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  • WW2v3-1941
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  • The TripleA version of AA50-41 1941 Starting Set-Up Credits: Triplelk Jason Clark - baseline Zero Pilot Mike McCaughey - integration ComradeKev - custom code and rules Seidelin - playtesting Technology * Air/Naval Tech * SUPER SUBS- subs attack at 3 * JET POWER- fighters attack at 4 * IMPROVED SHIPYARDS- naval units are cheaper * AA RADAR- AA hit on 2 or less * LONG RANGE AIRCRAFT- aircraft range increased by 2 * HEAVY BOMBER- roll 2 dice for each bomber attack * Land/Production Tech * IMPROVED ARTILLERY SUPPORT- artillery support 2 infantry * ROCKETS- AA conduct rocket attacks for 1d6 damage to production (each factory may only be targetted once per turn by one rocket, and only 1 rocket in each territory may fire) * PARATROOPERS- each bomber may
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abstract
  • The TripleA version of AA50-41 1941 Starting Set-Up Credits: Triplelk Jason Clark - baseline Zero Pilot Mike McCaughey - integration ComradeKev - custom code and rules Seidelin - playtesting Technology * Air/Naval Tech * SUPER SUBS- subs attack at 3 * JET POWER- fighters attack at 4 * IMPROVED SHIPYARDS- naval units are cheaper * AA RADAR- AA hit on 2 or less * LONG RANGE AIRCRAFT- aircraft range increased by 2 * HEAVY BOMBER- roll 2 dice for each bomber attack * Land/Production Tech * IMPROVED ARTILLERY SUPPORT- artillery support 2 infantry * ROCKETS- AA conduct rocket attacks for 1d6 damage to production (each factory may only be targetted once per turn by one rocket, and only 1 rocket in each territory may fire) * PARATROOPERS- each bomber may carry 1 infantry into combat (must stop in first enemy territory it reaches) * INCREASED FACTORY PRODUCTION- factories produce 2 additional units (if territory value is 3 or greater), repairs 1/2 price * WAR BONDS- collect an 1d6 extra PUs each turn * MECHANIZED INFANTRY- tanks may carry 1 infantry each for 2 spaces Victory Conditions * Total Victory - 18 Victory Cities * Honorable Surrender - 15 Victory Cities * Projection of Power - 13 Victory Cities National Objectives Germany: Lebensraum- * +5 PUs if Axis control France, NW Europe, Germany, Czechoslovakia, Bulgaria, and Poland. * +5 PUs if Axis control 3 of Baltic States, East Poland, Ukraine, East Ukrain, and Belorussia. * +5 PUs if Axis control Karelia or Caucasus Japan: The Greater East Asia Coprosperity Sphere- * +5 PUs if Axis control Manchuria, Kiangsu, and French Indo China. * +5 PUs if Axis control 4 of Kwangtung, East Indies, Borneo, Philippine Islands, New Guinea and Solomon Islands. * +5 PUs if Axis control 1 of Hawaiian Islands, Australia, or India Italy: Mare Nostrum- * +5 PUs if Axis control Italy, Balkans, Morocco and Libya AND no enemy surface ships in sea zones 13, 14, or 15. * +5 PUs if Axis control 3 of Egypt, Trans Jordan, France, and Gibraltar United States: The Arsenal of Democracy- * +5 PUs Allies control W U.S., Central U.S., and E U.S. * +5 PUs if Allies control Philippine Islands. * +5 PUs if Allies control France. * +5 PUs if Allies control 3 of Midway, Wake Island, Hawaiian Islands, and Solomon Islands. United Kingdom: The British Empire- * +5 PUs if Allies control E Canada, W Canada, Gibraltar, Egypt, Australia and South Africa. * +5 PUs if Allies control any territory originally controlled by Japan. * +5 PUs if Allies control France or the Balkans. Soviet Union: The Great Patriotic War- * +10 PUs if Allies control 3 of Norway, Finland, Poland, Bulgaria, Czechoslovakia, and Balkans. * +5 PUs if Soviets control Archangel and no allied forces in Soviet controlled territories. China: Chinese Resistance & The Flying Tigers * +1 infantry for every two territories controlled by China at the beginning of her turn. These infantry must be place in a territory with less than three Chinese pieces. No Chinese Units, including the Chinese Fighter may leave Chinese territory (except for Kwangtung) (this means no entering sea zones).