy scenario) or a 1942 twopronged attack on Russia, attacking both
from the west and the South. This can be particularly difficult for the Russian
to defend against.
1943
will see the initiative pass inexorably to the Allies. You must ascertain
whether the US and Commonwealth are going for the Pacific or
Support
Unless
you have knocked the
1944
and 1945 may well see you hanging on. Use the Pripet Marshes, Italian mountains
and the Rhine to shorten your front when necessary. If the Japanese are active,
the Allies will have to perform naval actions to counter him. This will leave
you with more land actions to repair your shattered positions.
When
all else fails, pass. The quicker the turn ends, the less objectives they can
take. Of course, it will never come to that, you will surely win any test of
will!
Lebensraum
~
First
turn: May/Jun, 1941
No.
of turns: 26
Maps
used: All
Initiative:
Axis +1 box. The Axis starts with the initiative.
Last
weather modifier: Nil.
War
status: The USA and the
The
Entry
chits: The US has 8 entry chits in the Ge/It entry pool and 6 chits in the Ja
entry pool. She also has 1 chit in the Ja tension pool and 2 chits in the Ge/It
tension pool.
The
Reserves:
Only the
Control:
As specified on the map except that:
Communist China controls Lan Chow and
The
The Commonwealth has liberated
Free
Transylvania is part of
Intelligence
points: Commonwealth (3),
Production:
Off-map
production: NA
Special
rules:
Special
victory conditions: None
Historical
objectives: Nat.China ~ 1, CW ~ 22,
Players'
notes: This campaign is excellent for getting all players into the action
quickly. Even the good ol' US of A will be pitching in a couple of turns. For
each major power's long-term strategies, check the Global War (24.4.6) campaign
notes. What follows covers the more immediate strategies relevant to the start
of this campaign.
The
Chinese are always living under the Damocles' sword of a major Japanese
offensive. In this campaign, it is often in
Set
up defensively in the mountains and behind rivers. If
Avoid
making risky attacks (even odds of 3:1 with a +1 is risky unless all your
available INF are on the map). Once you can build a MECH unit, you may probe
Concentrate
on surviving and building up as much as possible.
Once
the
With
a few judicious attacks, you can carve up the Japanese. They cannot afford many
land actions, so the pressure you apply will bring rich rewards.
With
luck and skill, you can reap a harvest of objectives in
This
game starts with arguably the most critical land campaign in the war. If
If
Germany does not attack this year (you will know by the end of the first Axis
impulse of July/August), retire carefully to the Dvina-Dnieper river line,
leaving a screen of units to the west to slow down the eventual German advance,
and prepare for the 1942 assault.
You
should probably take advantage of the lull to attack
After
you are at war with
Regardless
of how well the initial turns seem to be going, demand at least 5 build points
a turn from the Commonwealth and/or USA, and make it a full 10 if things are
going badly; point out that their positions in this scenario are better off
than yours, and they lose too when you go under.
If
Strike
for
If
While
working on the Egyptian campaign, remain alert to the possibility of nabbing
Try
to keep
If
you are playing with optional rules, build some territorial units to defend
your African empire, forcing the Commonwealth to make a large commitment to
take it. Use invasions with divisions to land east of the
You
are fulfilling the role of the arsenal of democracy. Do not stint in dispensing
your resources and build points to your active allies every bit of damage they
can do to the Axis is one less piece of work you'll have to do later.
At
the same time, you should be tightening the screws on
In
the meantime, keep your production going strong. Build a few extra land units
to garrison overseas locations such as Midway, Tuituila, and
You
have three options to choose from: prepare to attack the western Allies very
soon, attack
Time
is running out on the third option, but a poor Chinese set up could offer
temptations beyond your willpower to resist.
The
first option is the standard one. You don't need to hurry your attack, but you
don't profit much by delaying it, once the
Before
the main war begins, you should occupy Indo-China, activate
Once
you are ready, attack. Every turn allows the Commonwealth and
The
second option is very intriguing, especially to
Generally,
all you want to do in
If
you are playing with optional rules, once you have got your economy back on
track, build your SYNTH unit. Having it safely in
Your
solitary fight against fascism is almost over and rich new allies are just
around the corner. However, your years as sole torch bearer against the forces
of darkness have left you quite weak.
As
your first move, you should be set up strong land units in both Gibraltar and
Always
have a strike fleet ready in Gibraltar or
In
the Middle East,
Don't
denude your Pacific possessions in doing any of this, if at all possible.
Lastly,
the German U-Boat campaign is just heating up. Commit enough units to anti-sub
duty to make sure the subs take their share of losses.
Build
some extra CONV so that losses won't be devastating, and some long range NAV to
help patrol your sea lanes. Be very careful to cover the the aircraft gap in
the North and Central Atlantic, where you have no bases for land based NAV and
few of your NAV or LND can reach, even from Canada. Deploying CV groups here is
prudent, if you can afford to.
Best
anti-sub play is to have some units (preferably including an air unit ~ even a
FTR will do) in the 0 box with convoys, and some more in as high a box as
possible. Offering this defense in every sea zone which subs can threaten is
almost impossible, though, so deploy your forces in proportion to the number of
convoy points at risk and try to keep some convoys in reserve just in case.
If
you are playing with optional rules, use your light carriers from Ships in
Flames as convoy escorts, which will free up your larger CVs for fleet duty
against the Italians. Some territorial units will provide troops quickly for
the African theater, but don't rely on them to procecute the attack.
You
have the initiative, and a big decision to make: do you attack
If
you attack now, you must put maximum effort into the job. If you don't
immediately have the required 2:1 garrison ratio, build up your MIL quickly and
mass them in
Alternatively,
postpone the invasion and focus your production on HQs, other land units, and
LND bombers. Towards the end of 1941, you should start squeezing out at least
another 2 offensive chits for 1942. It is unlikely you will topple the bear in
one summer, so your economy should be geared towards making the second year a
decisive one.
When
you attack, keep your strategic objectives clearly in mind at all times. See the
notes for the Barbarossa scenario for some tactical and operational issues. The
broader perspectives you must add to those ideas are: how am I going to batter
the Russian economy?, and how am I going to prevent Allied lend lease from
flooding into
There
are three roads for lend lease into Russia, and the Axis can challenge them
all: via Vladivostok in the Pacific, which Japan can cut if necessary; via
Persia in the Middle East, strong aid to Italy can help them take Egypt and
apply pressure to this route both overland and overseas; and the northern route
via Murmansk and Archangel. This latter route is wholly up to you to cut. NAV
and SUBs can attack enemy CONV, and a large effort led by your Finnish ally
could also seize those ports outright.
In
mainland
I
prefer the southern route, which aims to crack the Dneiper river line quickly
with the ultimate goal of investing the Caucuses and the vital oil fields that
are Russian's lifeline (especially if using the optional oil rule).
Be
very wary once you take
The
tough question is
If
you don't attack, flood the Mediterranean with your aircraft and devote some
high quality land units to help out
If
you are a gambler, you could try to take Gibraltar via
If
you settle on this sitzkrieg approach, make economic warfare against the
Commonwealth a new priority. Build your Condor NAV unit to raid the Faroes and
redouble your sub building efforts. Don't just hand the initiative over to the
Allies, or you will lose.
If
you are playing with optional rules, break down some corps into divisions to
have some cheap losses at hand for your attacks. Spend your build points
lavishly on your LND bombers early in the game, the 1942 attack planes are
outstanding and if your force pool is augmented by Planes in Flames units, you
will have a lot of them available.
Waking
Giant ~ The
Nov/ Dec 1941 ~
Jul/Aug 1945
This
game starts with
First
turn: Nov/Dec, 1941
No.
of turns: 23
Maps
used: All
Initiative:
Axis +1 box. The Axis starts with the initiative.
Last
weather modifier: +1.
War
status: The USA is neutral.
The
Entry
Chits:
The
The
The
Reserves:
Only the
Control:
As specified on the map except that:
The
Communist China controls Lan Chow and
The
The Commonwealth has conquered
Free
Vichy France controls Metropolitan France (south of the Vichy border)
and is aligned with Corsica, Algeria, Morocco, Tunisia, French West Africa,
Madagascar and all French territories on the Asian and American maps.
Transylvania is part of
Intelligence
points: The USSR (2), Commonwealth (5),
Production:
The
The
Off-map
production: NA
Special
rules:
French
Equatorial Africa (AfA Option 1:
Special
victory conditions: None
Historical
objectives: Nat.
Players'
notes: Many of the notes included in the Lebensraum (see 24.4.1) and Global War
campaign (see 24.4.6) also apply to this sce-nario. The additional notes below
pertain to the unique nature of this scenario.
Continue
your gradual build up, and plot for the day when the Allies are keeping
You
still haven't taken
Your
die has been east in
Be
defensive in your setup. The Soviets set-up after you and both the winter and a
possible Russian counter-offensive are in the offing. Once you see the Russian
deployment, move to take advantage of it. Your units are still far superior,
and you should be able to arrange a few high odds attacks even during the
winter. Low odds attacks (anything less than a modified 3:1) must be avoided at
all costs, lest you give Zhukov the same opportunity that Hitler did.
Don't
despair. Your ability to strike hard in 1942 is comparatively better than it
was in earlier editions of the game. Build another offensive chit or two, and
continue to churn out as much armour and planes as you can.
Leave
a MECH, HQ, and some GAR and MIL in
Your
submarine war is approaching its zenith. Take advantage of the bad winter
weather to pursue it vigorously. If you can force Commonwealth and
If
you are playing with optional rules, consider building a supply unit. This
should be moved near the front to ensure your supplies, and might be especially
handy to assist your backup defense if you go on the offensive immediately and
things go sour. As always, break down some corps into divisions for soak off
losses.
You
have survived the onslaught ~ barely. However, you are still weak, and you
should make sure the Commonwealth and
Be
on the lookout for the opportunity to counterattack with your winterized white
print units. Don't force the issue, though. If
Accept
the fact that the Germans still have the strategic initiative, but try to
funnel it where you can handle it. Then ready your own tanks for counter attacks.
It is unlikely that you are going to be emasculated at this stage, but don't
take foolish chances until you are 100% certain of it.
If
you are playing with optional rules, you may wish to build a SKI division. This
nifty unit can cause havoc to Axis supply lines on snow or blizzard impulses.
Add the lend lease US and Commonwealth FTRs to your force pools. As this point
,they are better than your own. Worker units will augment your MIL, providing
more units when you need them in a hurry.
You've
gained one major ally and the
However,
you are now a few turns closer to turning the corner. Be careful to guard your
convoy lines against those nasty submarines. If you can maintain high build
rates and hold onto many overseas territories, you should be able to turn that
corner and begin to advance in some
theaters
within a year.
Co-ordinate
with the
In
the Pacific, build up your infantry type units quickly, and try to sneak some
to forward locations like Rabaul and
Your
Pacific fleet is something of an anomaly, though. There is little it can do
there if the IJN comes after it, other than get sunk. Make sure this doesn't
happen. Deploy some INF and FTR units to
If
If
you are playing with optional rules, some of your territorials should be called
up to provide immediate defensive help.
The
curtain is about to go up in the Pacific, and you aren't as ready as you'd
like. Build some land units quickly to garrison
Happily,
your new fleet is well under way. Continue it as your first production
priority, no matter how much
Japan,
and make sure that SUBs and AMPHs are part of your overall build up.
If
you are playing with the Ships in Flames units, try not to drool too much. Your
naval building options are exponentially increased. Should you build more subs?
More Iowa-class battleships? More Essex-class carriers? More cruisers? Remember
that you can't have everything. Tailor your naval builds to your goals; more
battleships to support invasions; cruisers to protect convoy lines and escort
your carriers; enough subs to make sure Japan feels very threatened; and enough
carriers to win the naval war (make sure you have at least as many, and
preferably a few more, than Japan).
Building
the fast-arriving Princeton-class light carriers is a good way to project some
air power quickly, both in the Pacific and Atlantic (they make excellent ASW
platforms to guard the
War
has broken out across Europe, but the
Set
up your carrier fleet in the
You
only have 2 MAR and 2 INF (which can invade off your AMPH) for invasion units.
They should be used singly on the surprise impulse against hexes where your
invasion is unopposed. Your best three targets are the 2 oil resources hex in
the NEI, Rabaul, and the resource hex in the
Use
your navy to cut supply to Rabaul and into the
Once
you are ashore in these places, it is only a matter of time until you take
them. While still mopping up, you should be going onto your next offensive. This
second wave is your primary strategic decision to make. Your options are:
The
attack on
Your
first goals in this strategy must be to take
An
attack on
If
you are able to take
The
best approach to
The
fourth option is one of strategic defence. This calls for setting up a strong
defensive perimeter and husbanding your fleet and air forces.
Your
perimeter must include all of the islands in and adjacent to the South China
Sea, the Bismarck Sea, and the
If
this strategy sounds familiar, it is because it is pretty much what the
Japanese historically pursued (by default or design). Their original war plans
were almost exactly these. Don't commit the same mistakes they did by dividing
your forces and trying to pursue too many of the secondary campaigns at once!
Keep your forces focused, especially since you are not directly hunting the
American fleet, which might counterattack at any moment.
Regardless
of which strategy you pursue, your offensive period will begin to fade by the
summer of 1942, and probably be over by the end of the year. Recognize this
fact and restrain yourself from beginning any new offensives, even if
circumstances look promising. Allied production outstrips yours, and hordes of
Within
a few turns after war has begun,
The
late game will see you either hanging on grimly, if the Allies are pursuing a
German-first policy, or under heavy assault if you are the primary target. If
the latter is true (counting how many carriers the
If
the Allies have focused their efforts in
Japanese
production once at war is of primary concern. Build some extra CONV to keep in
reserve, and defend against convoy raids, especially by enemy submarines. You
must build all of your NAV as quickly as possible to support fleet operations
and maintain your supply lines. Some of your SCS will have to be devoted to
protect your convoys once the Allies start massing three or more subs against
you. The only way you can defeat the American submarines is to dedicate strong
NAV and SCS forces to protect your vulnerable convoys.
If
you are playing with optional rules, your initial strategic options will be
buoyed by the addition of divisions from Asia Aflame and Mech in Flames. Use
their ability to invade from SCS (of which you will have many more if playing
with Ships in Flames) to good advantage on your surprise impulse. You will be
able to target 2 or 3 additional invasion sites on that surprise impulse with
your divisions (which you'll get by breaking down some corps). The best use of
them is to take the weakly defended interior locations mentioned above,
allowing you to redirect your corps to attack your strategic locations a few
turns earlier, improving your chances of taking them.
Your
expanded pool of NAV and FTR from Planes in Flames should be built vigorously;
they will give the Americans nightmares later in the war (unfortunately, the
extra American planes will give you nightmares too!) Laying down some more SCS
and CVs is also a good idea. The later carriers in particular should be built,
and you have quite a few CVs already under construction that should be
completed. Build many carrier planes to ensure that you have reserves to
re-equip your CVs after large engagements; if the Allies strike at you quickly
they can always be placed on land too.
If
the oil rule is in play, building your SYNTH plant is an immediate necessity.
Brute
force ~ The Allies hit back
May/Jun
1942~Jul/Aug 1945
This
game starts with
First
turn: May/Jun, 1942
No.
of turns: 20
Maps
used: All
Initiative:Axis
+1 box. The Allies start with the initiative.
Last
weather modifier: Nil.
War
status: The Commonwealth, the
The
Entry
chits: The USSR has 7 defensive entry chits on the Japanese border.
Reserves:
All major powers have called out their reserves.
Control:
As specified on the map except that:
The
Japan has conquered China (east of the 1942 start line), Hong Kong,
Burma (south of the 1942 start line), Malaya, Papua and Dutch New Guinea (north
of the 1942 start line), the rest of the Netherlands East Indies, North Borneo,
Christmas Island (East Indian Ocean), East Timor, the Philippines, Wake Island,
Guam, Admiralty Islands, New Ireland, New Britain, Nauru, the 3 Gilbert Islands
hexes, Pacific hexes 1915, 1916 and 2016 and all islands exclusively in the Bay
of Bengal; and is aligned with Manchuria, Korea, Siam and French Indo-China.
Communist China controls Lan Chow and
The
The Commonwealth has liberated Ethiopia, conquered Iraq, Italian
Somaliland, Libya (east of the 1942 start line) and Syria (AfA Option 1: and
Eritrea) and is aligned with Belgian Congo.
Free
Vichy France controls Metropolitan France (south of the Vichy border)
and is algned with Corsica, Algeria, Morocco, Tunisia, French West Africa,
Madagascar and all French territories on the Asian and American maps.
Transylvania is part of
Intelligence
points: The USSR (2),
Production:
The
The
Off-map
production: NA
Special
rules:
Special
victory conditions: None
Historical
objectives: Nat.
Players'
notes: See the notes to the Global War (24.4.6) campaign, and also the
Lebensraum (24.4.1) and Waking Giant (24.4.2) campaigns. Some additional
notes
below pertain to the unique nature nature of this scenario.
It's
time to attack. Build some MECH, FTR and LND units. Once they are in position,
begin, but be prudent and modest in your initial goals. Gain a hex here or
there while trying not to lose any important units. Once
You
may wish to drive towards
If
you are playing with optional rules, you may wish to take advantage of your ART
units. The anti-tank guns provide a good defensive bulwark against the Japanese
armoured units, and your field artillery can bombard to prepare for your
attacks.
If
possible, persuade the
You
are fresh from some successful winter attacks, but don't let it go to your
head. Let
Once
the German attack has played itself out sufficiently, look for counterattacks
in the autumn of 1942. If the Allies have been lending you 5 to 10 build points
a turn (as you should have been insisting), your economy should be in good
enough shape to take some risks. Swooping in from the north east, south of
If
you are playing with optional rules, start building your new anti-tank guns as
soon as you have some breathing space. They are very useful against German
armour. As always, other divisions should be used on the attack, and your SKI
troops should be in play every winter to try to cut German supply lines.
You
still haven't taken
If
you do conquer
If
If
you are unable to take
Watch
out for Allied invasions in
Focus
your builds on your land units first, and air units second; naval units are a
waste of time at this stage, except perhaps for the repair of a TRS or AMPH.
If
you are playing with optional rules, build your MECH division and your ARM division.
This will give you two extra units to enable you to blitz the Allies off of any
beachheads they might establish.
Finally,
the
Your
Asian and Pacific territories are lightly defended, so your builds should be a
mixture of land and FTR and NAV units early on. But otherwise you should let
the growing American fleet take on the job of distracting the Japanese.
Towards
the end of the year, begin building up your LND bombers to start the strategic
bombing offensive against
Should
Whether
your invasion penetrates inland or not is inconsequential, your purpose must be
to divert German reinforcements from hustling to the eastern front and
exploiting openings against the bear.
Don't
ignore the German submarine fleet and surface raiders. They should remain a top
priority for the Royal Navy until exterminated.
If
you are playing with optional rules, build some of your specialty divisions.
The 51st Airlanding division and 79th marine-capable ARM division are
especially useful. Your divisions can invade off TRS (and possibly SCS, if
using that option) and will offer
Continue
to churn out your impressive Planes in Flames air force at a high pace, if
playing with that module; the RAF is your best all-purpose asset.
You
are fresh off a very successful first round of victories against the imperialists,
and are seeking new targets. Historically the Japanese lost 6 carriers in the
next 4 months, and ensured their ultimate defeat ~ do not let this happen to
you!
You
are still capable of pursuing overseas offensives (see notes to
Taking
the battle to the USN without your land based planes will be difficult,
however, so you must remain flexible and alert to opportunities and mistakes by
your opponent. You must keep a close eye on the number and position of US CVs,
AMPH, and MARs. Once American carriers have air power equal to your own they
will be prepared to challenge you somewhere, and their marines can lead
quick-hitting invasions into the
If
you are playing with optional rules, it's not too late to lay down new carriers
and cruisers from Ships in Flames. They will be very useful late in the war;
the former to keep the American fleet from getting too frisky, and the latter
to defend your CONV against American submarines. AISO7 build all of your NAVs
and as many FTRs as possible from Planes in Flames, as well as the extra GAR
units from Mech in Flames for static island defenses.
Forts
can be strategically placed on Truk to secure your fleet and mainland
You
are still very much on the defensive in the Pacific. The Japanese carrier fleet
is a match for yours, and her supporting land based air would give the IJN a decisive
edge in any battle. Look for opportunities to engage the Japanese fleet, but
only on your terms. This means roughly equal air to sea factors, probably an
edge in surface power, and no substantial Japanese land based available. If you
can't arrange that, then be patient, eventually your shipyards will allow you
to. In the meanwhile, continue to ferry in land unit reinforcements to
threatened areas.
In
Continue
the naval builds already in progress at the start of the scenario. Lay down new
AMPH, SUB, and TRS units, and some new CV and SCS if you are planning to hit
You
have enough land power left to have another shot at
That
being said, you can't simply go on the defensive in
The
longer you are able to keep
You
should concentrate your attacks towards
When
the bad weather arrives, make sure your supply lines are safe.
You
should provide whatever support you can to
Try
to keep the Allies busy with submarine and SCS sorties. Your object at this
juncture is not (unless you get very lucky, very quickly) to sever supply
lines, but rather to tie down as many Allied naval and air units as you can.
Keep both surface and underwater fleets alive at all costs. Use them at your
discretion for raids to keep the Allies guessing, but now is not the time for
savage all out attacks. Your production should be in good shape, but it will
shortly be needed for land and aircraft units. If you are able early on, rebuild
some damaged SCS and continue to lay down SUBs. The longer you can sustain
naval threats, the slower the Allies will be to muster large invasions
anywhere.
If
things go well, build another offensive chit or two. Devastating counter
attacks are your best defense against Allied incursions upon your newly won
territories. You are still master of
If
you are playing with optional rules, use your additional ground units from Mech
in Flames to expand your army to meet your various theater requirements. Build
your Planes in Flames FTRs and LNDs as well, to maximize your power and
flexibility of response. Building some SYNTH can be helpful if the oil rule is
in play.
Darkness before the dawn ~ "The beginning of the end"
Jul/Aug 1943 ~
Jul/Aug 1945
This
game represents the final third of the war. The Axis powers control most of
First
turn: Jul/Aug, 1943
No.
of turns: 13
Maps
used: All
Initiative:
0 box. The Allies start with the initiative.
Last
weather modifier: Nil.
War
status: The Commonwealth, the
The
Entry
Chits: The
Reserves:
All major powers have called out their reserves.
Control:
As specified on the map except that:
Japan has conquered China (east of the 1943 start line), Hong Kong, Burma
(south of the 1943 start line), Malaya, Papua and Dutch New Guinea (north of
the 1943 start line), the rest of the Netherlands East Indies, North Borneo,
Christmas Island (East Indian Ocean), East Timor, the Philippines, Wake Island,
Guam, Admiralty Islands, New Ireland, New Britain, Nauru, the 3 Gilbert Islands
hexes, Pacific hexes 1915, 1916 and 2016 and all islands exclusively in the Bay
of Bengal; and is aligned with Manchuria, Korea, Siam and French Indo-China.
Communist China controls Lan Chow and
The
The Commonwealth has liberated
Free
Germany has conquered France, Corsica, Belgium, Netherlands, Denmark,
Norway, Poland, Yugoslavia, Greece, Karelia and the USSR (west of the 1943 start
line) and is aligned with Czechoslovakia, Estonia, Latvia, Lithuania, Finland,
Hungary, Bulgaria and Rumania.
Transylvania is part of
Intelligence
points: The USSR (2),
Production:
The
The
Dnepropetrovsk, Kalinin, Kharkov, Krasnodar, 2 x Moscow, Stalingrad, Stalino,
Tula and Vitebsk factories have been railed to the Asian map.
Off-map
production: NA
Special
rules:
Special
victory conditions: None
Historical
objectives: Nat.
Players'
notes: Players' notes: Many of the notes included in the Brute Force (see
24.4.3) and the Global War campaign (see 24.4.6) also apply to this scenario.
The
additional notes below pertain to the unique nature of this scenario.
You
have lost your African empire, and the
Your
LND and the German bombers should be able to reach every hex in mainland
Have
German troops do the front line fighting; they're better at it anyway.
The
Italian peninsula offers difficult terrain for the attacker. If you can make
use of it and bog down the Allies, you can turn this situation somewhat to your
benefit. If you do lose a factory hex, counter attack it furiously, or else
your demise is imminent.
Concentrate
your own builds on cheap, quick land units. You will need everything you can
get your hands on.
If
you are playing with optional rules, artillery units from Asia Aflame will be a
godsend. They will give you another half-dozen units to scatter throughout
Look
for opportunities to attack. Build your specialty units (MECH, PARA, MAR) to
offer a variety of pesky threats to
Try
to target Japanese HQs for destruction. If you can kill or shatter them, inland
Japanese troops will have a hard time getting supply and may be vulnerable,
especially if you've built some LND bombers.
If
you are playing with optional rules, break down some corps into divisions.
Their usual use ~ cheap losses ~ is still a good one, but you can also use them
to try to slip between enemy lines and cut rail lines and other supply routes
while risking little.
The
tide has turned at sea, and the
Your
naval play must be defensive from this point onwards. Use your fleet sparingly,
and above all, make sure it is based in a safe location. You need to keep some
fleet around for another two years to make the Allies play more cautiously.
In
the meantime, your land based FTRs and NAVs are your best weapons. Seek to
engage them in air to sea confrontations with American CVs.
With
some luck, you'll sink something and get away. As 1944 approaches, expect a
large Allied offensive somewhere in the Pacific. Now you must position your
FTRs and NAVs at strategic locations astride two or three sea zones, in order
to maximize the power you can project while maintaining flexibility.
Make
good use of your interior lines of communication and bases. Keep your own TRS
and AMPH in rear locations with spare troops on board.
They
can be used to reinforce or to counter-invade. Leave your SUB units out at sea
in the
Don't
forget to guard your own convoy lines. If these are severed quickly, your
production will plummet (and, if the oil rule is in play, your navy will be
hamstrung). Try to make sure that any Allied surface fleet foolish enough to
raid the South China or
Watch
out for a Russian buildup on the Manchurian border. If one begins, withdraw
from
If
you are playing with optional rules, build your NAV from Planes in Flames as
fast as you can. They can extend your counter-striking power, and are your best
defense against invasions. Be very wary about American MAR divisions. They are
less powerful than corps but just as deadly at creeping along island chains and
grabbing advanced bases cheaply. You might demonstrate your seriousness by
sending one or two NAV in as kamikazes early on to send a message to a
casualty-wary American player.
Your
offensives in
Russian
production is safe and large and, unlike yours, not being incessantly bombed.
Stalin will gladly play attrition games that you cannot afford. Shorten your
lines quickly and seek out superior defensive positions. A retreat behind the
Dneiper as quickly as possible is a good idea, but only when your HQs can get
safely across the Dniepr as well.
If
you are able to take up strong defensive positions, you will be able to send
reinforcements to
Your
production is still good, but the Allied bomber offensive is underway. FTRs and
land units are your first priorities now. You will be obliged to base FTRs in
If
using Mech in Flames, build some of the extra GAR units early on. These can be
placed in
At
last, it's time to attack! The German army, however, is a tough nut to crack.
Lead with ground strikes to try to soften up some units, then use your ARM or
MECH advantage to force the kind of attack you want. If the defending units are
especially good, and you can get decent odds (2:1, +1 or better) with a
designated casualty you don't mind losing, then assaults will serve you better
than blitzes. Blitzed Germans have a nasty habit of showing up just in time to
plug a hole you worked hard to open. Dead Germans don't. Even though your own
losses will be higher, you can afford to trade unit for unit, especially bad
Russian for good German.
The
southern steppes will probably offer you the best attacking terrain, but don't
telegraph your plans. Offer as many threats on as many fronts as you can. The
more you can stretch German lines, the more you aid an Allied invasion on the
continent and, once that happens, you will be surprised how quickly you are
able to push forward.
The
northern front in
Continue
building lots of land units, so you can safely perform headlong attacks, but
now is the also time to build some offensive chits and your remaining LND
bombers. These attack forces are what you'll need to penetrate the Reich.
Beginning
with the Dneiper/Dvina river lines,
If
you are playing with optional rules, build your extra sturmovik LNDs from
Planes in Flames. Use your field artillery units to pin defenders, and
anti-tank guns to deflate enemy armour. Form divisions by breaking down a corps
a turn, to provide you with cheap losses.
Your
African empire is finally secure, and it's time to make
If
the Axis deploy in great force to
Target
Italian factories and
Back
in the
In
the Pacific, follow the American lead. If the
If
you are playing with optional rules, use some territorial units in your
campaigns as cheap losses. Continue to upgrade your Planes in Flames air force,
and get your divisions into the field for special missions. Division invasions
into remote or unexpected locations can distract
You
are rapidly becoming the world's dominant power in the world. Your navy
outclasses
Don't
expect major bases like Truk to be available as targets just yet; their supply
lines are tough to cut. Rabaul could be made the target of a major offensive,
because invading west of the city is feasible, and you have the opportunity of
supporting it with a fleet in the safer waters of the
Decide
in advance where your island hopping campaign will lead and funnel your units
in that direction. Be alert to a quick change in plans, however, and keeping a
reserve invasion force at a forward base can be very useful. Historically the
Americans took a two-pronged approach via the Carolines/Marianas and
Be
wary of committing your carriers and invasion forces to a battle against
Japanese FTRs and NAVs, you stand to lose more than they do. Use your SUBs
aggressively to try to break
In
You
should have finished laying down any new naval units, so you can switch your
economy towards ARM, MECH, MOT and completing your air force. Once all of these
force pools dwindle, start building offensive chits. Make sure you have at
least one, preferably two, ready for the summer of 1944. If
Make
sure your strategic goals and economic plans are in synch, or else you may find
yourself with too many of the wrong units to do the job at hand.
If
you are playing with optional rules, build all of your Ships in Flames SUBs and
use them ruthlessly to demolish the Japanese economy.
Decline
and fall ~ The Allied ascendancy
May/ Jun 1944 ~
Jul/Aug 1945
This
game covers the last stages of the war. It is a good scenario to play if you don't
normally get to this point in your games or if the Allied players just want a
good time. It is not as much fun for the Axis players but is not without its
challenges. At the start of this game, the Axis still controlled vast empires
and enormous quantities of material. Within 16 months, their power was
destroyed, their cities in ruins. The incompetence the Allied commanders
displayed time and time again during the first half of the war was replaced by
a series of stunning successes under the command of some excellent leaders.
Could the Axis have countered that performance? Could the Allies have done even
better?
First
turn: May/Jun, 1944
No.
of turns: 8
Maps
used: All
Initiative:
Allied +2 box. The Allies start with the initiative.
Last
weather modifier: +1.
War
status: The Commonwealth, Free France, the
The
Entry
Chits: The
Reserves:
All major powers have called out their reserves.
Control:
As specified on the map except that:
the USA has conquered Sardinia, Sicily, and the 5 Marshall Islands hexes
and is aligned with Brazil, Iceland, Greenland, Corsica, Admiralty Islands, New
Britain (west of the 1944 start line), Dutch New Guinea (east of the 1944 start
line), Guadalcanal, the 3 Gilbert Islands hexes and Pacific hexes 1915, 1916
and 2016.
Japan has conquered China (east of the 1944 start line), Hong Kong,
Burma (south of the 1944 start line), Malaya, Dutch New Guinea (west of the
1944 start line), the rest of the Netherlands East Indies, North Borneo,
Christmas Island (East Indian Ocean), East Timor, the Philippines, Wake Island,
Guam, Nauru, New Ireland, New Britain (east of the 1944 start line), and all
islands exclusively in the Bay of Bengal; and is aligned with Manchuria, Korea,
Siam and French Indo-China.
Communist China controls Lan Chow and
The
The Commonwealth has liberated Ethiopia, conquered Iraq, Italian
Somaliland, Italy (south of the 1944 start line) and Libya (AfA Option 1: and
Eritrea) and is aligned with Belgian Congo.
Free
Germany has conquered France, Belgium, Netherlands, Denmark, Norway,
Poland (west of the 1944 start line), Yugoslavia, Greece, Karelia and the USSR
(west of the 1944 start line) and is aligned with Czechoslovakia, Estonia,
Latvia, Lithuania, Finland, Hungary, Bulgaria and Rumania (west of the 1944
start line).
Transylvania is part of
Intelligence
points: The USSR (2),
Production:
The
The
Dnepropetrovsk, Kalinin, Kharkov, Krasnodar, 2 x Moscow, Stalingrad, Stalino,
Tula and Vitebsk factories have been railed to the Asian map.
Off-map
production: NA
Special
rules:
Special
victory conditions: None
Historical
objectives: Nat.
Players'
notes: Many of the notes included in the Darkness before the Dawn (see 24.4.4)
and the Global War campaign (see 24.4.6) also apply to this scenario.
The
additional notes below pertain to the unique nature of this scenario.
At
last,
Your
position has eroded, but is by no means lost. Your fleet is now dwarfed by the
American fleet, but do not send it on a kamikaze mission just yet. Preserve it as
long as you can, and you will force cautious Allied play. Keep it based in rear
ports such as
Expect
immediate invasions from the Americans onto your bases in the Marianas, and
probably towards the
At
this stage, further defense in
When
all else fails, pass. Hopefully
Your
holdings are still vast, but are shrinking before your very eyes. You couldn't
keep
Allied
FTR power can blanket the northern coast of
In
the east, give ground until you reach a good defense line. Your holdings in the
Vilna region do you no good, and are keeping your lines stretched. Immediately
retire behind the
A
glorious scenario for the Russian player. You have nothing to do but all out
attack, so get to it quickly and with as much power as you can!
Rebuild
your losses, some LNDs, and offensive chits, to power your way across eastern
Europe.
Once
you crack the Carpathian mountain line (which will probably take a chit or
two), divert forces to the south and east. There are plenty of objectives to
pick up in the Balkans, and there's no reason to let the western Allies get
them.
Use
your PARAs to try to isolate and cut supply to enemy salients. Seek to drive a
wedge into the German lines in
D-Day
is here! Your forces must coordinate with the
You
and the
Use
your
You
will be tempted to use all of your LND bombers to support the invasion. This is
a reasonable strategy, but so is continuing to pound German factories.
Once
you are safely on the continent, send a fleet to the Pacific to assist with
your drive towards
In
You
probably ought to decide early on whether you wish to reinvigorate the Italian
theater or not. If you don't, after D-Day you could send a fleet detachment to
the
In
the Pacific, you set the tempo. The strategic decision you need to make early
on is whether you are aiming to conquer
Building
an offensive chit a turn is mandatory from this point onwards. If nothing else,
it will allow one impulse of an unlimited combined action, allowing you to
pursue all goals around the globe. Don't build units that will be in the game
for only a turn or two.
© 1997, Australian Design Group