World In Flames
Final Edition Rules Changes
12/21/09
2.4 SUPPLY. “New” (i.e. the original home country has been conquered) home country cities are a primary supply source for units of that country only. The capital (only) is a secondary supply source for cooperating allied units.
2.4.2 RIVERINE SUPPLY: Rivers are treated as rails for tracing supply and resource transport if the river path and all hexes that are adjacent to the river being used are friendly controlled. Enemy presence or ZOC in an adjacent hex blocks transport through the hex. You cannot use more than one river per transport, and no more than one resource or build point may be transported per river. During Snow (arctic) and Blizzard (anywhere) weather, rivers cannot be used in this manner.
2.4.2 COASTAL SUPPLY is limited to one INF/GAR/MIL/TERR/MTN/PARA/ART corps/army (or 2 such divs) OR one air unit. Any number of MAR units can receive coastal supply in addition to the above. MOT, MECH, and ARM units (including ART) cannot receive coastal supply. An HQ (even if an HQ-ARM) in a coastal hex still functions as a secondary supply source.
2.4.3 EMERGENCY HQ SUPPLY may be used only by a face-up, unactivated HQ. Each reorganization point may supply units as per reorganization (e.g. one point can supply up to two DIVs or 2/3 cost aircraft).
5.0 LENDING. The exact source of each resource to be lent may be designated by the lender. If that resource cannot be delivered, it does not have to be replaced by the lender. You may lend resources that are being lent to you via trade agreement. For example, the CW may lend the Persian Oil to Russia.
5.0 USSR LENDING TO CHINA (aka The Great Silk Road): The USSR may lend China one resource or build point per turn without tracing a railway path. The resource or build point automatically arrives at Lan-Chow so long as it is controlled by Communist Chinese. This is not affected by US Entry options #9 or #17.
8.2.5 SNOW. It costs a non-winterized unit one extra movement point to enter the first hex in snow weather. This does not affect HQ range or Blitz moves.
8.2.7 Axis SS units are also considered winterized for movement and combat.
8.2.9 LAKE hexsides freeze only in the Arctic weather zone.
9.0 ANGLO-FRENCH DEFENSIVE ALLIANCE. A Declaration of War on Britain or France (or Free France) counts as a DoW on both. Roll just once for US entry effect.
9.0 Russia may not DoW Italy unless they share a common border or Turkey is aligned with Germany or Italy. The CW, France and the USA may not DoW Finland, Hungary, Rumania, or Bulgaria until 1941.
9.0 QUISLING. Upon a German DoW on Norway, the CW and German players may roll 1D10 and add up to 3 and 5 intelligence points respectively to their die roll (secretly and simultaneously assign these points). If at war with Germany, the US can also add up to 3 intelligence points to modify the CW roll. If the CW roll is equal or higher, then proceed with the attack on Norway as normal. If the German die roll is higher, then Norway immediately aligns with Germany (no further US entry effect). However, roll 1D10 for each Norwegian air, land and naval unit. These units are removed from the force pool on an odd result. Furthermore, on a result of “1” or “3” naval units are instead placed face-down in a British port on the North Sea. Germany then sets up the remaining units in Norway. In either case, Germany gets the SS mech corps for control of Oslo.
9.3 Each of Germany, Italy and/or Japan loses 2 VPs if it is not at war with the USA by the end of the next turn after any of them has been subject to a Declaration of War by the USA. This is a penalty for failure to uphold alliance obligations.
9.5 The garrison value of all aircraft is “0.” The garrison value of SS divisions is “1.”
9.6 RUSSIAN WORKERS. Add the Russian “worker” militia units to the force pool upon war with Germany/Italy (exception: the Vladivostok unit is added only in case of war with Japan). Workers appear at their home city, stack free there, and are immediately eliminated if not in or adjacent to their home city. They cost 1 bp to build and arrive in one turn and may be specifically chosen as a build. Once eliminated/blitzed/shattered, Russian Workers are removed from the force pool.
10.0 CHOOSING ACTIONS (OPTIONAL – not currently used). There are only three impulse action types: Pass, Combined, and Full. During a Full option you may ignore all activity limits – in other words, you may freely move and attack with all of your air, land and naval units. If using the Oil Rule (see 13.5.1 in these rules), you may not perform more Full options per turn than you had oil resources shipped to a functioning factory in the previous turn. Neutral major powers are still limited to Pass and Combined options.
10.2 ACTIVITY LIMITS are modified by the current production multiple, rounded up with the minimum being the number allowed on the chart.
11.1 The PASS option does not affect the die roll to end the turn. Instead, each active power that passes gains one Build Point (place a marker on an eligible city). This does not allow you to exceed the limit of 4 saved Build Points.
11.4.2 CONVOY POINTS may always be moved, even if aborted to port or already at sea. They still count normally against naval movement limits. Note that ASW units do NOT have this ability.
11.4.2 NAVAL REBASE: If a naval unit spends only two movement points and starts and ends its move in a port, leave the naval unit face up. If the naval unit carried any cargo then the naval unit is turned face-down (its cargo remains face up).
11.4.4 Naval movement restrictions apply regardless of starting in one of the minor double ports. The “even via” clauses always applies.
11.4.5 SCS TRANSPORT. Only MARine infantry DIVs may invade from an SCS. INF divisions can still invade from a TRS or land into a friendly non-port hex from an SCS.
11.5.5 NAVAL SEARCHES: You may choose to take a –1 to your search roll if you flip face-down 5 SCS/CV/SUB (maximum bonus of –1). Both sides may do this (active side first). This bonus applies in all weather, but for the first round of searching only (it can be used only once per impulse). This modifier is in addition to the NAV/CV plane bonus, however, note that aircraft (and TRS, ASW, AMPH, CPs) cannot be used for this bonus. This bonus does not modify surprise points. Also, the –1 search bonus for enemy convoy points requires at least 2 enemy CPs present.
11.5.6 Naval targets are chosen randomly by class, not individually. You may, however, use surprise points to choose enemy target classes. Instead of simply using 3 surprise points to choose a naval target class, apply the following costs: It costs 3 points to choose CV, TRS, or AMPH; it costs 2 points to choose ASW (whether with planes or not), CP or SUB; it costs 1 point to choose SCS. You may pay one extra surprise point and choose the exact target (even a target that has been aborted). However, you do not have to pay one extra to choose a target that is already damaged.
11.5.8 ASW units are worth one point each in surface combat.
11.5.10 If using CiF, CVs & SCS are worth one point in submarine combat (no pre-fire as with ASW units).
11.7.1 V-WEAPON units are sites that allow V weapons to be used each turn. Once built, they are placed on the map on any hex which can trace a railway supply path to a German home city and that contains a German corps. Once placed, they may not be moved again (exception: the mobile V-2 unit can move). They stack free but only one site may be placed per hex. A face-up V-weapon may fire and is flipped face down. If a V-1 is intercepted it takes two aborted results to abort. The first aborted result halves its factors. V-1s are immune to light AA; V-2s are immune to all AA. Also, subtract one from the final result of any AA fire on a V-1. V-weapons require ½ fuel to reorganize. V-weapon sites may be bombed. A successful Ground Strike flips the site face down; an asterisk on the strategic bombing table destroys it. Keep track of V-weapon hits – for every 5 hits Germany scores 1 VP.
11.7.1 A-BOMB. At the start of each production phase beginning in 1945, roll 1D10. If a “1” is rolled the A-Bomb is added to the US force pool. The A-Bomb’s factors are NOT modified by terrain, weather, or night. The 25 factors are ADDED to those of the bomber unit carrying it (which are modified normally). The A-Bomb costs 1 point to reorganize. Each use of the A-Bomb costs one victory point. An A-bomb dropped on a home factory city causes that Major Power to take a surrender check in the next Peace Step provided there are enemy land units in its home country, or in the case of Japan, on any land hex bordering the China Sea: On a die roll of “0” or less it must surrender. Apply a –1 DRM if any other Axis Major Power has surrendered. Also, apply a –1 DRM for every two home factories that are captured or destroyed.
11.11.2 MOVING ALONG RAIL LINES: If moving along road/rail lines, MOT units may use the LEG cost to enter the hex.
11.11.6 OVERRUN AC. Surprised or face-down AC are destroyed on a die roll of 6 or less. The pilot survives unless the die roll was 3 or less. Surviving AC rebase at full (not double) range. If no base is in range then the AC is destroyed along with the pilot.
11.14 Invasions and shore bombardment are not allowed into the Zuider Zee (Netherlands).
11.14/15 If an INVASION or PARADROP is against only a notional unit, then each casualty result taken by an attacking unit causes the shattering of the unit, not the destruction of the unit. If, however, the invasion or paradrop fails to destroy the notional unit (a “-“ result), then all invading/paradropping units are still destroyed.
11.15 PARADROPS. Paradrops cannot be performed beyond six mps. Upon combat resolution, roll a D10 if any paratroopers are cleared through. If the die roll is less than or equal to the total strength of the paratrooper(s), then add 1 to the defender’s die roll.
11.16.2 SHORE BOMBARDMENT is limited to no more than three ships per combat. This limit applies to both offensive and defensive support (defensive shore bombardment IS allowed). Shore bombardment limits are separate from air/artillery limits but cannot exceed the modified combat factors of friendly units participating in the combat that are either invading or are in a coastal hex. Also, shore bombardment factors are not modified by terrain, except that they are halved through enemy fort/fortress hexsides. Shore bombardment is modified by weather as normal via the sea-box modifier. After sea box modifiers are applied, halve all shore bombardment (offensive and defensive) that is not supporting an invasion (exception: Baltic Fleet Rule).
11.16.2 BALTIC FLEET: Up to three face-up Russian SCS based at Leningrad may add their shore bombardment factors to the defense of Leningrad. Commit this support along with defensive air. These units count against the normal shore bombardment limits. However, use their face value unmodified by terrain or weather. Ships so used are turned face-down. While Leningrad is isolated, each naval unit based there that moves counts as one naval move. Russian naval units repaired must re-appear in a port appropriate to where they were damaged.
11.16.3 HQ SUPPORT is NOT used.
11.16.5 FACE-DOWN DRMS. You get a +1 DRM for combat against a hex if any corps, army, HQ or notional unit is face-down. Not for each unit face-down, and not for divisions or brigade sized units unless there are no corps/army sized units present.
11.16.5 ARMOR SUPERIORITY. Achieved in blitz battles (only) when you have 3-1 or greater advantage in armor factors and at least one armor/assault gun/mech unit is present. Tanks, assault guns, and anti-tank units count full value (but halve them normally if attacking across a river, etc.). Mechanized units count half. Motorized INF counts half if stacked with an armor or mech unit. All other units count for 1 on defense only (exception: ENG on defense count full). An attacker’s armor value is always at least 1. Tank buster air also counts for its modified (by weather or terrain) value but does not affect combat choice. Note that armor superiority can only be used in blitz battles, and confers a +1/-1 DRM in favor of the side with superiority. This rule replaces Option 39 (Blitz bonus). IMPORTANT CHANGE: If the number of tank units is tied, then the combat table choice goes to the side with the most MECH units. If this is also tied, then the defender chooses. Note that for the purposes of this rule, anti-tank divisions or brigades count ½ a corps sized unit.
11.16.5 ADVANCE AFTER COMBAT. Any ARM, MECH, MOT or CAV unit that started combat adjacent to attacking units but did not themselves participate in any attack may also “advance” after combat as though they were adjacent to the hex being attacked (they may fill in hexes vacated by other advancing or eliminated units). This includes taking blitz moves. They may even do this if no advance is possible due to a failed attack – simply filling in for lost units at the front. They go face-down if the combat result so indicates. Small change: Allow MOT and CAV units to blitz even if stacked with only an armor or mech DIV.
11.16.5 OUT OF SUPPLY & ISOLATION. Defending units that are OOS for combat suffer a +1 DRM. Their combat factors are not otherwise affected, even if flipped face-down. Notional units do not get this penalty but are still –1 to their strength if OOS. The armor value of OOS units is always “1”. Note that ATR missions may be used to eliminate these penalties. Defending units that are ISOLATED (i.e. cannot trace a supply path of unlimited length) suffer a +2 DRM. Defending units in a friendly but ISOLATED home city suffer a +1 DRM. However, defending units OOS due to sea routes being cut suffer only a +1 DRM. If a +1 and +2 modifier applies to different units in the same hex (e.g. stacked in coastal hex), apply the +2 to the combat. If a +0 and either a +1 or +2 apply to different units in the same hex, apply a +1 modifier.
11.16.5 ELITE COMBAT BONUS. Apply a +1 DRM in any ground combat with elite units attacking and no elite units defending; apply a –1 DRM in any combat with elite units defending and no elite units attacking. Note that red-print units are not elite. The Italian GCCF unit is elite as are all German SS divisions and the special forces divisions of CW, GE, RU and USA from the 2008 Annual. Also, Mountain units attacking into or defending in mountain terrain are counted as elite even if black or red print. When using the option of the attacker & defender each rolling a die, this bonus applies to your die roll only.
11.16.5 COMBAT MODIFIERS. The maximum net land combat DRM is +/-3. The maximum net air/land column shifts allowed is 3. The maximum net sea/flak combat column shifts is 5. In the case of air/sea/flak shifts, this maximum is not per side. Surprise modifies columns, not air-to-air values, in air combat.
11.16.5 CHINESE ATTACK WEAKNESS does not halve Nationalist Chinese combat factors. Instead, apply a –1 DRM to attacks involving Nationalist Chinese (affects only the Chinese attack die roll if using that option). This modifier is negated if the Stilwell HQ participates in the attack.
11.18.1 AIR SUPPLY does not reorganize units. It can be used to negate the effects of being OOS or ISOLATED. Each ATR can take –1 off the OOS/ISOLATED penalty for a defender in combat, allow use of full armor value, and negate the –1 strength penalty for notional units being OOS (size of defending force does not matter). Corps (large) ATR can take –2 off the penalty as well as negating the other effects. Also, each ATR supply mission will allow either movement without flipping or combat for one corps/army sized unit, or for two divisions/brigades, or both for one division/brigade. Corps ATR have double this capacity. Perform air supply as needed on your turn and during defensive ground support during the opponents turn (you might have to anticipate units getting cut off). Note that sea supply is a moot point under these rules (except for Sub supply units).
11.18.2 HQ REORGANIZATION is always one-for-one regardless of the option chosen. (it still costs double to reorganize a cooperating allied unit). Named ships, 2&3-cost air units, and all divisions/brigades cost ½ a reorganization point to reorganize; all other units cost 1. Also, HQ’s that use their reorganization value are not turned face down. Mark them as activated or otherwise keep track. This means they can still move and attack. HQ’s that are flipped face down for any reason are also activated. They may be reorganized, but remain activated. BIG CHANGE: HQs on a coastal/port hex may also reorganize air and naval units in an adjacent sea zone. If a CV is reorganized, turn all its CV planes face up as well.
11.18.3 TRS SUPPLY is not used (but see Supply Subs rule).
13.1 PARTISANS. When placing a new partisan, players may pick from among the country-specific partisans instead of the generic partisans if any are in the force pool.
13.1 PARTISANS. Add a new partisan area to Europe: Egypt/Palestine. It has a partisan value of 3 and is activated on a die roll of “5” (red).
13.1 PARTISAN SABOTAGE. Instead of placing a partisan unit, player may elect to place a disruption (ground strike) marker (level 1) in any hex in that area. This marker will be reduced along with other ground strike markers in the following friendly Air Strike Phase.
13.2 ENTRY CHITS. Use the Nazi/Soviet Chits from WIF5 instead of the US Entry chits for all neutrality pacts. Note that no chits are drawn until 1940. Also, do not add the next year’s markers to the pool if you run out; simply ignore placement if none are available. Entry chits are NOT automatically drawn. Instead, if you have a pact you can attempt to place entry chits during your intelligence phase. For each area that you have a pact you can spend 1-3 intelligence points and roll 1d10: You get one chit on a 1-3 if you spent 1; 1-6 if you spent 2; and 1-9 if you spent 3 (always miss on a 10). Entry chits cannot be moved from one border to another (you can still turn one chit face-up or face-down after your draw).
13.3.2 BURMA ROAD is limited to no more than 2 build points/resources per turn. However, a US or CW ATR may deliver one saved build point to China by executing a air transport mission to any Nationalist Chinese city. Only one bp (not resource) per turn can be delivered this way. The ATR may end its movement in China and may even stack with Nationalist Chinese units. The Stilwell HQ may also reorganize it. It may be intercepted (and can be defended by Chinese fighters), but if shot down or aborted the US entry effect is a “3”.
13.3.2 US OPTION 1 – Chinese Build Aircraft also allows the US to contribute one build point per turn towards the purchase of Chinese pilots or aircraft.
13.3.2 US OPTION 30 – Lend Lease to Russia/Hitler’s War. Option 49 is changed. From the turn following selection of Option 30 until the end of the game, Russia may pick one entry chit during the production phase so long as at least 2 build points were lent to it from the continental USA via sea routes (BPs lent via air do not count). The number on the chit is the number of extra “lend lease” build points Russia may spend in that production phase. These chits are not returned to the entry pool. No more than one resource or build point can be lent to Russia via any ports on the Pacific map.
13.3.3 Add a new US Entry action for the BOMBING OF CHINA. At the start of each US Entry Phase until the US is at war with Japan, total the number of STR bombing hits scored by Japan against Chinese factories (hits against saved build points or nullified by conquest of the factory do not count). Roll that number or less to draw one US Entry Chit for the Japanese pool.
13.4 CW FAR EASTERN FLEET. Until it is at war with Japan, the CW must maintain a fleet of at least 1 CV (with CVP), 2 BBs, 2CAs, and 2CLs on the Asia map and 2CAs and 2CLs on the Pacific map (determined after the Return to Base phase). Larger ships may substitute for smaller ships. If it fails this obligation, it loses use of the factories in India (Asian map) and/or Australia (Pacific map) in the following production phase.
13.5.1 OIL. Players may agree to use the WIF House Oil Rule (see separate sheet). For a simpler version use this rule: The number of FULL impulses (air, naval & land) that a major power may take in any one turn is limited to the number of oil resources it shipped to a functioning factory in the previous turn.
13.5.1 If using the House Oil Rule, then each supplied ATR may deliver up to 3 fuel points to a location for use in reorganization. The ATR must fly normally to the target hex (and can be intercepted). This mission occurs only at the start of the Final Reorganization Step. (Note: This mission can be useful, for example, to reorganize units in N. Africa cut off from tracing sea supply).
13.6 FREE NAVAL BPs: If using Convoys in Flames, Germany gets 2BPs and all other Major Powers get 1BP to use for building naval units. These BPs cannot be saved and are lost if not used. Nationalist China (not the Communists) gets this free BP only if it controls a home major port.
13.6 CONV LOSSES. Convoy point losses may cause loss of build points. At the start of the production phase, roll 1D10 for each fraction of ten CPs lost. If the number is less than or equal to the number of CPs lost, then subtract one BP from that Major Power (not production point). Minor country CP losses count towards their controlling Major Power’s losses, but not if lost during a surprise impulse.
13.6 LIBERTY SHIPS: When the US PM is 1.25, US convoy points only take 3 turns to build; when it is 1.5+, only 2 turns.
13.6 TRS/CONVOY POINT CONVERSION: During the Production Phase, a player may exchange 1 TRS for 5 CPs at a cost of 1BP and a two-turn delay. The reverse can also be done by selecting a random TRS from the force pool. The TRS/CPs must be located at a home port. Keep track of the location of the TRS/CPs if it matters.
13.6 LOOTING: At the start of the reorganization phase, a major power may choose to loot any conquered blue factory stacks they control and which are not in enemy ZOC. The presence of at least one face-up corps per stack at each factory looted is also required. For each factory stack looted, the major power may choose one of the following: 1. Subtract one from the cost of a motorized unit, or 2. Subtract 2 from the cost of building or repairing a factory, or 3. Subtract one from the cost of building a fortification. Only one looting bonus per unit built. This bonus must be used in the following production phase or it is lost. Mark looted factories as destroyed. Note that you may also destroy factory stacks during the victory point step per Rule 22.2. Each destroyed factory stack in a conquered area (whether looted or destroyed) increases the partisan value of the area by one (exception: conquered factories destroyed by strategic bombardment reduce the partisan value by one – even if already looted or destroyed).
13.6 Reduce the build cost of all artillery units (AA, Anti-tank, assault gun, etc) by one (this includes the new static FLAK units from the 2008 Annual).
13.6 CHINESE MIL units cost one BP, not two. Chinese and Japanese WARLORDS cost one BP.
13.6 RUSSIAN SPECIAL PRODUCTION. During the first two turns after a Declaration of War by Germany (only) on Russia, each in supply Russian HQ/Corps/Army destroyed (on any front by any opponent) produces one build point towards the production of any MIL/GAR/INF/CAV units produced that turn. No GUARDS BANNER armies can be created during these two turns. Use the printed costs for Russian GAR units (ignore reference in Rule 13.6.5).
13.6.1 FOOD IN FLAMES (Option #29) is changed: For each of Australia, India and South Africa that ships at least one resource to Britain the CW gains one Build Point.; for each one that does not successfully ship a resource to Britain the CW loses one BP.
13.6.3 PRODUCTION MULTIPLES: Use Option #49 – Hitler’s War but modify it to exclude note (a) as well (NO bonuses for presence or attacks in another’s home country).
13.6.4 LEND LEASED AIRCRAFT are not placed in the recipient’s force pool. Instead, aircraft are built normally by the source power but may be substituted on the production spiral or in the reserve pool for the lend-leased version. Each power can lend only one aircraft per turn. Lent aircraft arrive as a reinforcement of the recipient as normal except they are placed one turn ahead on the production spiral. This occurs during the Lending Step (not the production step). Any aircraft lend-leased to China from Russia are Communist and can only be activated using a Russian Pilot! Russia may not lend-lease Chinese aircraft if a Non-Aggression Pact is in effect with Japan. Note also that lending aircraft is not restricted by US entry options.
13.6.6 GEARING for INF may be increased by two units.
13.6.8 You may not save more than 4 build points total (not per city).
13.6.9 Named ships are always scrapped when sunk. France may not scrap until after opening set-up.
13.7 CHINESE SURRENDER: Communist and Nationalist China surrender separately. The US entry effect is “9” and “26” respectively for placement in the Japanese entry pool. This effect is ignored if the conquering power is the “other” China. Only the USA or CW can liberate Nationalist China and only Russia can liberate Communist China.
13.7 ITALIAN SURRENDER: Instead of the RAW, each conquest phase that the Allies control one or more hexes in mainland Italy (not Sicily) the CW player rolls a D10 with the following modifiers:
-? for the garrison value of Italian ground units in Italy or Sicily.
-2 if any capital in North Africa (European Map) is Axis controlled or Vichy.
-2 if Gibraltar is Axis controlled.
-2 if Suez is Axis controlled.
-2 if Rome is Axis controlled.
-1 if Palermo is Axis controlled.
-1 if Malta is Axis controlled.
-1 if Athens is Axis controlled.
-4 if Italy entered the war as the result of an Allied DoW.
+? for the garrison value of Allied ground units in Italy/Sicily.
+1 per Italian CV/BB sunk.
+1 if all cities in Italian East Africa are Allied controlled.
+1 if Malta is Allied controlled.
+1 if Palermo is Allied controlled.
+2 if all capitals in North Africa (European Map) are Allied controlled.
+2 per Italian factory stack that is Allied controlled.
+4 if Rome is Allied controlled.
IMPORTANT: Ignore enemy ZOC and face up or down status for determining garrison value for the purposes of this rule.
If the modified die roll is 12 or higher, Italy surrenders. Italy automatically surrenders if the Allies control Rome and every factory hex in Italy.
Upon an Italian surrender ignore the rules about complete/incomplete conquest. Germany retains control of all hexes in Italy and its aligned/conquered territories occupied by or closer to a German land unit (by land) than an Allied land unit. All other hexes pass to Allied control (CW/USA determine control of objectives based on closer land unit, or most combat factors if equidistant, with CW winning ties). Germany keeps control of the Italian GCCF mech division if in play or on the production chart. If not built, Germany may add it to its force pool and when built it appears as a reinforcement at any German-controlled Italian city. All other land and aircraft units are removed to the Italian force pool. Roll 1D6 for each surviving Italian naval unit. On a “1” Germany places the unit at a German-controlled Italian port. On a “2” it is placed in the German repair pool. On a “3” it is placed in the German construction pool. On a “4” it is placed in the CW construction pool. On a “5” it is placed in the CW repair pool. On a “6”, the Allies place the unit at any Allied-controlled port in Italy (if none are Allied-controlled then place it at an Allied-controlled port in the Mediterranean. All naval units are placed face-down. CPs are German on a 1-2, CW on a 5, US on a 6, and eliminated on a 3-4. Naval units on the production chart follow the Rule in 13.7.1 (1-2 owner keeps; 3-5 destroyed; 6+ conqueror/collapser gets). These Italian naval units are considered German/CW naval units respectively. When built/repaired they must appear at Italian ports. After surrender, Italian naval units may not leave the Mediterranean.
13.7 RUSSIAN COLLAPSE. Russia may also surrender during the first Peace Step that the Axis controls any two of Leningrad, Moscow and Stalingrad. Roll 1d10 and add the number of BLUE factories controlled or destroyed by the Axis. Russia surrenders on a modified roll of 12 or more.
13.8 VICTORY. This section is entirely replaced by the Victory Point Chart (see separate chart). There is no automatic victory. Each objective is assigned a point value. You score double the point value for objectives that started the game under the control of the other side. No points are scored for neutral objectives not controlled. Not that in addition to the objectives, the Axis scores 2 VP for each intact oil resource held, and 2 bonus VPs for controlling each of the following “high water mark” objectives at some point in the game: Baghdad, Birmingham, Canberra, Cape Town, Delhi, Honolulu, London, Los Angeles, Panama, Moscow, Suez, Sverdlovsk, Washington, Wellington. Germany/Italy/Japan are penalized 2 VP each for not being at war with the USA within one turn of a USA DoW on any Axis power. Germany scores 1 VP for each 5 hits from V-Weapons. The US is penalized 1 VP for each use of the A-Bomb. The USA is penalized 1 VP if both Mexico and Brazil are aligned; and the USA loses one VP for each minor on the American Map that it declared war on.
14.1.1 FTRs intercept Strategic Bombing missions at full range.
14.2 AIR MISSION LIMITS do not apply to Ground Strike missions (including naval and artillery ground strikes). Also, note that Air Supply performed on the opponent’s impulse does not count towards any limits.
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14.2.1 COMBAT AIR PATROL: Do not use this mission.
14.2.3 NIGHT MISSIONS: You cannot conduct Ground Strike or Ground Support missions as night missions. There is no night-time naval air combat, either, except that you may make a night-time port attack.
14.3.3 AIR COMBAT results “DX” and “DA” are not necessarily applied to the front fighter or bomber. The defender can choose from among any aircraft in the line-up. “AX” and “AA” results must still be applied to the front aircraft only.
14.4.1 CV PLANES do not use pilots and do not count towards ANY air mission limits while based on a CV/ASW. CV planes that are aborted return to ships after damage to ships is resolved. CV planes cannot base on land. Up to two CV planes may be transported via a TRS, but they must debark onto a CV in a port else return to the reserve pool.
14.6.1 AIRCRAFT & CV Plane REINFORCEMENTS. During the reinforcement step, you may place any in-supply land-based aircraft into the Reserve Pool and increase your pilots by one. The aircraft does not have to be in your home country. You may place 2 CV planes per turn as reinforcements from the reserve pool to any CV(s) in a major port outside your home country provided you can trace a basic supply path of any length to that port.
15.0 SURPRISE: Scrap this RAW (Rule as Written) except for the overrun of aircraft and ships. Rivers are not ignored and all air missions may be flown by the target of a DoW. There are 5 “free” effects against the target of a DoW: 1. There is a –2 DRM for all ground strikes against its units (apply the –2 DRM to both the strike and the test to destroy planes on the ground in the case of airbase strikes); 2. Its notional units get –1; 3. Its units cannot benefit from Defensive Shore Bombardment or air missions from other powers; 4. Its own air missions have a 50% chance of failure (exception: interception of STR bombing missions); and 5. Port attacks made exclusively by the power(s) declaring war get a -2 modifier to their surprise roll (minimum value of “1”). This modifier DOES affect surprise points (note that, unlike the RAW, the surprised country does get surprise points per normal naval combat rules, and it can even get net surprise points if the rolls are good enough). These five effects last for the impulse of the DoW. To otherwise determine the level of “surprise,” roll 1d10 and get that many surprise points when you DoW any Major or Minor Power. These points may be used in the usual way for air/sea battles that impulse (you may also use them to cancel out enemy surprise points on a one-for-one basis). Note that in cases of mixed nationalities, only some of whom are surprised, you may not use these “extra” surprise points to choose non-surprised naval targets. Additionally, you may use these surprise points to shift the odds column in land battles at a cost of two surprise points per shift (you must apply these shifts when you announce the combat). All surprise points must be used the impulse of the DoW and only in combats involving units of the appropriate type (ground units for ground shifts, etc) of both parties to the DoW (not minor allies). If two or more Major Powers DoW the same target, then they must share 1d10 surprise points. Any dispute is resolved by the Major Power with the highest build total for the last turn. After the DoW but before the 1d10 roll, both sides may commit up to 5 intelligence points to modify the die roll (The side declaring war commits points first). However, Major Powers not parties to the DoW may only contribute on a 2 for 1 basis. Therefore, Major Powers will always be on a 2 for 1 basis when using intelligence to modify surprise rolls against minors.
In addition, apply these rules:
Germany is NOT surprised by the mandatory DoW by CW/France against Germany.
If the DoW breaks a neutrality pact, add 5 to the Surprise roll.
Subtract one from the Surprise roll for a German DoW on Russia for each of Finland, Hungary, Rumania, and/or Bulgaria that Germany has aligned.
Upon a Japanese DoW on the USA, reveal the face value of all tension chits in the Japanese pool. Add them up and apply these modifiers to the Surprise roll: 0-5 = +8; 6-10 = +6; 11-15 = +4; 16-20 = +2; 21-25 = +0; 26 or more = -2. If the US is active, then also apply a -3 modifier.
16.0 OFFENSIVE CHITS. Replace this entire rule with the following: Each Major Power has ONE Offensive chit in its force pool. Exception: Germany and the USA have TWO chits; Russia adds a second chit in 1943. OCs cost FIVE, not fifteen, build points plus one OIL resource (not used in production that turn) to produce. They are placed TWO turns ahead on the reinforcement track. At the start of your impulse, you may expend an OC and designate one of your unused HQs for an offensive. Double its reorganization value, which may be used to reorganize units normally and/or to shift any land, air, sea, or anti-aircraft combat ONE odds column in your favor (you must apply land combat shifts when you announce the combat). You may spend only one point for one shift per battle. This battle must be within the range of the HQ. For the purposes of this rule, “range” is the unmodified reorganization value of the HQ, ignoring all obstacles (even enemy units). Pacific map hexes still count as two against this range but round the range up. In order to modify sea box or invasion combat, the HQ must be invading in the sea zone, on a TRS in the sea zone, or be located at a port bordering that sea zone. Keep track of points spent, but mark the HQ as used at the end of the impulse even if all its reorganization points were not used.
17.1 VICHY FRANCE creation is not necessarily automatic. Roll 1d10 and apply the following modifiers. On a result of “10” or higher, Vichy is created. Vichy France can be created if (1) Paris is enemy occupied; (2) Paris is isolated (as if tracing supply) from any other French factory; or (3) Lille and all Maginot hexes are enemy occupied.
+1 for each French factory stack under Axis control.
+1 for each French CV/BB sunk
+2 if no CW corps-sized land units are in France
17.2 & 17.3 VICHY FRANCE. Ignore the provision about keeping French CVs and BBs in French ports. French naval units are not allocated based on where they end up on the map. Instead, upon Vichy declaration roll 1d10 for each French naval unit (whether in play or on the production chart). On an even result it goes Vichy, on an odd result it is removed from play (considered scuttled or sunk), except that on a result of “1” or “3” it becomes Free French. Free French naval units are placed in ports in Britain or any Free French territory. Placement of Vichy French naval units is up to the German/Italian player, but no more than 1d6 units may be placed outside of Metropolitan Vichy France.
17.3 The FREE FRENCH force pool is De Gaulle plus 1d6 French non-HQ land units. These units are chosen randomly from the remaining French land and air units in the pool. All other French units are removed from the force pool except territorials and surviving Vichy and Free French units. Each year, the Free French player randomly adds one of the new land units to the Free French force pool. All others join the rest of the French units that are removed. Upon liberation, the Free French player randomly picks an additional 1d6 units from the removed force pool to add to his force pool, and all future additions are fully added (he may scrap older units before picking). Vichy land units which surrender (but not those destroyed) also join the Free French force pool. Note also that Free France may produce pilots, but the only air units available to Free France will be from Lend Lease until liberation.
17.4 VICHY FRANCE. When Vichy France collapses or is conquered roll a die for each Vichy French naval unit as per the Italian surrender rule. “German” French naval units are placed and must appear as a reinforcement at a Mediterranean port city in France. If no port city is Axis-controlled then the unit is placed in the Axis construction pool. Allied French naval units are Free French. Place them initially at any Allied-controlled Mediterranean port city in France. If no such city is available rebase them face-down to any Allied port in range of Marseilles. Free French naval reinforcements appear at any Free French port city – not necessarily in France. Axis French naval builds must appear in a French Mediterranean port city.
19.4 MINOR COUNTRY UNITS must be added to your force pooled when aligned. You do not have the option to scrap them except via the normal scrapping rules.
19.5 REVISED NAZI-SOVIET PACT: Follow the Rule as Written (RAW) until France is either conquered or Vichied. After that, Germany may declare war on Russia as if the pact were 1 year older than it is.
19.5.1 While in the CW force pool, the Polish MECH & MOT cost one less bp to build (and may be specifically chosen). Use the 7-5 mech unit and the 6-5 motorized unit.
19.7 AXIS COUP. At the start of the game, place counters for Argentina (6), Belgium (6), Greece (6), Iraq (5), Norway (6), Persia (6), Spain (7), Sweden (7), Turkey (8) & Yugoslavia (5) in a cup. Germany randomly picks one counter from the coup and keeps it secret. During any DoW step, Germany may attempt to align the minor represented by the counter if it is still neutral. In order to succeed, Germany must roll the target number or higher (in parenthesis above).
19.7 SPANISH BLUE DIVISION. If Spain is neutral and Germany and Russia are at war, add the Spanish Blue Division as a German reinforcement that arrives at any German-controlled Russian city. If eliminated, it reappears free 1d6 turns later in the same manner so long a Spain is neutral and Germany and Russia are at war (if Spain becomes aligned it stays on the production spiral if already there).
19.7&8. GREECE. Germany may attempt to align Greece when Germany or Italy control Belgrade, Sophia, Alexandria, Rhodes, and Famagusta. Roll 1D10 and add up to 3 intelligence points. The CW may oppose this roll with up to 3 intelligence points. Add another +3 to your die roll if the other side has aligned Turkey. If the German roll is higher, Greece aligns with Germany. The CW may attempt to align Greece when it controls Alexandria, Palermo, Tripoli, Famagusta, and Rhodes. Roll as above with the same intelligence modifiers. Russia may attempt to align Greece if it controls all factory cities in European Russia and Bucharest and Sophia. Roll as above with the same modifiers. Each of Germany, CW and Russia may attempt to align Greece ONCE per game.
19.7&8. TURKEY. Germany may also attempt to align Turkey when it controls Sophia, Odessa, Sevastopol, Rostov and Stalingrad. The CW, USSR, and USA (if active) may all contribute up to 3 intelligence points each to oppose this effort. Germany may spend up to 5. If Germany rolls higher (each side rolls 1d10) then Turkey becomes aligned. The CW may attempt to align Turkey when The USA is at war with Germany and the Allies control all of Alexandria, Damascus, Famagusta, Palermo, Rhodes, Sevastopol, and Tripoli. The CW may spend 3 intelligence points to modify the die roll, the Germans may spend up to 3 to oppose it. Germany and the CW may attempt to align Turkey this way ONCE per game.
19.8 ALLIED MINOR COUNTRIES. Brazil, Central America, and Mexico do not automatically align with the USA. Once they are otherwise eligible, the USA may announce the attempt and roll a D10 versus an Axis D10 roll. The USA can spend up to 5 intelligence points to modify its roll; the Axis power opposing the roll can spend up to 2 points. If the US roll is higher, then the minor becomes aligned. There can be only one alignment attempt per minor.
20.0 CHINA. When the Communists or Nationalists lose their last city, remove all their respective units from the force pool. They are added back in if liberated by US/CW (Nat) or Russian (Com) forces.
21.0 STILWELL. When using option #40, Chinese Attack Weakness, as modified by these rules, Stilwell may negate the –1 DRM for Nationalist Chinese attacks if the Stilwell unit is part of the attack.
22.1 INTELLIGENCE: Instead of the D10 rolls called for in the rules, each Major Power rolls one D6 (at no bp cost) during the Intelligence phase and gets that many intelligence points with the following modifiers: Inactive –2; Germany +1 if Paris is Axis controlled; Japan –1 while an enemy Major Power controls a major port on the China Sea; Italy –1 while active; France –2 while Paris is enemy controlled; Commonwealth +1; USSR –2 while Moscow is enemy controlled; USA +1 while active; China –2. Free France and Vichy France get none.
The side with initiative performs intelligence operations first, then the other side may do so. Resolve disputes among allies in favor of the Major Power with the greatest build point production in the previous turn. Also, some operations are voided or modified: You cannot roll the next weather roll or modify weather rolls; it costs 8, not 5, to roll the next initiative roll, and it is not a secret (therefore there is no need to examine it); counterintelligence is resolved by spending a stated amount and rolling that number or less; and only the US may move entry/tension chits (one per turn). You may also use intelligence points during reorganization (see the optional Oil Rule). When you modify a die roll, you must decide on +1 or -1 before the roll, however, you cannot choose to not modify the roll after seeing it.
22.1 REBELLIONS: Add a new intelligence operation: “Foment Rebellion/Aid Partisans”. Specify an area and secretly allocate at least one intelligence point. An opposing Major Power may choose to secretly allocate counter- intelligence points. Roll a D10 and add the number of intelligence points spent. If your roll is greater than the opposing die roll (a D10 modified by any counter intelligence), then place a rebellion marker in that area. This has the effect of increasing the partisan value of the area by the difference in the die rolls. Halve the increase (round up) if the area is a major power home country. The rebellion marker is removed when (1) the area is selected on the partisan chart and the result is no new partisan, or (2) the rebellion marker is moved to a new area by a future intelligence effort. If a rebellion is suppressed via case (1) above, then permanently increase the partisan value of that area by one. Only one rebellion attempt is allowed per intelligence phase (includes both sides). There can be only one rebellion in play. Note that Egypt/Palestine is a new partisan area for the European map with a base partisan value of 3.
22.1 If using the Oil Rule, then a Major Power may also spend intelligence points during the Reorganization Step to reorganize fuel-dependent units that are out of supply. The cost in intelligence points is equal to the fuel cost to reorganize the unit(s). Cooperating Major powers may assist, but at double the cost. (Note: REVISE)
22.4.1 ENGINEERS. Do not use them for repairing factories or ports. Both are usable from the moment of capture. They can help only one friendly unit regardless of their combat value. However, they do count full value on defense for determining armor superiority. ENG modifications for 2 or 3 stack cities are only to the attacker’s die roll if using the option to roll separately (one ENG modifier per side limit).
22.4.1 DIVISIONS. You may not breakdown corps into divisions or reform divisions into corps. Divisions may only be built.
22.4.2 ARTILLERY can Ground Strike (not airbase strike), but cannot perform Ground Support (this really only affects the defender). It can attack adjacent hexes normally, and it is not halved across rivers (and does not go face-down unless performing a ground strike). It is halved across fortress hexsides for both normal and ground strike attacks but is otherwise not affected by terrain or weather. Anti-Tank guns are not doubled against ARM/MECH, but do count for choice of combat and do count for Armor Superiority. Self-propelled artillery (with the armor symbol) IS counted as a full armor unit so long as there is at least one other friendly ARM or MECH unit participating in the combat.
22.4.4 QUEENS TRS. While moving alone it cannot be intercepted by SUBS. It can be involved in combat against SUBS during normal combat resolution. You cannot invade from the Queens TRS. Note that if using Oil, the Queen TRS costs only ½ fuel to reorganize.
22.4.5 TERRITORIALS: Cost only one BP and may be specifically chosen for builds, but cannot be rebuilt on the turn of destruction. If multiple Territorials are available from the same territory, randomly choose from among them. Only one Territorial per Territory may leave their home territory. The Italian AOI may always leave its home Territories. All Territorials cooperate as though they were units of their controlling Major Power. If a Territory is conquered Territorial units in the force pool are added to the force pool of the conquering Major Power.
22.4.8 CITY BASED VOLUNTEERS. There are several special cases:
(1) INA (old counter) (Indian Nationalist Army) can be formed (and rebuilt) by converting any partisan in India to the INA during the production phase for one BP so long as Japan is at war with the CW and there is at least one Japanese unit in India (This INA unit may use cities in India as supply sources). While Japanese units are in Burma/India double the partisan value of India. Apply Rebellion modifiers after this doubling. The Calcutta MIL (INA new counter) appears as a free reinforcement as normal. Note that only Japan can create either INA counter.
(2) CROATIA can be formed by Germany so long as Yugoslavia is conquered and Zagreb is German controlled. Add the Croatian MIL as a free build to appear at Zagreb. Zagreb becomes a secondary supply source for Germany and the blue factory there is available to German production. Increase the partisan value of Yugoslavia by 2.
(3) WANG CHING WEI puppet government may be formed by Japan so long as it controls Nanking. Add the Nanking MIL as a free build. Nanking becomes a secondary supply source for Japan and the blue factory there is available to Japanese production. The partisan value of China permanently increases by two. This is also a US ENTRY Action with a value of “3”.
(4) The FREE FRENCH Algerian unit is treated as a MAJOR power unit of France.
22.4.10 SUPPLY UNITS. In addition, they can also: (1) be used as a secondary supply source, and (2) may be expended at any time even when not stacked with an HQ to supply all ground and air units stacked with it for one impulse (including paying any fuel costs for an attack by those units).
22.4.12 MAR units invading from an AMPH unit invade as though the AMPH were 1 sea box higher. Also, US AMPH units may carry armored, mechanized, and motorized artillery DIVISIONS beginning in 1944 (and these DIVs may invade from them).
22.4.13 NAVAL SUPPLY UNITS can also create a port with their stated capacity by moving into a coastal hex and flipping face-down. The hex functions as a port for all purposes except air basing. Created ports do not function in blizzard or storm weather. The NSU is destroyed if overrun by enemy land units. The port may be dismantled during any production step by placing the NSU into the repair pool.
22.4.19 Convoys/Cruisers in Flames. CVPs that are placed on ASW units do NOT require pilots (nor do you get a pilot if you lose or deactivate one). Do not use the Tankers option, and use of Minor Country CPs is also optional. The ASW value of each CV/SCS is one (not two) if using this option.
22.4.19 ASW COMBAT: Dark red ASW do NOT double their firepower during sub combat.
22.4.19 GERMAN CXs may move on any German combined or naval pulse. They do not count towards naval movement limits. Germany gets two free CXs on opening setup in the 1939 scenario, and may “repair” one CX free per turn. CXs do not affect and are not subject to gearing limits.
22.4.19 SUPPLY SUBS may turn face-down at any time to supply any ONE INF class unit (of any size) that is located on a coastal hex. This supply is for either movement OR combat (like an ATR mission). The German MILCHOWS have the following special rules: 1. They are a separate force pool but count as sub gearing; 2. They may choose to avoid surface naval combat even while operating as a base unless an opponent spends 2 surprise points to include them (they cannot avoid naval air combat while serving as a base); and 3. A face-up Milchow may return to base (and go face-down) to reorganize one cooperating sub or Auxiliary Cruiser in its starting sea zone.
24.1.5 WIF SUBS/SCS: When using SIF, do not use WIF subs or Light Cruisers.
24.1.5 WIF PLANES: When using PIF, do not use WIF planes.
24.4.6 END OF GLOBAL WAR CAMPAIGN: The 39 campaign lasts until MAY/JUN 45. At the end of this turn roll a D6: The game ends immediately on a die roll of “1”. Roll again at the end of JUL/AUG 45, and it ends on a “1” or “2”, and so on except that it never ends on a die roll of “6”. This die roll cannot be modified or re-rolled (e.g. by intelligence).
24.4 7 GUDERIAN HQ appears as a reinforcement in MAR/APR 1940 in the Global Campaign Scenario.
FACTORIES IN FLAMES rule changes: Although generally the Factories in Flames rules are not used, add these new rules:
A. OFFENSIVE POINTS: During the Production Phase, active Major Powers get Offensive Points equal to half the number of oil resources that were transported to a factory (round up). Whether the oil was actually used for production does not matter. Use the OP markers to keep track of your total on the Pilot track. You may never exceed 10 OPs.
(1) You may use OPs to exceed action limits. The cost is one OP per unit moved (each CP counts as a unit in this case). You may “buy” air, naval, rail, or land moves even if you are performing an impulse that would not normally allow such moves (e.g. buying naval moves on a land option). You may not spend more than one OP per impulse on Rail Moves. Likewise, you may buy an extra land or naval attack for three OPs. Note that extra moves do not affect your ability to declare combats (e.g. you may buy naval moves but you still may not declare a naval combat during a land option – for this you must buy a naval combat).
(2) At the start of your impulse, you may spend OPs to refresh any of your supplied, face-up HQs (including aligned minors). You may not refresh HQs controlled by another Major Power – even if they cooperate. Simply remove the activation marker from the HQ. The cost in OPs is the reorganization value of the HQ.
B. FACTORY SPECIALIZATION: Add all the factory specialization markers to the force pools normally. When available, you can purchase these markers in the Production Phase. When they arrive as a reinforcement, place them in the Reserve Pool. They can be used in any later Production Phase as TWO build points towards the production of any unit(s) per their specialization. When spent they are immediately available to re-build. They do not affect gearing.
Optional Rules NOT used and/or further modified (in addition to the above rules):
#13 HQ support.
#16 Recruitment limits
#19 Naval movement “In the Presence of the Enemy.”
#20 Surprised ZOCs.
#21 Do not used Hidden Task Force markers.
#22 Bounce Combat
#37 Railway movement bonus (apply house rule instead).
#29 Food in Flames (apply house rule instead).
#39 Blitz bonus (apply house rule instead).
#42 Used but note that Allied combat friction affects only the attacker’s die roll.
#43 2d10 Land Combat table (use both sides roll 1d10 instead).
#45 Variable reorganization costs.
#47 Isolated reorganization.
#48 Oil (see house rule).
#51 En-route aircraft interception.
#64 Japanese Command Conflict
#73 Heavy Weapons
#74 Air Cav.
#75 Rough Seas
WIF 2008 Annual Rules Revisions:
Do not use Factories in Flames.
Do not use the 3D10 CRT.
Use the following additions from Commandoes in Flames:
Static Flak & Surface-to-Air Missiles. These units stack free one per hex.
Road and Rail Line construction (but not damaging rails)
Coastal Fortifications
Special Forces Divisions
Mechanized Invasion Units (note that these units cannot invade from an SCS).
Mechanized Cavalry
Note that in the official errata back-up fighters now add 1/10th their air-to-air rating strength instead of simply 1 per unit.
More WIF Optional Rules:
Lending Limits – Yes.
Trade Agreements – No.
Land Movement in Snow – Yes.
Randomized Surface/Naval Air Combat – No, we already address this.
Revised Chinese Attack Weakness – No, see our rule.
Aircraft Rebasing – Yes.
Minimum Number of Pulses – No.
Additional US Entry Actions – No.
Global Economy – No.
Northern Lend Lease – Yes.
Lend Leasing Units – No, our rules already cover this.
Enhanced Air Combat – No.
Fighter Bounce – No.
Aircraft and CVP Reinforcements – Yes, and increase limit to 2 CVPs.
Pilot Training – No.
Offensive Points – No.
Territorials – No – covered by our rules.
CliF damage – No.
Upgrading Heavy Weapons Units – No.
Simple Oil Rule – No, our oil rule is even simpler!
Manpower – No.
Ground Strikes
Resolve all strikes with a d10: Air rolls tac factor or less; shore bombardment rolls modified strength or less; artillery rolls strength or less vs adjacent hex (no modifiers).
Summary of Modifiers:
Air: Prohibited in storm or blizzard. Halved in rain or snow. Tank busters are not doubled, but they do get –1 DRM against a hex with ARM/MECH present (even a DIV).
Artillery: Always use face value regardless of weather or terrain (exception: halved across fort). Artillery cannot perform airbase strikes.
You roll once against each hex. Note that you get –2 DRM for Surprise for air strikes.
Each successful strike raises the disruption level in the target hex by one. Mark this with an appropriate counter (counters should reflect which side caused the disruption). All ground attacks made against a hex suffering from disruption are +DRM the level of disruption. All attacks made from a hex suffering disruption are –DRM the level of disruption. The maximum level of disruption is three. All units leaving a hex disrupted by the opposing side pay the disruption level (1 to 3) in movement points (remember that units can still always move one hex and flip if they exceed their movement). All Allied-inflicted disruption levels are reduced one level at the start of each Allied impulse, and so on for each Axis impulse. If a friendly land unit moves into a hex with a friendly disruption level, remove the marker immediately.
You may choose to strike against AIRBASES instead of ground targets (tank buster modifiers do not apply). Such strikes do not cause disruption, however, each hit flips over one randomly-chosen enemy aircraft. For each successful hit, roll again: if the result is less than half your modified tactical factors, then you destroy the target instead (the pilot survives).
GROUND SUPPORT is handled normally except there is no doubling of tank busters.
CARPET BOMBING is handled normally except units are flipped, not destroyed. It ALSO has the chance of causing disruption in the hex. Roll another D10 after the initial roll. If the result is equal to or less than the “# of production points lost” result, then add a disruption marker result to the target hex. Only enemy ground units in a friendly ZOC can be the target of Carpet Bombing.