Soviet Forces The Soviet units are used if/when the ussr enters the war. Initial Deployment



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These are the rules for the set of additional counters presented in this issue for use with Greater East Asia War, which appeared in World at War #6.
Soviet Forces

The Soviet units are used if/when the USSR enters the war.


1. Initial Deployment (1941 & 1944 Scenarios). The Allied player deploys the following units in the USSR: 5 x 6-9-4 infantry armies, 3 x 3-1+6 tank groups, 2 x mechanized cavalry corps, 1 x air army. At least three of those units must be placed in Outer Mongolia.
2. Neutrality & Belligerency

Neutrality. The USSR begins the 1941 and 1944 scenarios as a neutral. Neither player controls its units. While neutral, Soviet units have no ZOC, may not move or attack, and are always in general supply. The Japanese player may not move or attack into the USSR/Outer Mongolia. Neither player gains VP for USSR/Outer Mongolian cities.
Belligerency. The USSR may enter the war either as a result of the USSR and Manchuria rule, or via the 1945 Post V-E Day provision, given below. At that time the USSR and Outer Mongolia are in play and Soviet units come under the control of the Allied player. They gain full movement, combat, zone of control, etc., capabilities. They require supply normally. Players may then collect VP for controlling USSR/Outer Mongolian cities.
3. Soviet Stacking. Infantry armies count as four divisions for stacking (regardless of their composition). They may not be air or naval transported. Tank armies and mechanized cavalry armies count as three divisions for stacking. All other Soviet units count as one division for stacking; note that includes tank and mechanized corps, which were division-sized units.
4. Soviet Marines may use amphibious movement without an amphibious marker, as per the Marine rule. They may use amphibious movement only in 1944-45, and only to and from hexes in the USSR and Korea.
5. Allied Cooperation. Soviet units may not stack with other Allied units at any time, including during movement. Soviet units may not use other Allied supply units, and other Allies may not use Soviet supply units. Soviet air units may not support or transport Allied ground units and vice versa. Allied naval units may not be used in conjunction with Soviet units. Aside from those restrictions, Soviet and other Allied units are treated as friendly.
6. Soviet Mobilization. The Allied player may build any Soviet units by expending VP normally. Soviet reinforcements appear on any west map edge hexes in the USSR.
Soviet Unit Mobilization Cost Table

Type of Unit

VP Cost

Notes

12-18-6 Infantry Army

Build Via Combining (7.0)

1943-45 Only

6-9-4 Infantry Army

12

-

Tank Army

Build Via Combining (7.0)

1943-45 Only

Tanks Corps

6

1943-45 Only

Mechanized Corps

6

1943-45 Only

Tank Division/Group

5

-

Mechanized Cavalry Army

Build Via Combining (7.0)

1943-45 Only

Mechanized Cavalry Corps

6

-

Airborne Division

10

1943-45 Only

Marine Brigade

5

-

Airbase

15

1943-45 Only

Supply

12

1939-42

Supply

8

1943-45

Zhukov HQ

-

Initial Deployment, 1939-40 Only



7. Soviet Builds. The following units may be built only by combining other units (rule 7.0); however, if these units are received as a result of 1945 Post V-E Day Entry (below), they are deployed without having to go through this process.

12-18-6 Infantry Army: 1 x 6-9-4 plus 1 x 3-1+6 tank group plus 1 x supply.

15-9+7 Tank Army: 1 x 4-2+7 tank corps plus 2 x 3-3+7 mechanized corps.

8-6+8 Mechanized Cavalry Corps: 2 x 3-2+8 mechanized cavalry corps.


8. 1945 Post V-E Day Entry. In 1945 check for automatic entry of the USSR into the war. Roll a die at the start of the 1945 II and III Allied Player Turns. The USSR enters the war on the II turn on a roll of one or two. If it fails to do so on the II turn, on the III turn roll another die and it enters on a roll of one through four. Other results mean the USSR remains neutral.
9. Automatic Reinforcement. If the USSR enters the war due to one of the Post VE-Day die rolls, at the start of that turn’s Allied Reinforcement Phase the Allied player places the following units in the USSR on or adjacent to any railroad hexes, and/or in Outer Mongolia on any border hexes adjacent to Manchukuo: 5 x 12-18-6 infantry armies, 1 x tank army, 1 x mechanized corps, 1 x airborne division, 1 x amphibious brigade, 2 x air armies, 3 x supply. Those units cost no VP. They may be replaced if eliminated, but at normal VP cost. If the USSR enters the war earlier than the 1945 II turn, those units aren’t received free, but could be mobilized by paying VP costs.
10. Zhukov HQ is included for future scenarios for the 1939 Khalkin-Gol/Nomonhan campaign. It may not be used in 1941-45.
Historical Note. Soviet tank groups represent collections of independent tank and mechanized brigades as well as pre-war tank divisions that were kept on the rolls in the Far East. A Soviet tank army in Europe consisted of two tank and one mechanized corps, but for the 1945 Manchuria campaign the ratio was reversed. There were several motorized divisions involved in the campaign, but they’re figured into the higher mobility of the 12-18-6 armies, which were also reinforced with considerable armored assets.
Additional Forces
Errata Counter. The US 1 Provisional Brigade should be an armored unit. Replace the original counter with the one provided in the variant set.

ABDA Division

1. The ABDA Division represents various small Allied ground units that were thrown together early in the war in a futile attempt to stop the Japanese along the Malay Barrier.
2. The Allied player may recruit the ABDA Division only in 1941 and 1942. It costs three VP. The Allied player places it on any port hex in Malaya, British Borneo or the Dutch East Indies that doesn’t contain a Japanese unit. That doesn’t require an amphibious move.
3. The ADBA Division may not be combined with other Allied divisions to form corps. If destroyed, the ABDA unit may not be rebuilt.
Chinese Leaders

1. There are two Chinese leaders: Chiang Kai-shek (Nationalist) and Mao Tse-tung (Communist). They use the following special rules.
2. Deployment. In both scenarios, Chiang is initially placed in the Nationalist Zone on the Allied side of the front line. Mao is placed in the Communist Zone on the Allied side of the front line. Chiang may enter only the Nationalist Zone. Mao may enter only the Communist Zone.
3. Support. Chiang and Mao may use their support values only if at least one Chinese unit of their own faction is involved in a battle. Chiang may do so across borders for Chinese units outside China.
4. VP. If a Chinese leader occupies a Chinese city, the Allied player gets twice the normal number of VP for it. If Chiang is eliminated the Allies lose 15 VP. If Mao is eliminated, the Allies lose 10 VP.
Allied Active Partisans

1. Historical Comment. One assumption of the original design was, given the scale of the game, partisan units wouldn’t appear on the map. Instead, their effects were built into such functions as the requirement players garrison cities in order to collect VP for them. The idea is there are numerous partisans roaming the countryside, thus requiring the substantial commitment of units to holding down your own rear area. That was obviously true for the Japanese, but the Allies also had concerns about promoting too much in the way of local resistance against the Japanese. Large partisan movements, it was suspected, wouldn’t want to stand down once the war was over. In the event, that was pretty much what happened, as the partisans formed the cadre for nationalist movements in the postwar world. This variant allows the Allies to build more active partisan movements, but at a price.
2. Procedure. Whenever the Allied player rolls an Uprising result on the PSYWAR Table, he may, instead of the normal result, place a friendly Partisan unit in any one country on the map that has one or more cities occupied by Japanese units. The player picks one Partisan unit at random, without looking at it, and places it on a hex in a country that does not contain an enemy unit. The unit is not turned face up until after being placed.
3. Partisan Special Rules. Partisan units may never leave their own countries. Additionally, Chinese partisans may not cross the Communist-Nationalist boundary. Partisans may attack across borders. Partisans have no ZOC and are never affected by EZOC. Partisan units don’t count for stacking; however, there may never be more than one partisan unit per hex. They may collaborate in attacks with other friendly units. Partisans always pay one movement point to enter a hex or cross a hexside, regardless of its type. They may not use roads, railroads, airborne, or any kind of naval movement. Partisan units are always in general supply. They may never use offensive supply. If the only defending units in a force are Partisans, the defender may choose which CRT will be used.
4. Partisans & VP. A player may not collect VP for a city hex occupied by a partisan unit, friendly or enemy. That is so if the partisan occupies the hex by itself or in conjunction with other friendly units.
5. Liberated Zones. If an Allied partisan unit starts a movement phase occupying a city, and the Allied player wants to move it out, he must roll a die. On a one through three, the unit moves normally; on a four through six, it refuses to move and remains in the city. The player may check for this once every movement phase the partisan unit would be qualified to move.
6. Scenarios. The Communist Chinese garrison army that starts the scenarios behind Japanese lines isn’t deployed, though it may be mobilized as a reinforcement normally. Instead, the Allied player places two Partisan units east of the front line in the Communist Zone, no more than one per hex, as per the instructions above. Additionally, in the 1944 scenario deploy one Partisan unit in Indochina in a jungle or mountain hex.
Historical Note. Both sides conducted numerous additional special operations in the original campaign, including various sabotage, subversion and reconnaissance missions. They’re figured into the PSYWAR rule. The partisans in this rule represent forces large enough to control considerable amounts of territory. Otherwise, most of these missions wouldn’t appear on this scale. There is perhaps another game in here for the numerous Allied special operations forces, including such unique outfits as British Force 136 and the Sino-American Cooperative Organization, the latter run by the US Navy, which somehow ended up running operations in the Gobi Desert.
Japanese Fortifications

1. The Japanese receive two additional fortification units. They may be built via the normal mobilization procedure.
2. Demobilization (Both Players). A player may, in any friendly Mobilization Phase, remove any fortification units he previously placed on the map. The unit then becomes available as a replacement at normal cost. No VP are gained or lost for such a withdrawal; however, a withdrawn fortification may not be rebuilt until at least the next game turn (it may be rebuilt in any legal location).
Japanese Biological Warfare

1. The Japanese made use of biological warfare against the Chinese. Using this rule the Japanese receive the BioWar marker. The BioWar marker be employed as described below.
2. It costs the Japanese player 10 VP to employ the BioWar marker. Each use requires that expenditure. It may be used a maximum of once per combat phase.
3. The Japanese player may use the BioWar marker when making a ground attack in which the only defending units are Chinese and/or Partisans. It may never be used against other Allied forces. It nay only be used in conjunction with an eligible ground attack.
4. Procedure. Place the BioWar maker on top of the defending force. After the attack is declared, but before it’s executed, roll a die for its effects.
1 = Blowback: Japanese attack factors are halved for this battle.

2-3 = No Effect.

4-5 = Moderately Effective: double Japanese attack factors for this battle.

6 = Wildly Effective: triple Japanese attack factors for this battle.


German Commandos

1. This option is improbable, but there were some Germans in the theater of operations, mostly from diplomatic and trade missions, as well as whatever small units could conceivably have been infiltrated from Europe to Asia via submarine to form a special operations force. There was a history of the German military providing advisors to China prior to World War II; so they could bring some expertise in special operations to the Axis side in the Far East.
2. The Japanese player may mobilize the German special operations unit by paying 10 VP and placing it on any Japanese occupied port hex. If eliminated, it may not be mobilized again.
3. The German special operations unit functions in all respects as if it were otherwise a Japanese unit. It uses the Special Operations rule 20.4.
Greater East Asia Co-Prosperity Sphere Armies

1. Historically the Japanese made much propaganda about fighting for all Asian peoples, though their practice was to set up an empire for their own benefit. This option assumes the Japanese made more of an attempt to create support for a pan-Asian commonwealth, thereby mobilizing additional forces but having to grant some political concessions.
2. The Japanese player has three Client units marked “GEA” (Greater East Asia). They may be mobilized at a cost of nine VP each. They’re placed on any Japanese occupied cities.
3. The GEA units have no restrictions on their movement, unlike other Client units.

4. When using this option the Japanese player may not collect VP for a city hex occupied by a Client unit. That’s so if the Client unit occupies the hex by itself or in conjunction with other friendly units. This applies to all Client units, including those that were in the original counter-mix. Note: the Japanese may freely move Client units out of cities; the provisions of the Partisan rule doesn’t apply to Client units.
Unit Abbreviations

ABDA: American-British-Dutch-Australian Command

BB: Brandenburgers

FE: Far East Front

Gd: Guards

GEA: Greater East Asia

RB: Red Banner

S-M: Soviet Mongolian



TB: Trans-Baikal

End of File


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