Card and Board Game Sequence of Play

 

 

Year Start Sequence

Murmansk Convoys

Naval Interception

Naval Combat

Patrols

Raiders

Strategic Bombing

 

(numbering format removed SC)

 

Year Start Sequence

(Unofficial)

 

Basic Resource Point Calculations.

BRP Base Growth.

BRP Totals.

 

Additions to BRP Total:

Conquered major powers.

Captured key economic areas.

Colonies and conquered minor countries.

Active minor allies.

Associated minor countries.

Economically penetrated countries.

Captured or controlled ICs.


Subtractions from BRP Total:

Non-base BRP deficits from the previous year.

Originally controlled key economic areas controlled by another alliance faction.

 

Construction Limits.

 

Allot Diplomatic Points.

Basic Allotments: Germany, Britain, Russia: 3; Italy, France: 2; US: 1 per every 10 USAT levels.

DPs for BRPs: one for every 100 BRPs (round down).

DPs from other sources: see the Diplomatic Tables.

Allocate Diplomatic Points.

Each alliance faction may place up to one third of its DPs (round up) in any one target.

The Western Allies and European Axis may each place up to two DPs in USAT in 1939, and up to four DPs in 1940 and 1941.

The Western Allies and European Axis may each place up to two DPs in RGT in 1939, and up to four DPs in later years.

Russia may only place DPs in Bulgaria, Finland, Greece, Hungary, Rumania, Sweden, Turkey, the Ukraine and Yugoslavia.

DPs may be placed in intelligence research categories.

Allot Research Points.

Basic Allotments: Germany: 8; Japan, Britain, Russia: 6; France: 3; Italy: 2; US: 1 per every 10 USAT+USJT levels.

RPs for BRPs: one for every 50 BRPs (round down).

RPs from growth: one for every 25 BRPs (round down).

Allocate Research Points.

No more than half (round up) of an alliance faction's RPs may be placed in a single research category.

Each alliance faction may only place 3 RPs in any given research or production project.

 After having achieved 1 breakthrough in that category and if one country has 400 or more BRPs during the YSS, this limit rises to 4.

  After having achieved 2 breakthroughs in that category and if one country has 500 or more BRPs during the YSS, this limit rises to 5, etc.

There are other restrictions for high technology projects, atomic research, date restrictions, and nationality restrictions.

U.S. Election (1945 YSS only).

 

Murmansk Convoy
Sequence of Play Sequence of Play

(Unofficial)

 

Decide size of grant.

Murmansk convoys can begin in the Allied turn after the Axis have taken a full offensive on the eastern front following the outbreak of war between Russia and Germany.

Limited to 5 BRPs in the 1st eligible turn, 10 BRPs in the next, 15 BRPs in the third, and 20 BRPs in all subsequent turns.

 

Murmansk convoys are permissible if:

A supply line exists from Vologda to the east map edge, and either

A supply line exists from A47 to Vologda, or

A supply line exists from A50 to Vologda and it is Summer or Fall.

 

Provide escort:

One Atlantic-SW-box transport for every 10 BRPs, plus

One country-of-origin-based destroyer factor for every 3 BRPs.

 

Move escorts and protecting naval units to the Murmansk box:  

Protecting naval units may come from a western-front port or the Atlantic U.S. or SW boxes.

Western-front naval units enter the Murmansk box through A23-A34.

 

German opposition must be in the Murmansk box.

Up to 5 AAF (10 AAF with an airbase).

As many naval units (and submarines) as desired.

One submarine for every 10 in the Atlantic SW box (round up).

 

Combat sequence:

One round of air attack.

One round of naval combat.

Repeat the above rounds until Germany declines or the Western Allies flee.

Submarine attacks.

 

BRP Losses:

One BRP for every factor of defending light ships sunk by air attacks, naval combat and submarine attacks.

Surviving BRPs cannot exceed 10 times the number of surviving transports.

Surviving BRPs cannot exceed 3 times the number of surviving destroyers.

 

Surviving participating units return.

German units are inverted in the Murmansk box and cannot leave it this turn.

German submarines from the Atlantic SW box return there.

Western Allied units return inverted (Exception: SW box units) to their box or port of origin or any port within 20 hexes of A23-A34.

If later Naval Redeployed to the Atlantic SW box, they are inverted for the next Axis turn.  

 

Naval Interception
Sequence of Play Sequence of Play

(Unofficial)  

Moving player designates missions and accompanying naval forces.

 

Defender requests exact routes of desired naval forces.

 

Defender selects a single interception hex.

Additional hexes may be chosen as follows:

By submarines.

After failed interceptions continue with another interception die roll.

After completing or aborting a naval activity.

After passing through certain straits.

After combining with or separating from other naval units.

 

Separate Task Forces and naval units from different ports intercept separately.

 

Determine the number of interception dice to roll.

Base dice:

One die: to intercept raiders or to counter-intercept from port.

Two dice: to intercept base changes, patrols, carriers on missions, naval NRs, displaced naval units and naval units returning to base.

Four dice: to intercept sea supply, sea transport, seaborne invasions, shore bombardment, sea escort and convoy routes.

Eight dice: to intercept patrols remaining in their patrol hex for the combat phase.


Automatic:

Maximum: eight dice.

Patrols: automatically move up to three hexes during the first round.


Favorable modifiers:

Spotting: for each land-based search AAS or NAS which spots, one more die for each factor, up to three dice.

Codebreaking: one more die if intercepting player uses more strategic cards.

In the mission hex: one more die if intercepting seaborne invasions or shore bombardment.

Counter-interception in interception hex: two more dice.


Unfavorable modifiers:

Slow Ships: one less die if intercepting with any slow ships.

Submarines: two less dice (Exception: submarine patrols).

Non-operational port: two less dice. NA to submarines.

Small enemy force: one less die if intercepting fewer than 10 naval factors.


Zero dice:

Intercepting naval units that roll zero dice automatically intercept in their base hex.  

Halve results in the Pacific (round up).

 

Move resulting number of spaces toward interception hex.

If at least one non-submarine naval interception attempt against that naval force reaches the interception hex, those that fail may abort or move as far as possible.

 

Once all initial interception rolls are made for all interception hexes, counter-interception attempts occur.

Counter-interception takes place before naval combat arising from interceptions occurs.

If the counter-interception hex is the same as the interception hex, all involved naval units take part in a combined naval combat.

Patrols may only counter-intercept at interception hexes.

 

Counter-interceptions proceed following steps above.

Once the final step is reached, counter-counter-interceptions are permitted, and so on.

 

All interceptions and counter-interceptions, etc., are then resolved in reverse order.

Following the "last to intercept--first to sail" order:

The "intercepting" naval force sails to the interception hex (subject to air attacks en route).

The "intercepted" naval force sails to the interception hex (subject to air attacks en route).

Naval forces which were intercepting the same enemy naval force, and which were not themselves counter-intercepted, may defer their interception to join in the counter-interception naval combat:

If having traced the same path through the counter-interception hex, they immediately join the counter-interception naval combat.

Otherwise, they may be placed any where along their path that they could have reached with their interception die roll, and after the first round of naval combat may roll a single die and move toward the counter-interception hex.

If they reach the counter-interception hex before naval combat ends, they take on the same status as the naval force they joined.

If they fail to reach the counter-interception hex before naval combat ends, they may then move toward the initial interception hex from their present location.

After every round of naval combat, failed attempts (even those that roll zero dice) may continue to move toward the interception hex by rolling one die (halved in the Pacific), or abandon the attempt.

These delayed interceptions may be counter-intercepted after every die roll, with the resulting naval combat occurring immediately.

 

If victorious in naval combat, naval forces may continue on with their indicated purpose.

 

If defeated in naval combat or if aborting, naval forces return to base, subject to air and naval interception on the way.

 

After returning to port, naval units are inverted if they engaged in naval combat, or if they reached their interception hex but the force they were attempting to intercept turned back.

Exception: those naval units that were withheld.

If not inverted, naval units may not attempt further interceptions until a subsequent phase.  

 

Naval Combat
Sequence of Play

(Unofficial)

 

Naval combat round.

Perform naval combat segments..

Form combat groups.

Carrier-based counterair attacks on enemy air bases.

Allocate unused carrier-based air units.

Air Strikes.

 

CAP.

 

Allocate land-based air units as air cover.

Convert AAF to AAS.

Search for enemy combat groups.

Convert AAF to AAS.

Reveal found combat groups.

Carrier-based air strikes against naval units at sea.

Surprise level.

Air combat with air cover.

Air combat with CAP.

Air defense of naval units.

Air strikes versus naval units.

Land-based air attacks against naval units at sea.

Convert AAF to AAS.

No surprise.

Air combat with air cover.

Air combat with CAP.

Air defense of naval units.

Air strikes versus naval units.

 

Fleet combat.

 

Determine which combat group(s) will engage in fleet combat.

Divide ships into heavy, light and screened.

Defender ranks heavy ships from largest to smallest, then light ships, then screened ships.

Attacker selects targets for his heavy ships.

Defender selects targets for his heavy ships.

Resolve all heavy ship fire versus light ships and apply damage.

Select targets for light ships of both sides.

Resolve all fire versus all heavy ships.

Resolve all light ship fire versus light ships.

Resolve all fire versus screened ships if permitted.

Combat groups which engaged in fleet combat may be recombined.

Ship withdrawal.

Submarine attacks.

End of naval combat round.  

Combat groups may be renumbered.  

Decide if there will be another round of naval combat.

 

Intercepting naval forces move toward naval combat hex.

 

Begin another round of naval combat.

 

Patrols

Sequence of Play

(Unofficial)

 

Choose patrol hex.

Pay Basic Resource Points.

Move naval force toward patrol hex.

Patrol force enters a new hex.

Resolve any naval interception in that hex.

If the patrol wins, it may continue on or abort.

If the interceptor wins, it may remain in the hex as a defensive patrol.

If no interception occurs, fast-carrier NAS may counterair from that hex.

Land-based air units may attack the patrol in that hex.

Patrol reaches its patrol hex.

 

Patrol may follow this sequence as long as it inflicted some damage in the previous round:

Resolve any naval interception.

Patrol conducts one round of counterair attacks and/or air strikes against enemy bases.

Patrol decides to stay in patrol hex or return to port.

If patrol returns to base, it may be intercepted.

If the patrol stays, it may be intercepted with eight dice.

If unopposed it, (or if it is intercepted, then the victor) has the option of staying in the patrol hex during the ensuing combat phase.

 

Offensive patrols:

May do any one of the following with its surviving NAS:

Ground support for movement-phase overruns or combat-phase ground combat.

Intercept DAS provided against movement-phase overruns or combat-phase ground combat.

Participate in naval battles arising out of combat-phase counter-interceptions.

May counter-intercept in support of intercepted friendly force(s).

If successful, the patrol may remain in the counter-interception hex and may provide GS or intercept DAS.

If defeated, the patrol returns to base.

If unable to intercept, the patrol returns to its patrol hex.

 

Submarine patrols:

Patrol independently.

Remain in their hex until they attack, or until the end of the opposing player turn, whichever comes first.

Are subject to a single-sortie air attack during the enemy's movement phase.

 

Defensive patrols: (victorious interceptors or second-turn submarines)

May, during the movement phase, intercept sea supply, sea transport or displaced naval units.

May, during the combat phase, intercept naval missions, lingering patrols or displaced naval units.

Patrol returns to base.

 

Raiders
Sequence of Play Sequence of Play

(Unofficial)

Choose raider groups.

All raider groups move to the SW box.

On-board interception.

Land-based air attacks.

Naval interception.

 

First round of SW box interception.

Determine number and type of intercepting naval units.

Assign eligible naval units to raider group(s).

Naval combat between raiders group(s) and intercepting naval units. For each raider group:

Each side forms a single combat group.

Both combat groups find each other. No surprise.

One round of carrier air strikes.

Allocate carrier-based NAS.

Air Strikes.

CAP.

Air strikes attack naval units.

Air combat with CAP.

Air defense of naval units.

Air strikes versus naval units.

One round of fleet combat.

Defender ranks heavy ships from largest to smallest, then light ships, then screened ships.

Attacker selects targets for his heavy ships.

Defender selects targets for his heavy ships.

Resolve all heavy ship fire versus light ships and apply damage.

Select targets for light ships of both sides.

Resolve all fire versus all heavy ships.

Resolve all light ship fire versus light ships.

Resolve all fire versus screened ships if permitted.

 

Resolve raider attacks versus transports.

Permitted by a raider group if:

No naval units intercepted that raider group, or,

All naval interceptors of that raider group were sunk.

 

Each raider group decides to remain together or split up.

Undamaged interceptors must remain for a second round.

Second round of SW box interception.

Determine number and type of additional intercepting naval units.

Assign eligible naval units to raider group(s).

Naval combat between each raider group and its intercepting naval units.

 

Intercepting naval units and raiders return to base.

Naval units may be intercepted on-board as they return.

Land-based air attacks.

Naval interception.

 

Strategic Bombing
Sequence of Play

(Unofficial)

 

Choose targets: ICs, shipyards, oil centers, synthetic oil plants, rocket bases, certain Key Economic Areas and mapboard boxes, and known rocket factories and atomic facilities.

 

Strategic bombing attackers:

Air units must be of the same nationality and within range of the target.

 

Strategic bombers measure range from any operational base on their front; jets and AAF measure range from their current base.

 

Bomber component:

Strategic bombers: range is 4/3, 8/6, 16/12 or 24/18.

One third of AAF (round down): range is 4/3.

Excess range from Strategic bomber range research can provide a SW combat modifier.

No more than 10 Japanese AAF may bomb or escort in a single turn.

 

Escort component:

Interceptors: range is 4/3, 8/6 or 12/9.

Jets: range is 2/1, 3/2 or 4/3.

Two thirds of AAF (round up): range is 4/3.

 

After all targets and attack forces are announced, defender assigns defenders to each target: (AAF, jets and interceptors)

Air units must be in range of the target (or the one chosen hex on another front that the bombing force passes through).

Interceptors measure range from any operational base on their front; jets and AAF measure range from their current base.

Air units in non-operational bases may only defend their own hex.

 

Western Allied and Russian interceptors need Western Allied or Russian supply to defend hexes in China.

Italian AAF may not defend targets in Germany.

 

One round of air combat is conducted on the Air Combat Table.

Defender strength = total number of defending air factors (AAF, interceptors, jets) + twice the number of jets.

Attacker strength = twice the number of jets, plus the lesser of:

the total number of defending air factors (minus any extra factors from jets), or

the number of attacking air factors (minus any bombing AAF).

Modifers are as per the Air Combat Table.

 

Apportion losses:

Damage is assigned to the more numerous categories first.

If two categories are equally numerous, then take damage in this order:

Attacker: interceptors, escorting AAF, jets, bombing AAF, strategic bombers.

Defender: interceptors, AAF, jets.

 

Strategic Warfare Results:

Attacker strength = strategic bombers and bombing AAF that weren't eliminated or aborted by air combat.

Defender strength is per the SW Combat Modifiers Table.

Mapboard boxes have a defense strength of 3 and special rules regarding air units based in them.

 

Losses are assigned as follows:

BRP Loss = 3T + S + if greater than zero: 3[(B+M)-(E+A)].

T = attacker triple damage rolled (number before the slash).
S = attacker single damage rolled (number after the slash).
B = attacker strength (number of bombing factors computed in step "F.1" above).
M = net modifier (positive, if it favors the attacker).
E = bombing factors eliminated by the target hex (number before the slash).
A = bombing factors aborted by the target hex (number after the slash).

 

Effects of and limits to bombing damage:

 

Losses are deducted from the target's BRP total.

 

Losses are limited to the economic value of the hex.

 

25 BRPs create a Firestorm.

 

Every 3 BRPs (round down) to ICs, Key Economic Areas and mapboard boxes reduce the unit construction limit by 1.

 

For every 10 BRPs (or portions thereof), 1 damage marker is assigned by the attacker to an oil center, synthetic oil plant, or known rocket factory or atomic facility in that hex.

 

Damage markers from "remainder" damage (of less than 10 BRPs) can be avoided by paying the BRPs.

2 damage markers destroy a synthetic oil plant, rocket factory or atomic facility. 

Damage markers on oil centers may not exceed the oil production level.

Russian ICs may be voluntarily eliminated instead of directly accepting the full bombing BRP loss.

Naval units undergoing repair or construction in shipyards may also be attacked.

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