[Adaptation of WIFFE from 1936 to
1939 based in DODII & the History].
The III Reich,
the Fascist Italy and the Imperial Japan for the years before the IIWW, start
an imperialism expansion, with continuous territorials and borders claims on
its neighbouring countries, that at the end, it brought the IIWW. These rules
envelop these events from J/F 1936 to S/O 1939.
Major
Power:
If GE declare
war on
If
Steel
Pacts (axis Rome-Berlín).
At the start of
N/D of 1936 can begin this pacts between Musolini & Hitler, until this
pacts is signed Italy & Germany can not co-operate (except the units that
to take part in the Spanish Civil War ). When Italy & GE sign this pacts,
there is a US entry effect of +7.
Nazi-Soviet
Pacts:
In J/A of 1939
GE & USSR must sign this pacts (if it don´t exist yet) and if these
countries are not at war. This pacts has all rules of Nazi-soviet pacts in
WIFFE, but in the trade agreement USSR only augment 4 resources to GE because
USSR is giving 3 resources from begin of game to Ge. If GE controls the Baltic
States when sign this pacts then Ge must, when USSR exercise nazi-soviet rights
to leave this countries except Memel. With this pacts there is +7 US entry
effect.
Spanish
Civil War (SCW):
It´s the only
civil war in WIFFE 1936, besides the China. The activity limits of every
faction are:
·
Republican faction: the same of combined action of USSR.
·
National faction: the same of combined action of GE.
·
The iniciative is allways of national faction.
The Spanish Civil
War is the only and special civil war in minor power.This SCW begin in third
impulse of the J/A 1936 turn and finished when one faction win. You get victory
when you controls all the vital points of the territories and home country of
this minor, except 3 of them for the national faction and 2 of them for the
republican, although allways the faction than win must ocupy the capital
“Madrid”. The hex of Gibraltar, for purposes only of SCW, is a normal spanish
hex of the Spanish home country, for to pass from Europe to Africa (nort of
Marocco). The port isn´t vital point. For the rest of purposes of the game this
hex is a colony of CW, then during SCW it´s possible to find spanish units and
CW units in this hex but for diferents things. Every faction have owner force
pool and the units of WIF5 can to be build for both faction while SCW is
fighting. When finish the SCW only units of WIFFE are good for this minor.
Every faction
set up all her units with date 36 or before. The reserves units follows the
normal rules for minor but the mil national “Cartagena” can set up in any vital
point of that national faction control at the begin of S/O 36. If the nationals
controls Cartagena, then that unit must be set up there.
You distribute
the naval units with capitals SP(SIF) so:
1.
Nationals: Cervera and the Trs;
2.
Republicans: Jaime I, Cervantes and Baleares.
The naval units can, only in SCW to transport an unit as trs in WIFFE,
but only can invasion from them div class inf. The trs are used in SCW with
characteristic of amph.
At the begining of SWC every faction only controls in spanish home
country, her initials vital points and the rest of hex are in litigation
(Baleares islands are republican; Er Rif, Canary islands, Sahara & Río Muni
are nationals).
The national faction initially set up the leader unit of Franco and when
SCW finished again return to foorce pool of leaders and he is available if
nationals win the war. During the SCW Franco has only the follows specials
habilities: +1 die roll of every combat of attack in range and –1 die roll on
only one defensive combat by turn in range (flip the counter of leader when you
use the defensive hability).
When you set
up, you follow the normal rules of WIFFE for movement and combat of the units,
but every vital point is a primary supply source for units of faction that
controls this vital point until SCW finish (exception: if while is SCW one
major power declare war on Spain, only the cities are source of supply as
inWIFFE(China in war with Japan) and both faction fight with aggresing but no
co-operate).
In S/O of 1936
start the interventionism of several foreign troops (Brigadas
Internacionales(BI), Brigada Salazar, Legión Cóndor(LC) and CTV). When finish
the SCW the foreign units can:
1.
Return to her home country as reinforce but them arrive one more later
turn or two more later turn depend if her faction win or don´t win the SCW (the
workers are the same that inf in numbers of turns ahead).
2.
To form part of initials units for set up of this minor if her faction
win the civil war.
The B.I. are: 8 workers russian, 1 inf div USA (1-5), 1 art AA 25mm
french (1-3), 1 mech (3-5) russian, 1 art AT 37mm (1-3) russian, 1 art
camp18pdr english (1-2); besides one fighter russian (I-153) and one nav MBR-2
(1933).
The L.
C.(Germany) are: 3 land (Hs-123; Ju-87b; Ju-86g), 2 atr(Ju-52), 1
fighter(bf-109bc) 1div mtn(2-4), 1div para(1-3) y 1 art AA 37mm(1-3).
The
C.T.V.(Italy) are: 1 art camp 75mm(2-2), 1 art camp 75ansaldo(2-5), 1 art AT
20mm(1-3), 1 art AA 20mm(1-3),1 div mech(fascist 2-5),1 div para(folgore 1-3),
2 div mtn (alpine 2-3),1 cav (3-5),1 eng div(1-3),1 inf div mot(Trento1-4),
1inf div(2-4),1mot(mot 5-4 1940), 1div arm(ariete 1-6),1 land (Ca-133).
The Brigada
Salazar is the mil portuguesse of Lisboa.
The reception of
these units are:
S/O 36: Brigada
Salazar; 1 Ju-52(LC); 1 CAV, 1 div mnt(CTV); 1 worker 4-2, 1 inf div USA(BI).
N/D 36: 1
Ju-52, 1 div para(LC); 1 div mech fasc, 1 art camp ansaldo(CTV); 1 art AT
russian, 1 worker 3-2(BI).
J/F 37: 1 div
arm, 1 div mnt(CTV); 1 MECH russian(BI).
M/A 37: 1
Ju-86(LC); 1art AA, 1 Ca-133(CTV); 1 worker 3-2, 1 I-153(BI).
M/J 37: 1 MOT,
1 inf div(CTV); 1 worker 4-2, 1 art camp CW(BI).
J/A 37: 1 art
AA(LC); 1 art AT(CTV); 1 worker 3-2, 1 MBR-2(BI).
S/O 37: 1 Bf 109(LC);
1 div para(CTV); 1 worker 3-2,
N/D 37: 1div
mnt(CTV); 1 art camp(CTV); 1 art AA french(BI).
J/F 38: 1
Hs-123(LC); 1div mot(CTV); 1 worker 2-2(BI).
M/A 38: 1
Ju-87b(LC); 1 eng div(CTV); 1 worker 2-2(BI).
During the SCW
the foreign units can voluntary return to her home country. It´s necesary that
the date of back of counter is the current year of SCW or one next year (for
example: one unit wih date of 38 can return in 37), if the unit has not date
(workers) it can always return. If you return some unit she arrive 3 more later
turns that she has in her back, the workers are inf. For example: one worker
that return to USSR from SCW in J/F 37 arrive in USSR in N/D 37.
At the begin of
SCW every faction controls the following vital points:
-Republicans:
Madrid (2points), Barcelona, Bilbao, Valencia, Málaga, Santander, Cartagena,
Palma Mallorca, Almería, resources in.hex........ and.........Total = 12 vitals
points.
-Nationals:
Sevilla, Zaragoza, Cádiz, Tánger, Cisneros, Melilla, Vigo, El Ferrol, Tenerife,
Benito, resources in hex..... and .....Total = 12 vitals points.
If the National
faction win the war you can use the rules in WIFFE for Spain. Moreover there
are –7 effect in US entry. Moreover, when GE and USSR are in war set up the
blue div in Konisberg or Warsaw. While the axis controls Paris and USA aren´t
in war with GE or Italy, until 3 naval units (sub & scs) can use ports
controls by Spain.
If the
Republican faction win the war you follow this rules:
There are only
–3 effect in US entry. If any power of axis declare war on Republican Spain,
USSR control this minor. One neutral Republican Spain supply 1 resource to
France o Free France (no to Vichy). Moreover, one naval unit (sub or scs) of
USSR can use ports controls by Spain. When GE and USSR are at war, set up the
red div in Moscow or Leningrado ( If you play with the US option 17 in leader
in flames, then if the USSR are in war with GE and spend 3 ofensive chits, USSR
can align the Republican Spain as a full USSR ally but with –44 effect in US
entry. If this happened, then Vichy is a full axis ally and hostil to
Republican Spain and USSR. If Bulgaria align with USSR, then USSR can align
Republican Spain in the next declaration of war step.
If any major
power of axis declare war on a neutral Republican Spain(RS), then the USSR cut
to supply to GE with 4 resources in the nazi-soviet pact and USSR controls
units and production of RS. Moreover one neutral USSR can to send 4 corps, 2
div & 2 aircraft to help RS. These units can be transport in trs or scs of
RS or USSR and moreover can to cross by Istanbul (this is a exception to
11.4.4) and when return to USSR. This USSR navals units can be intercep and can
fight with units of axis in war with RS.
If axis declare
war on RS, USSR can align México and same form Mexico can to send two land
units and one air unit to help RS. These units can be transport by naval units
of Mexico, USSR or RS.
While during
the SCW, Portugal & France permit to pass units of one faction by hex they
control: France permit to pass only republican units and Portugal only
nationals units.
Austria is the
Adolf Hitler´s home country, and in these years GE & IT would want to
controls this small but interesting country.
·
Annexion to GE: From 1937 GE can annexion Austria
if it´s neutral & IT permit it and if GE has in the border with Austria 2
or more corps. Now Austria is GE´s home country and her units go to force pool
of GE except the units of initial set up that you set up on the map. GE must
supply one source to IT every turn if IT permited the annexion with GE, until
Rumania supply 1 resource to IT; but if IT didn´t permit the annexion, GE
hasn´t to supply the resource but only use the mil austrian units.There aren´t
effects in US entry.
·
Annexion to Italy: Italy can annexion Austria if
it´s neutral. IT need to have in the border with Austria 4 or more corps. Now
Austria is controls by IT and her units go to force pool of IT except the units
of initial set up that you set up on the map. There are +15 effects in US
entry.
At the begining
of game the Rhineland is a territory controls by GE, but it isn´t GE´s home
country and this country only control the red factory and the resources, but
one resource is supply to France; GE only can have got until 2 corps and 1div
in this territory. Both France and GE can ocupy and militarize the Rhineland.
The Maginot at the begining of game only halve the factors of units that attack
across of it.
-GE
militarize the Rhineland: GE can do this, introducing any land unit
moreover that units she has permit in Rhineland and if France still hasn´t
militarize this territory. Now Rhineland is GE´s home country and controls all
the factories and resources (no supply to France). France can declare war on GE
in the next declaration of war step and with 0 effects in US entry:
If France
declare war on GE, the Maginot line always halve the units that attack across
of it.
If France don´t
declare war on GE, the Maginot line from now third every unit that attack
across of it.
-France
militarize the Rhineland: France can do this introducing any two units in
the Rhineland if GE still don´t militarized this zone. (France can´t militarize
the Rhineland before the turn M/J of 1936). The germany units in the Rineland
must leave this zone if France miltarize this territory that now is a territory
control by France (one resource is supply to GE and the other resource and the
red factory are controls by France). Moreover, Belgium supply one resource to
France and this major power can align this minor if GE declare war on France.
If France militarized the Rhineland, the Maginot let to be the axis of defence
of France, so the effects of Maginot is only that you deduct 1 point of every
unit´s factor that attack across this fort line (for example: if you attack
with 2 units with 8 & 7 factor of combat, you attack is with 7 & 6
points). From now, if GE declare war on France there isn´t effects in US entry.
Czecho-slovakia:
At the
beguining of game, this minor country control every hex into her borders and
the follow hex: Teschen (hex 2931 & 2831) and Ruthenia (hex 2429 &
2529).
-GE don´t
reclaim territories from Czecho-slovakia:
If GE don´t reclaim
territories to Czecho-slovakia, the CW only can declare war on GE, if GE
control Czeco-slovakia, Austria, Rineland, Mémel and the Danzig corridor
&/or declare war on any of this countries: Netherland, Poland or France.
-GE reclaim
territories from Czecho-slovakia:
During any
declaration of war step, while Czecho-slovakia is neutral, GE can demands on
Czecho-slovakia the Sudetelands. France, as mediator, must either allow claim
or deny.
If France deny the claim, GE must immediately declare war on
Czecho-slovakia, and GE can (only while during this war) to align Hungary and
Poland. The limits of movement of every minors is 2 and 3 movement of land
units and 1 attack and this don´t have effects in US entry. GE only can align
Poland if this minor is neutral and control Danzig corridor. When finish this
war, Hungary and Poland again become neutrals countries.
France, while Czecho-slovakia isn´t
conquest can declare war on GE with effects of –9 in US entry, but CW never can
to declare war on GE, while GE don´t declare war on Netherland, or USA are in
war with any power of axis.
France, as mediator, can enforce a
peace between Czecho-slovakia and GE during any peace step if: no hex in
Czecho-slovakia outside of Sudetelands is controlled by GE (you don´t count
hungarian nor poland units) and GE and France aren´t at war.
If Czecho-slovakia and GE come to peace, then:
- Czechoslovakia again become a neutral minor country. Remove of
czecho-slovakian force pool 1 land unit of every type (this is because did have
problems between czechos & slovakians).
- GE keeps the control of Sudetelands, provided there is a GE land unit
in anywhere in Sudetelands; the effects in US entry is of –6. You moreover
apply the rest of rules when Czecho-slovakia allow the claim.
- Poland again become a neutral minor country and Hungary again become a
neutral country but supply from now 1 resource to GE.
- Rumania supply from now one
resource to GE and one resource to Italy.
If GE conquest Czecho-slovakia:
·
Czecho-slovakia become control by GE and czecho-slovakian units go to
GE´s force pool (on the map you set up 1 mot, 1mech, 1land & 1ftr
czecho-slovakian), with US entry effect of +18.
·
The región of Téschen (hexágonos 2931 y 2831) become poland´s home
country, if Poland aligned with GE in the war on Checoslovaquia. Poland again
become a neutral minor country.
·
The región of Ruthenia (hexágonos 2429 y 2529) become hungarian´s home
country and Hungary again become a neutral minor country, but from now supply 1
resource to GE.
·
If still Austria is independent and neutral now GE can annexion this
minor free in effects US entry (anschluss) and don´t matter if Italy permit.
You set up the initials units on the map and the rest go to GE´s force pool.
·
Rumania from now supply 2 resources to GE and 1to Italy.
If
·
GE keeps the control of Sudetelands with effects in US entry of –8 and
Czecho-slovakia again become a neutral minor country. Remove of
czecho-slovakian force pool 1 land unit of every type (this is because did have
problems between czechos & slovakians).
·
From now GE can´t declare war on Czecho-slovakia in the next 2 turns.
·
Rumania supply from now 1 resource to GE and 1 resource to Italy.
·
When passed 1 turn, GE can claim the rest of Czecho-slovakia by “politic”
press, with effect in US entry of –33 and without figh (historical), so GE
control all Czecho-slovakia except Teschen & Ruthenia that now are controls
by Poland & Hungary respectively. In this form, GE only controls the
follwing czecho-slovakian units: all mil, 1 mot, 1 mech, 1 land & 1 ftr , (
you remove the rest of czecho-slovakian units). If all happen so, CW &
France must immediately declare war on GE, if this major power declare war on
Poland o claim the Danzig corridor. From now Rumanía supply to GE 2 resources
& 1 to IT; Hungary supply 1 resource to GE.
·
When passed 2 turns, if GE declare war on Czecho-slovakia, CW &/or
France can declare war on GE with only halve effect(WIFFE) in US entry, while
Czecho-slovakia aren´t conquest. Only during the war between GE and
Czecho-slovakia, GE can align Hungary and Poland. GE can align Poland if this
country is neutral and control the Danzig corridor (límit of action is 2
units). GE can align Hungary if this country is neutral (límit of action is 2
units). When GE conquest Czecho-slovakia, Téschen become Poland´s home country
and Ruthenia become Hungary´s home country (Both again become neutral minors
countries, but Hungary supply from now 1 resource to GE ).From now GE control
czecho-slovakian´s units that go to GE´s force pool except the units of initial
set up that you set up on the map (1 mot, 1 mech, 1 land & 1 ftr).There are
an effect of +18 in the US entry. From now Rumanía supply 2 resources to GE and
1 resource to IT.
·
If CW &/or France declare war on GE before GE conquest
Czecho-slovakia in this form, then the USSR inmediately sign the nazi-soviet
pact (see WIFFE).
·
If Italy control Albania &/or Ethiopía, or has units in these
countries, and CW &/or France declare war on GE, before GE conquest Czecho-slovakia
in this form; then from now while GE is at war with CW &/or France,
Yugoslavia and National Spain supply 1 resource to Italy and IT can annexion a
neutral Austria without effect in the US entry. Moreover, IT can demand from
France the French Somaliland if France is at war with GE; and demand from CW
the British Somaliland if CW is at war with GE.(These territorios are transfer
to Mussolini because the ally want to get a neutral Italy while Czecho-slovakia
aren´t conquest by GE).
Memel:
At the begin of
game, Memel is control by Lithuania. GE can claim from Lithuania this hex.
USSR, as mediator, can deny or acept this claim. If acept the claim, Lithuania
to cede Memel to GE (East Prussia). If deny, GE can declare war on Baltic
States without effect in the US entry and the USSR can send until 3 units for
to help Baltic States (these units count for limit of USSR). If USSR sent units
there are a –3 of effect in US entry. While GE control Memel, Sweden supply 3
resources to GE; while GE don´t control Memel Sweden only supply 2 resources.
GE can claim
the Danzig corridor and CW as mediator can allow or deny. This claim has
diferents consequences depending when you make the claim:
1 .-GE control
Czecho-slovakia.
a)By politic
press: Poland deny and GE must immediately declare war on Poland. In the next
impulse, CW & France must declare war on GE (History).
b)By conquest
military: Poland (CW & France) can deny or allow the claim.
- If deny, both
CW & France, must declare war on GE if GE declare war on Poland.
·
If allow, GE can not declare war on Poland in the next 3 turns, Danzig
and the corridor become part of home country of GE and CW can align Poland from
now. When passed the 3 turns, if GE declare war on Poland, CW must declare war
on GE and France can declare war on GE, both with halve effects in the US
entry.
2 .-GE don´t
control Czecho-slovakia: Poland, (CW) can allow or deny the claim.
-If allow, the
corridor become GE´s home country and CW can align Poland. Moreover, if there
is war between Czecho-slovakia & GE, GE can not align Poland for this war
but Poland benefits with Teschen if GE win the war. If GE declare war on a
neutral Poland, then you apply the follow rules as if Poland (CW) deny the
claim of GE.
-If deny, GE
must declare war on Poland. Czecho-slovakia aling with Poland (Little Entente)
and Yugoslavia supply 2 resources to these minors (the PM of these 2 minors for
this war is 0.5, they co-operate and the production is the same for the 2
minors with the same force pool; they use the limits of french combined
action).
While during
this war, CW can not declare war on GE, but can enforce peace (alway that
France isn´t at war with GE). So GE keeps control of Sudetelands and the
poland´s corridor with effect in US entry of +5, these minors again become a
neutral minor countries.
During this
war, GE can to do until 3 land action. GE can align Hungary (no effect in US
entry) as a full ally (no limit for hungarian units) while GE is in war with
Little Entente. When GE conquest Czecho-slovakia and Poland, Hungary again
become a neutral country but benefits with Ruthenia and from now supply 1
resource to GE.
If France and
CW declare war on GE, then the USSR (control by GE until conquest Poland) can
declare war on Poland with effect +3 in US entry and so GE & USSR sign
nazi-soviet pact only if GE don´t reconized Ukrania as independent minor. When
Poland is conquest you follow the rules of nazi-soviet pact, but if GE
reconized Ukrania, you only follow territory division rules but delete rules of
supply of resources, and the USSR again become a neutral major country.
If France
declare war on GE, Italy can demand the Saboy State (southeast of France,
Córsica, Tunicia & french Somalilanda) by press politic and without effect
in US entry. If France allow must to cede control of 2 or more of these
territories to Italy (owner french player wish, but if Italy control Ethiopía,
then Italy too win free the French Somaliland). If France deny, Italy can declare
war on Fance with ¼ efects in the US entry. If in any peace step Italy control
Nice & Marsella, can enforce a peace with France where France and Italy
sign a neutrality pact and France to cede Saboy (Corsica, Tunicia, French
Somaliland and the following hex in France: see Saboy).
Italy can ocupy
Albania by conquest declaring war or by press diplomatic.
·
By press diplomatic Italy immediately control this country, but with
effect of +2 in US entry.
·
By arms, it´s a special event, without effect in US entry. Albania has
one unit (you use neutral units of WIF5 or arabian unit). Italy can from
italian Fiume (hex 0222), to cross Yugoslavia with 2 corps and 1 div, until
entry in Albania. This only can happen once and when leaveYugoslavia you can not
return (neither by effect of combat) although there isn´t limit of time italian
units can stay in Yugoslavia. The units that move in stack by hexes controls by
Yugoslavia only count 1 for limit land movement of italian action.
Saboy:
This pretended
italian state are: the hex 1123,1223,1222,1122,1022,1121 y 1221 in France´s
home country, Corsica, Tunicia & French Somaliland. If Italy is only in war
with France (don´t count minors), and control Marsella & Nice, can demand
from France (noVichy), this state with neutrality pact that Italy never can
break. France must decide if allow or deny. If allow, Italy keeps control of
Saboy (put french units now in Saboy in the next hex control by France) and
there are +2 in the US entry. If deny, you follow the war, although while Italy
control Nice & Marsella can demand this.
Ethiopía:
Italy begin at
war with this minor. Italy can to use 1 free adiccional land movement in any
moment of units in this minor without effect in US entry. If IT control Adis
Adeba, can set up free in circle of production one sinth oil. When arrive this
sinth oil, IT must set up in Adis Adeba. Althouth Italy conquest this minor,
you don´t remove the ethiopian units, that stay on the map althout them are out
supply and conquest. Italy can use gas poison in combat only with ethiopian
units (no effect in the US entry). Italy can use adictionals land actions with
italian units in Ethiopia but every extra action with +2 in the US entry. When
Vichy is installed, IT puede ocupar la Somalia francesa with +4 US entry if IT
control Ethiopia.
Karelia (
The USSR can
demand from Finland this region (hex ,1649,1749,1849 y 1949 in Europe map and
hex 0601,0501,0602,0603 y 0704 in excandinav map) and the port of Hango(hex
2647) even before nazi-soviet pact is in effect. If USSR demand the port of
Hango there is a effect of –3 in the US entry.
·
If Finland deny the claim, the USSR must declare war on Finland. In this
war USSR has a extra land movement. The limits for finnish units is as italian combined
movement. If in any peace step there aren´t finnish units, the USSR can enforce
a peace, that give control this zone to USSR (home country) and you follow the
rules of WIFFE for relation between these 2 countries.
·
If Finland allow, USSR keeps control of Karelia that now is part USSR´s
home country. From now, the relations between these 2 countries (USSR &
Finland) follow the rules of WIFFE for these 2 countries.
Ukrania:
GE can to
recognize Ukrania as independent minor if either:
·
GE control Kiev:
·
GE control the poland´s corridor and Memel, and hasn´t signed the
nazi-soviet pact.
So Ukrania is a
minor at war with USSR. Kiev is the capital (remove any soviet units in Ukrania
to the nearest hex control by USSR). This have +4 of effect in the US entry.
Peninsula of Crimea (hex 1427,1327,1626-1226,1425 & 1325) is only includ as
part of Ukrania, if in Sebastopol city there are not soviet units when GE play
this option. While Ukrania is a independent minor, you consider the factory in
Kiev as red factory. If USSR control again Kiev, then Ukrania collapse and
again become home country of USSR and ukranian units go to the USSR force pool.
The ukranian
units are: ukranian units of WIF5, mil & workers soviets of the cities in
Ukrania (workers are consider as territorials units). At the initial of play
you set up 1 cav & 1 inf ukranian of WIF5 as part USSR´s army, and the rest
of units go to USSR force pool. If GE reconized Ukranian, then GE player move
these units on the map to any hex in Ukrania and you again set up on the map
(Ukrania) all the units of WIF5 actually in the force pool and the mil of Kiev.
Now you put the rest of ukranian units in GE´s force pool, and the worker of
Kiev in the circle of production as reserve for the next turn.
While the ukranians
units (WIF5) belong USSR´s army, follow the same rules of vichy units in WIFFE
17.6 when combat only with GE´s units.
Stalinist´s
purge on soviet´s army:
A neutral USSR
can always play this option in any moment. If Stalin purge the army, you remove
HQ Tukhachevsky of game and change by Yeremenko, (Yeremenko isn´t available
until USSR´s player use this option), moreover you remove 1 soviet inf randomly
from the map. If USSR doesn´t make the purge, Yeremenko never can be builded
and USSR only can add every year 1 leader randomly and leaders with GE in her
back aren´t available and you can not use the banners units. When USSR make the
purge (it´s possible in any moment of the turn), the leaders that would have
arrived, go to USSR´s force pool This action has +8 effect in the US entry.
This minor country was at strategy situation in the years before IIWW;
was very important for Japan and USSR. First, Japan signed a agreement with
this country, but then USSR begin (by distrust of Japan) an diplomatic
offensive (with troops in the border) for control of this country. In the game
this is so:
·
The capital of this minor is a primary source for the major country that
control this city and every hex along 6 from capital is consider as rail way,
(this represent the avanced system of comunication by caravan for trade with
the capital). If USSR´s units entry in Mongolia, JA can declare that start the
China Civil War.
·
If USSR has 2 or more units in the border with Mongolia, can make
diplomatics press for control this minor, now USSR can align Mongolia (use a
neutral unit of WIF5 or arabian unit), but this incite the China civil war with
effect +4 US entry.
·
Japan always can introduce units in a neutral Mongolia but by FTC(HQ)
rules of WIFFE, although 1 unit is free. If JA has in Mongolia 4 units or
more,then JA can incite the China civil war. While JA has units in Mongolia,
USSR can declare war on JA or Mongolia; or sign a agreement with JA:
1.
War on Japan: Halve the effects in US entry and JA & USSR units can
entry without limits in Mongolia. Mongolian unit stays in the capital and if
USSR or JA units attack it, then Mongolia align with the other country.
2.
War on Mongolia: JA stays neutral by can declare war on USSR in the next
axis impulse with WIFFE effect in US entry. If USSR conquest Mongolia, JA units
must retire to nearest hex control outside of Mongolia and it incite the China
civil war in the next impulse with effect –3 in US entry.
3.
Agreement soviet-japanesse: These two countries divide territory of
Mongolia between them. Government of Mongolia control only the capital city and
can not move of there his unit. USSR & Japan can to attack this city for
control this source of supply. The control of capital city is only half and can
be united. Mongolian unit defend this city of every attack of these major
countries. So, for example, if JA attack and control this city, JA only control
half of this hex and if after USSR want to control the other half, it´s
necerary soviet´s units attack again the mongolian unit in the capital city (
you set up again this unit and only affect for attack of soviet´s units). As
the source supply is united only 4 hex from capital city is consider as rail
way hex for every major country. The divide of this minor is: south zone
control by Japan and separate of north zone control by USSR, by the line of
Kerulen river from border with Manchuria to Ulan-Bator and from there by line
of weather zone until border with China. This has +1 effect in the US entry,
and incite in the next turn the China civil war.
Independent of
If CW isn´t at
war with a major country, can declare the independent of India. This is –12 in
US entry effect and:
·
From now, you needn´t declare war on India if you declare war on CW,
however if you declare war on India you must declare war on CW in the actually
calendar year. If you make differents declare of war you halve the effects in
the US entry.
·
The indians units have her force pool and you build it with her
production but her production multiple is CW-1 level (for example if PM of CW
is 1.5, then PM of India is 1.25). The indians units on the map when you play
this option, are set up in hex control by India (you includ Laccadive and
Maldive islands but not Ceilan). The CW units in India are set up in nearest
hex control by CW (you includ Ceilan).
·
CW´s units can not entry in India until CW again win the control of
India. CW again win the control of India (resources, factories & units),
when CW is at war with any major power that control any unit in pacific or
asian maps. From now India & CW have again the same force pool and
production.
·
While India is independent and neutral, her units can not go out of the
country. When the first enemy unit entry in India you put in the circle of
production all the indians units in date for arrive the next turn as reserve.
Independent India has the same limits of action that CW.
Monroe´s Doctrine :
USA can always
(in any moment) to wish this option on any of american minor countries. The
effect on the game are:
·
USA can declare war on any american minor but the effects in US entry is
x 4 ( no x 4 if USA is at a high enough level to pick the option for declare
war on minor).
·
If the minor was aligned or could be align by any axis country, then
that major power of axis can either: declare war on USA but half effects US
entry; or to send units for help that minor but suject FTC (free 1 unit).
Hawaii:
49 State of the USA:
A neutral USA
can declare that Hawaii is 49th State of the USA. From now Hawaii is home
country of USA, but USA must too, supply to Japan with 2 adictional resources,
that USA must to trasport to Japan in US conv points. USA cut this supply only
when is at war with Japan.
·
China civil war is the unique in a major power. All units are
nationalist while the China civil war don´t start.
·
When start CCW (China civil war) you divide the units in nationalist and
communist. USSR control the communist units and these count for limit action of
this major country, although them are builded by China, if China and Japan are
at war. If Japan & China aren´t at war, USSR control the units, resources
and factories control by CC; and CC & USSR use the same force pool.
·
Chinesse units follow the rules of WIFFE for co-operate. When start the
CCW, you halve the factors of nationalist units when attack (exception: if at
least half of your attacking land units are white print or units stacking with
HQ Stiwell, you don´t half the factor in that combat, but the first loss must
be one from these units).
·
From 1937, Japan can to demand from China, the control of influence
zones (Tien-Tsin 0338; the corridor of Tsing-Tao, Tsi-Nan, Nanking a Shanghai
0236,0336,0335,0334 y 0234; Foochow 0331 and the corridor from Cantón to
Indochina´s border 0529, 0629 y 0729). So China remove her navy to force pool.
If China deny, Japan can declare the CCW in any moment; moreover can declare
war on China with effect of +15 in the US. If China allow, Japan can not
declare the CCW except if USSR units are in Mongolia. China only can declare
war on Japan when passed 2 turns with +4 in the US entry; and Japan can declare
war on China when passed 4 turns with +9 in the US entry.
·
At the begining of the CCW the cities that communist control are: Si-An
and Lan-Chow.
·
While JA isn´t at war with another major power, can use poison gas in
ground support and ground strike against chinesse units. This have only –2 in
US entry effect in the years 36, 37 & 38.
·
A neutral China can claims the control of the hex between border´s China
and river Liao He & the hex of Port Arthur. If Japan deny, China can
declare war on Japan with –20 effects in US entry. Japan can enforce a peace if
there isn´t japanese units in the hexs between border´s China and river Liao He
and then China only keeps the control of these hex that become part of the home
country of China. If JA allow, China control all hex she demand but there is
–27 in US entry .
PRODUCTION
& LEND OF RESOURCES . These are the initial agreement of the game.
·
Germany: Receive the following resources: 2 from Sweden; 3
from USSR; 1 from Turkey while Italy isn´t conquest; 1 from Rhineland; 2 from
CW while GE isn´t at war on any major power, control or declare war on the
following minors countries: Poland, Netherland or Belgium, or when sign the
nazi-soviet pact.
·
CW: The same in WIFFE, but supply 2 resources to GE.
·
France: the same in WIFFE and receive 1 resource from
Rhineland while GE don´t ocupy this zone.
·
USSR: The same in WIFFE but supply 2 resources to GE.
·
Japan: Receive 6 resources from USA but supply 1 build point
to USA. When JA is at war with any major power, USA only supply 4 resources.
The rest is the same in WIFFE.
·
Italy: The same in WIFFE, except at the begining don´t
receive resource from Rumania.
·
USA: The same in WIFFE, except supply to JA 6 resources
until JA is at war with any major power, then only supply 4 resources.
·
China: The same in WIFFE.
Production
Multiple:
PM |
1936 |
1937 |
1938 |
1939 |
China |
0.25 |
0.25 |
0.25 |
WIFFE |
CW |
0.25 |
0.33 |
0.5 |
“ |
France |
0.25 |
0.33 |
0.5 |
“ |
USA |
0.10 |
0.20 |
0.25 |
“ |
USSR |
0.15 |
0.20 |
0.25 |
“ |
Italy |
0.5 |
0.5 |
0.5 |
“ |
Japan |
0.5 |
0.5 |
0.75 |
“ |
Germany |
0.33 |
0.5 |
0.5 |
“ |
Sp Nat/Sp Rep |
0.5 |
0.75 |
1 |
1 |
US Entry
effects.
There are
several new events in this rules for WIFFE from 1936, that are import for USA
entry. We intend don´t alter the system in WIFFE. The level of entry of USA
with GE/IT & JA in J/F 36 is united and all actions until J/A 39 are in one
unique pool of entry. At the begining of S/O of 39, the USA player must divide
the total of chits between the 2 pools (JA & GE/IT) in a proportion maximum
of 60%-40%. At the begining of game USA has 8 chits in the entry pool, but if
neither major power is at war (except China & Japan), this country can not
wish option until S/O of 1939. If China & Japan are at war, then USA can
wish the option nº 1 from M/A of 1938. From S/O of 1939 USA every turn receive
1chits as in WIFFE rules.
INITIAL SET
UP FOR WIFFE FROM 1936: Marked in yellow is only if you play with Ship in
Flames. The major powers with 2 or more territorials in any territory, receive
1 territorial in those territories in the initial set up. Moreover Italy set up
1 AOI unit in any territory control of África. The italian units of East of
África, arrive as reinforce in any territory of East África control by Italy
(Etiopía, Eritrea o Somalilands); AOI units can arrive as reinforce in any
territory control by Italy of these: Etiopía, Eritrea, Libia, Somalilands or
Albania. If enemy units entry in any territory with territorials units in the
force pool, you put in the circle of production 1 randomly territorial unit of
that country for arrive as reinforce the next turn as reserve of this territory
if still it is control by the same major power.
·
GERMANY: 1) Air: 2 pilots, Ar-68, He-51. 2) Land: 3 build
point in East Prussia, 33 build points in the rest of GE´s home county. 3)
Naval: 10 points of convs, Deutschland, Graf Spee, Schlesien, 1 Trs. Repair
pool: Adm. Sheer, Schl-Holstein. M/J: Scharnhorst fd. N/D: Gneiseau fd.
·
ITALY: 1) Air: 2 pilots, Cr-32, Sm-81, Ba-65. 2) Land: 3 bp
in Libia, 13 bp in Italy/Sicily, 17 bp in Eritrea or Italian Somaliland. 3)
Naval: Bolzano, Duca D´Aosta, E. Di Savoia, Fiume,
Gorizia, Pola,
Trento, Trieste, Zara, 2 Sub, 1 Trs, 7
points of convs. Repair pool: Andrea Doria,
Caio Duilio, C. di Cavour, Guilio Cesare, Pisa, San Giorgio. M/A: Abruzzi fd and Garibaldi fd.
·
JAPAN: 1) Air: 2 pilots, Ki-10, Ki-15. 2) Land: 3 bp in
Korea, in Japan 6 bp, in Manchuria 18 bp, 11 bp of free set up. 3) Naval:
pilots cvp 4, cp(carrie plane) 6, Ashigara,
Chokai, Fuso, Haguro, Haruna, Hosho, Idsumo,
Kaga, Maya, Myoko, Nachi, Nagato, Yamashiro,
2 Sub, 2 Trs, 14 points convs. Construcción pool: Ryuho, Shoho, Soryu, Suzuya.
Repair pool: Akagi, Aoba, Asama, Atago, Furutaca,
Hiei, Hyuga, Ise, Kako, Kinugasa,
Kirishima, Kongo, Mikuma, Mogami, Mutsu,
Ryujo, Takao. M/J: 1 Amph fu, Zuiho fd. S/O: Kumano
fd. N/D: Chitose fd.
·
URSS: 1) Air: 3 pilots, I-5, I-15, I-16(1934), TB-3(1931).
2) Land: in Pacífic and/or Asian maps 12 bp. In Europe 23 bp. Free set up 2 bp.
In UKrania 1 cav & 1 ukranian inf (WIF5). 3) Naval: in baltic´s ports:
Marat & Oct. Revolution. In Black
Sea: K. Kavkaz & P. Commune. In
europe 2 Sub, in Pacífic map 1 Sub, free set up 1 Trs & 1point of convs.
M/J Voroshilov fd.
·
USA: 1) Air: 1 pilot, P-26. 2) Land: in Philipinas 2 bp,
in USA 12 bp. 3) Naval: pilots cvp 3, c. planes 5, in east cost: Arkansas, Indianápolis,
Louisville, Porland. In west cost: Arizona, Astoria, Augusta, Chester, Chicago, Idaho, Langley,
Lexington, Minneapolis, Mississippi, Nevada, Nuevo
México, Nueva Orleans, Nueva York,
Northampton, Oklahoma, Pennsylvania,
Pensacola, Ranger, Salt Lake City, San Francisco, Texas, Tuscaloosa. Free set up 3 Sub, 2 Trs y 25 points of convs.
Construcción pool Wyoming. Repair pool California,
Colorado, Houston,
Maryland, Saratoga, Tennessee, West Virginia. M/A: Vincennes & Yorktown fd. M/J: Quincy fu. S/O: Enterprise fd.
·
CHINA: 1) Air: nothing. 2) Land: 43 bp in China. 3) Naval:
Ning Hai, Ying Swei and 2 points of convs.
·
CW: 1) Air: 1 pilot, Vildebeest. 2) Land: In U.K. 11 bp,
in India 3 bp, in Malasia, Hong Kong &/or Singapoore 2 bp, in Gibraltar or
Malta 2 bp. 3) Naval: C.Planes 5, pilots cvp 4. In Europa: Barham, Glorious, Hood, Ramillies, Resolution, Revenge, R. Sovereign.
In Pacífic map: Camberra, Eagle, Hermes.
Free set up: Berwick, Devonshire, Dorsetshire, Exeter, Norfolk, Shropshire, Sussex,
York, 2 Sub., 3 Trs., & 78 points of convs. Construcción Pool: Iron Duke, Newcastle. Repair Pool: Argus, Australia, Cornwall, Courageous, Cumberland,
Effingham, Efrobishir,
Furious, Hawkins, Kent, London, Malaya,
Nelson, Q. Elizabeth, Renown, Repulse, Rodney,
Royal Oak, Suffolk, Valiant, Warspite. M/J: Glasgow fd. J/A: Sheffield
fd. S/O: Birmingham fd & Sotuhampton
fd.
·
FRANCIA: 1) Air: 1 pilot, D-500, Amiot-143. 2) Land: in Syria
3 bp. In Marrocc/Tunez/Algeria: 3 bp. In France 30 bp. 3) Naval: c planes 2,
pilot cp 1, in Europe: Argelia, Bearn,
Bretagne, Colbert, Comm Teste, Duguay
Trouin, Dupleix, Duquesne, Foch, Lorraine,
Provence, Suffren,
Tourville. In Pacífic map: Lamotte-Picquet.
Free set up: 2 Sub, 1 Trs, 9 points of convs. Construcción pool: Dunkerque;
Repair pool: Courbet, Jean Bart, París y
Primaguet; N/D: Strasbourg fd.