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  • World War II Europe 1940 2nd Edition
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  • Credits: Veqryn, Bung QA: zlefin, yamamot0 Respect: SGB, Wisconsin, Squiddaddy, Edwin Note This game uses the latest Europe 1940 2nd Edition (successor to Alpha +3) rules, as posted on Larry's website.To blitz move mech_infantry with armour, you must click on them both at the same time (use CTRL to create waypoints).Paratroopers tech enables a second combat movement phase which happens right after the first combat movement phase, and the second one only allowes movement of paratrooping infantry. Canals/Straits There are 5 canals/straits in the game with the following set of conditions.
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  • Credits: Veqryn, Bung QA: zlefin, yamamot0 Respect: SGB, Wisconsin, Squiddaddy, Edwin Note This game uses the latest Europe 1940 2nd Edition (successor to Alpha +3) rules, as posted on Larry's website.To blitz move mech_infantry with armour, you must click on them both at the same time (use CTRL to create waypoints).Paratroopers tech enables a second combat movement phase which happens right after the first combat movement phase, and the second one only allowes movement of paratrooping infantry. Disclaimer The game is not meant to take over your responsibility in knowing the rules. For example, the game engine is not always going to restrict or allow certain attacks. It is your responsibility to know the rules and abide by them. Most of the game notes that follow can be thought of as differences compared to WWIIv3 or WWIIv4 rules but obviously are not a complete manual for the game. Beginners to these games are suggested to ask for help in the lobby or on the forums at You must always validate your own movement, especially air movement at sea. The engine is not perfect. Edit Mode When not yet at war, you may ask for permission to move through a canal, and if granted, use Edit Mode to move the units. * Do not allow blitzing or movement through Friendly Neutrals.* Air units may not land in or move through Friendly Neutrals, including the same turn they are captured.* Friendly Neutrals can not be 'captured' with an AA Gun, only by land units with an attack power.* Air units may not move through Unfriendly Neutrals unless they are attacking them. Victory Conditions To win with the following victory conditions, a side must maintain it for a complete round of play and must also control at least one of its own capital cities. Axis Victory: 8 European Victory Cities where at least one is Rome/Berlin. Allied Victory: Berlin and Rome are under allied control and allies maintain control of one of their own capitals. Canals/Straits There are 5 canals/straits in the game with the following set of conditions. Air units have no restrictions for any strait or canal. Political Situation At the start of the game Germany and Italy are at war with the UK and France only. Any countries not at war with each other ignore each other's naval units and obviously cannot go into each others ground territories. There are a number of specific politically related rules/conditions for each country: Germany/Italy*Germany/Italy can declare war on USA or Russia at any time. * If Germany/Italy is at war with one of USA or Russia it doesn't affect relations with the other. Russia*Russia cannot go to war against the Germans and Italians until the beginning of purchase units phase of Russia 4, unless of course they attack it first, or the Axis capture London. USA*If USA is not at war with Germany or Italy, USA may only move its units to sea zones touching USA territories and also Sea Zone 102. * USA cannot go to war against the Axis until the beginning of PU collect phase of USA 3, unless of course an Axis power attacks it first. Neutrals There are three types of neutrals: * pro-Axis: When an Axis unit moves into one of these zones for the first time, that country gets a one-time bonus number of infantry, specified on the map, and control of the territory. The new infantry cannot be moved until the next turn. * pro-Allies: When an Allied unit moves into one of these zones for the first time, that country gets a one-time bonus number of infantry, specified on the map, and control of the territory. The new infantry cannot be moved until the next turn. * Regular: If a power attacks a regular neutral, all the other regular neutrals on the board become friendly to the other team. Note: Capture of friendly neutrals must be done during Non Combat Movement. When a country moves into a regular or non-friendly neutral during the combat move, it must conduct combat with the number of infantry specified on the map for that neutral. If it loses or retreats, however many infantry that remain are how many that stay in the zone. This means that if Finland was +4 for Axis, and Russia kills 2 infantry and retreats, then Axis only get 2 infantry when they move into Finland. National Objectives Germany*5 PUs if not yet at war with Russia. * 5 PUs for each German controlled territory: Volgograd or Novgorod or Russia. * 5 PUs if Axis controls the Caucasus. * 5 PUs if there is at least one German land unit in Egypt, whether or not it is controlled by Italy or Germany or Japan. * 5 PUs if Germany controls both Denmark and Norway and Sweden is not allied-controlled or pro-allied. * 2 PUs for each German controlled territory: Iraq or Persia or Northwest Persia. Russia*5 PUs if Russia is at war, sz125 has no Axis warships (all sea units except transports), Archangel is Russia-controlled, and there are no allied units in any originally Russian territories. * 3 PUs for each originally German, Italian, or Pro-Axis neutral territory that Russia controls. * 10 PUs one time only, the first time Russia conquers Germany (Berlin). * 9 PUs if Russia is at war and controls Novosibirsk. UK*5 PUs for UK Europe if UK Europe controls of its original territories. Italy*5 PUs if no Allied ships are in the Med: sz92,...,sz99. * 5 PUs if Axis control at least 3 of: Gibraltar, Egypt, Southern France and Greece. * 5 PUs if Axis controll all of: Morocco, Algeria, Tunisia, Libya, Tobruk, and Alexandria. * 2 PUs for each Italian controlled territory: Iraq or Persia or Northwest Persia. USA*20 PUs if USA is at war and EUS and CUS are American-controlled. * 5 PUs if USA is at war and South Eastern Mexico, Central America, and West Indies are American-controlled. French*12 PUs worth of free units in France the first time France is Liberated (The engine will give you 4 infantry automatically. Use edit mode if you want something other than 4 infantry by deleting the infantry and replacing them with what you really want). ---- ---- Submarines Prevent Unescorted Transports From Making Amphibious Assaults In any Sea Zone containing an enemy submarine, but not containing an owned warship, the submarine will prevent the offloading of troops for an amphibious assault. Scrambling Fighters and/or Tactical bombers can be scrambled from any territory bordering a sea zone, with an operating airfield (less than 3 damage) to help defend the surrounding sea zone using their standard defense values. They cannot retreat from scrambling (defenders can never retreat) and if the territory they were scrambled from is captured, they're given one extra movement point to land on a friendly territory or open carrier. Scrambled air cannot participate in any other battles that round. Strategic Bombing Runs (SBR) Bombing can now happen against both types of ICs, harbours, and airfields (attackers choice)[tactical bombers can not target factories though]. Fighters can participate in the bombing run as escorts. Fighters in the territory being bombed can be launched as interceptors (no airfield necessary). If interceptors are launched: a one-round air battle takes place right away all air involved roll at 1 (jets rolls at 2). Either attacking bombers or fighters can be taken as casualties. After the air battle, or if there were no interceptors, the escorts are retreated and any bombers/tacs remaining can now be divied up to attack specific targets. Each target rolls its built-in AA gun against the bombers/tacs targetting it. If there is an AA gun in the territory being bombed it does not roll because its there to defend combat units and not complexes/bases. Blockade Zones If any enemy ships are in a power's blockade zones at the end of that power's turn, and the power controls the adjacent ground territory, then the power may lose some of the PUs it would have otherwise collected.Surface warships roll 1 dice, Submarines and Air units roll 2 dice, and carriers and transports roll zero dice. For any roll of 3 or less, that amount of PUs will not be collected by the surrounding land territories. The power in question cannot lose more PUs from a blockade zones then the worth of the adjacent ground territory to those zones. Placement Restrictions*Major Industrial Complexes can only go in territories worth 3 or more, and must be originally owned territories. * Minor Industrial Complexes can only go in territories worth 2 or more. * Industrial Complexes can't be built on islands. * Over-purchase is returned and money is reimbursed. * Aircraft can be placed on the ground or on a [new] carrier in the adjacent sea zone that has a spot(s) open. ---- Units These changes to units are things other than price/movement which you can see in the buy menu. * Bombers now do 2 additional damage in strategic bombing raids, in addition to their dice roll. * Carriers are two hit. * Minor Industrial Complexes have 3 production capacity. A Minor IC can be upgraded to a Major IC for 20 PUs, but only on originally owned territories. * Major Industrial Complexes have 10 production capacity. When a Major IC is captured it automatically becomes a minor IC. * AA Guns may be taken casualty in combat, and may only fire at up to 3 aircraft each. New Units Tactical Bombers: can land on carriers, can bomb, and if paired with a tank or fighter the Tac attacks at 4. Tactical Bombers can also strategic bomb Airfields and Harbours (but not factories). Mechanized Infantry: can blitz when paired with a tank, and are supportable by artillery. Carriers: now have 2 hitpoints, and when damaged they do not allow fighters to land, or to leave if cargo. New Buildings Harbour: Any ships that start their turn in a sea zone adjacent to a harbour get +1 movement points. Any damaged ships are repaired by a harbour at the start of the player's purchase and repair turn phase. Lastly, harbours can be bombed, and if they have 3 or more damage then they do not provide the above bonuses. Airfield: Any air that start their turn on the ground territory with an airfield get +1 movement points. Airfields allow up to 3 planes on that island to scramble (see Scramble section above). Airfields can be bombed, and if they have 3 or more damage then they do not provide the movement bonus. Change Log: 3.0Creating Europe 1940 Second Edition, based on Global 1940 Alpha/Second-Edition.Adding objectives.properties text file for objectives panel info. 2.6Deleted connection between Newfoundland Labrador and 121 Sea Zone.Deleted connection between Rio de Oro and French West Africa.Added connection between Rio de Oro and Algeria.Deleted connection between Eastern Persia and 79 Sea Zone. 2.5Fixed Danish Straight to only require Denmark. 2.4Fixing Russian national objective for sz125 so that it affects all units except transports. 2.3Preventing Combat-Movement takeover of Friendly Neutrals. You must now wait for Non-Combat Movement phase to take over them.Allowing Submarines to pass through Straight of Gibraltar no matter who controls it.Deleting connection between SZ65 and EcuadorDeleting connection between SZ76 and KenyaDeleting connection between SZ86 and French GuianaDeleting connection between SZ88 and VenezuelaDeleting connection between SZ89 and Central USAAdding Sea Zone 128 and its connections 2.2Deleting connection between SZ110 and Scotland.Deleting connection between SZ95 and Southern France.Deleting Morocco from Gibraltar canal. 2.1Released for everyone to download. Almost everything working, and playable.