Chorus of Nations 4.0
by Jeff Hartke
Introduction
Chorus of Nations is a set of supplemental rules intended for use with
the World in Flames: The Final Edition game system. This supplement adds depth,
complexity and new possibilities to the interaction of Major Powers with each
other and with minor countries and colonies while playing World in Flames.
Use of this supplement requires the addition or replacement of rules
within the World in Flames, the Final Edition Release 7 core system. These
rules are not compatible with the Politics in Flames expansion set, Days of
Decision, Patton in Flames, America in Flames or Lines of Communication.
Most rules governing political relations have been changed. Few, if
any, rules have been changed regarding gameplay.
World in Flames, World in Flames: The Final Edition, Days of Decision,
Patton in Flames, America in Flames, Ships in Flames, Mech
in Flames, Politics in Flames and Lines of Communication are copyrighted products
of Australian Design Group. Australian Design Group has not authorized the
production of Chorus of Nations, and is not responsible for its content.
How to Use These
Rules
Chorus of Nations is not a complete game; it is a supplement to World
in Flames: The Final Edition (WiFFE) that governs the
relationship of Major Powers to each other and to minor countries. Rules that
are unique to Chorus of Nations are numbered in a separate section, beginning
with 25.0 Political Standing. These rules also replace entirely sections 17
(Vichy France) and 19 (Minor Countries) of the WiFFE
rule set.
E7.7 The
Politics Step
The End of Turn Stage is expanded to include a new step, Section E7.7
Politics (following the Surrender Step) that will be used to administer political
actions. The Politics step is comprised of the steps listed below.
E7.7.1 Political
Initiative
The side with
initiative chooses which side will act first throughout the Stage.
E7.7.2 Negate
Influence
Powers may
eliminate the influence of another side's powers.
E7.7.3
Accommodations
Powers may use
influence to gain Accommodations from minor countries.
E7.7.4 Resolve
Political Standing Gain or Loss
All gain or loss of
Political Standing as described in 25.0 Political Standing is now resolved.
E7.7.5 Resolve
Influence Gain or Loss
All gain or loss of influence due to change of control of victory
cities, Vichy declaration, US Entry Actions, US Entry Options or Soviet Border
Rectification is recorded. 1 Discretionary Influence Roll (DIR) is gained by a
Major Power for each of the following cities it controls: Berlin, Chungking,
London, Moscow, Paris, Rome, Tokyo and Washington DC when the US is not at war
with a Major Power. When the US is at war with a Major Power, Washington DC is
worth 2 DIR/turn for the US only, and Paris is worth no DIR until France is
liberated.
E7.7.6 Assign
Influence
All Major Powers may assign influence to minor countries from their
Discretionary Influence Pools (DIPs) and move influence from one region's Pool
to another. A Major Power can assign no more than 4 DIR per minor country per
turn. Note that this refers to Discretionary Influence only - the possibility
exists that a Major Power may get the opportunity to gain many more than 4
Influence Points (IP) in a turn due to other factors, but no more than 4 can be
voluntarily assigned using DIP.
E7.7.7 Compellance
Powers may attempt to compel the surrender or alignment of minors
currently aligned with enemy Major Powers, or compel the surrender or alignment
of French Administration Groups.
25.0 Political Standing
The Political Standing (PS) of a Major Power measures the way other
countries perceive that Major Power's chances for victory. The higher the PS
is, the more likely that a Major Power's diplomatic overtures will sway others.
After all, most minor countries wanted to be on the side of the winner, and
gain a share in the fruits of victory.
The PS of Major Powers will ebb and flow over the course of the war,
but a Major Power's PS may never be greater than 7 or lower than 3, except by
means of conditional gains and losses (see below). Nevertheless, a modified PS
can never be lower than 1 or greater than 9. If a permanent PS would rise above
7, then for each point above 7 that the PS would rise, the Major Power instead
gains 1 DIR in the region containing its capital (London for the CW).
Example: Germany as a PS of 7. It declares war on the USSR. Normally this would
advance its permanent PS to 8. Instead, it gains 1 DIR in Europe and its PS
remains at 7. Later, Germany declares war on the US. Again, normally this would
advance its permanent PS to 8. Instead it gains another DIR in Europe.
Permanent
Political Standing Gain and Loss
Below are listed
the conditions that will permanently raise or lower a Major Power's PS. These
modifiers are cumulative.
+1 PS is gained
when declaring war on a Major Power. In the case of a declaration of war on
multiple Major Powers at the same time, the determining factor is the number of
US Entry rolls made. For each separate US Entry roll made because of a
declaration of war, that Major Power gains a +1 PS.
Example: Italy declares war on France and the CW
simultaneously for a single US Entry roll. In that case, it would gain only a
+1 PS. On the other hand, if Italy had declared war on the CW and then, in a
later Declaration of War step declared war on France, then it would have been
subject to 2 US Entry rolls and would have gained a total of +2 PS.
+1 PS is gained by
the USSR when making a claim on Bessarabia and also when making a claim on the
Finnish Borderlands.
+1 PS is gained
when conquering, either completely or incompletely, a Major Power or a CW home
country. This also applies if Germany chooses to install a Vichy government in
France. Such a gain can only be received once per Major Power or CW home
country conquered. For example, if the US conquers Italy and then the Germans
liberate it in a later turn, when the US (or CW or any other Ally) reconquers Italy there is no PS gain.
+1 PS is gained by
the US each time it increases its Production Multiple while it is at war with a
Major Power.
+1 PS is gained by
Japan if a compulsory peace is initiated by the USSR, and +1 PS is gained by
the USSR if a compulsory peace is initiated by Japan.
+1 PS is gained by
Italy for the annexation of Corsica and each French Colony transferred (25.9.2
Axis Annexations and 25.9.4 Territorial Concessions and Final
Administration.)
-1 PS is lost each
time a home nation factory is destroyed during a strategic bombing raid. This
can occur multiple times, but no more than once per city.
-1 PS is lost by
the US, CW and France for each neutral minor country they declare war on. If
more than one Major Power declares war on a given minor then all of them that
do suffer this penalty. If, by way of the WIF rules, one of these Major Powers
becomes at war with that minor in a later impulse, then there is no PS loss for
that Major Power.
Example: The CW declares war on
Norway in M/J 1940. It suffers a –1 PS loss. Since France is an active Allied
Major Power, it is forced to also be at war with Norway simultaneously with the
CW declaration. Therefore, it also suffers a –1 PS loss. Should the CW still be
fighting in Norway when the US enters the war against Germany and Italy, then
the US is immediately at war with Norway, but does not suffer a loss to its PS.
Conditional
Political Standing Gain and Loss
PS is also modified
by certain conditions, both generally and in regard to specific minors PS.
These modifiers are cumulative. A summary is listed below.
-2 PS is applied
when not at war with a Major Power.
-1 PS is applied
when an enemy unit is in a Major Power's home nation hex.
-2 PS is applied to
Italy if it does not currently control Tripoli.
-2 PS is applied
when a Major Power is at war with the US.
-5 PS is applied to all Major Powers (exception: the US) when attempting to influence a minor country in
a geographical region (Europe, Africa, Asia/Pacific, or Americas) where that
Major Power or one of its aligned minors does not control a victory city. Japan
does not suffer this penalty for the Americas region if it holds any one of:
Kwajalein, Pago Pago or Honolulu. The geographical
region of a given minor country is determined by its inclusion on the Chorus of
Nations Charts.
-2 PS is applied to
the USSR towards any minor country from whom it demanded a Border
Rectification.
Resistant Minors
Many minor
countries had political leadership that was reluctant to surrender neutrality.
See 25.7.4 Resistant and Cooperating Minors for details.
Diminishing
Returns
Anytime that a
Major Power attempts to convert 3 or more IR to IP in a minor country in a
single turn, a -1 modifier is applied to the PS to influence that minor
country.
Example: Germany captures Warsaw, a victory city that gives it 2 IR in (among
other places) Hungary and Romania. If Germany were to gain any additional IR in
these countries, or place DIR there, all die rolls would be done with a -1
modifier to its PS.
25.1 Influence
Influence is a catchall term that refers generally to all the varied
means by which one country can attempt to affect the foreign policy of another.
Influence is expressed numerically by Influence Points (IP): the higher the
number, the greater the influence. IP can be used to gain military, economic or
territorial concessions; encourage or pacify partisans; or prevent another
Major Power from gaining influence. IP can generally only be gained in
unconquered minor countries, though IP may also be placed in China and India
for the sole purpose of influencing Partisan activity (see 25.6.2.1
Accommodation Types: Partisan Number). When the term “minor country” is
used throughout these rules it includes China and India for the above purpose.
IP may not be given, traded or assigned in any way to another power. IP
of one power cannot be combined with those of another to achieve an
Accommodation. IP may be voluntarily destroyed during the E7.7.4 Negate
Influence step.
The military, political and economic activities of Major Powers will
gain them Influence Rolls (IR) and Discretionary Influence Rolls (DIR), which
can be converted into IP. A Major Power may assign no more than 4 DIR to any
given minor country per turn. Note that this is in addition to any IR that may
have been gained by other means.
Example: Germany conquers Warsaw, gaining 2 IR in all minors with a home
country hex within 12 European hexes of Warsaw. Germany could expend 4 DIR in
Hungary (giving it a total of 6 rolls there) and 2 DIR in Denmark (giving it a
total of 4 rolls.) It would be illegal to spend 5 or more DIR in either of the
two countries, however.
25.1.1 Influence Rolls vs. Influence Points
IR represent the opportunity to gain influence, not influence itself.
To translate IR into actual Influence a die is rolled and compared to the Major
Power's current modified Political Standing. If the roll is equal to or less
than the PS then an IP is gained. All IR must be resolved in the turn in which
they are gained, and are expended once the die roll is made.
Example: Germany gains 2 IR in Hungary. Germany's PS is currently 6 and there
are no applicable modifications. A die is rolled twice - each roll equal to or
less than 6 gains Germany an IP in Hungary.
25.1.2 Discretionary Influence Rolls (DIR)
Most influence gained is assigned automatically to specific minor
countries, but some allow the Major Power to influence any minor country in the
region. These are called Discretionary Influence Rolls (DIR). DIR are assigned
to one of the four geographical regions (Europe, Africa, Asia/Pacific, or Americas).
DIR may be moved to another region's DIR pool at a rate of 2 DIR moved for 1
DIR gained.
Major Powers assign as many or as few DIR to a minor country during the
E7.7.6 Assign Influence step as is desired. DIR are now converted
to IP as described in 25.1.1 Influence Rolls. Note that the
number of DIR assigned to a minor is determined before the rolls are made!
A neutral Major Power may have no more than 8 DIR total in all its
pools at the end of the Politics Step.
25.1.3 Residual Influence
Once a Major Power has achieved an Accommodation with a minor country,
any residual influence value that Accommodation has may be used to lower the
cost of any future Accommodations. The Residual Influence number follows the
cost of an Accommodation, so that Access to Country (4/2) has a Residual
Influence of 2. The effects are not cumulative - if several Accommodations have
been granted to a given Major Power, use only the single highest residual
influence value. However, Residual Influence may be in effect for several
different Major Powers in the same minor country at the same time.
Residual influence also makes it more difficult for the other side to
gain Accommodations.
Example: Italy has gained the Grant All Resources (4/1) Accommodation with
Yugoslavia. All future Accommodations for Italy will cost one less IP. Any
Allied powers seeking Accommodations must spend 1 IP more. Note that this does
not affect Germany or Japan.
25.2 Gaining Influence
IP are potentially earned through conquest of victory cities; performing
certain US Entry Actions and US Entry Options; politically aligning minors who
control victory cities; demanding Soviet Border Rectifications; at the start of
each Politics step and at times when the Production Multiple of a country is
permanently increased.
25.2.1 The Start of Each E7.7.0 Politics Step
1 DIR is gained by the controlling Major Power for each of the
following cities it controls: Berlin, Chungking, London, Moscow, Paris, Rome, Tokyo
and Washington DC when the US is not at war with a Major Power. Once the US is
at war with a Major Power, Washington DC is worth 2 DIR/turn for the US only
and Paris is worth no DIR until France is liberated.
25.2.2 US Entry Actions, US Entry Options and Minor Influence Actions
Chorus of Nations adds a new chart named "Minor Influence
Actions." These describe political actions that have an affect on minor countries but that do not fall within the
US Entry framework.
USSR Declares United Front from Above
The repression of socialist and communist parties in Europe forced its
adherents to learn how to live and operate secretly. The USSR - an ally of
Germany during the early part of the war - directed such groups to avoid armed
struggle with the Germans, even when they were in occupation of their country.
After Barbarossa the USSR called on the parties of Marxism to rise. Toughened
by years of covert struggle, these groups quickly became the most effective
partisans in the fight against the Germans.
During any Declaration of War phase that the USSR is at war with
Germany, the USSR may play the Minor Influence Action "United Front from
Above." The USSR may immediately raise or lower the Partisan Number of any
5 minor countries in the European region by 2.
Japan Declares Greater East Asian Co-Prosperity Sphere
Japan reaped some propaganda benefits by promising the peoples of Asia
a more benevolent rule than that of the European colonial powers. This
propaganda was quickly discredited by the ruthless exploitation of resources
that the Japanese employed. This option allows the Japanese player to gain
political benefits at the expense of economic advantages.
During any Declaration of War phase that Japan is at war with the CW,
Japan may play the Minor Influence Action "Declares Greater East Asian
Co-Prosperity Sphere." Japan may now earn influence and has the option to
raise or lower the Partisan Number of any Asia/Pacific minor country, China or
India.
To do so, Japan permanently forgoes the use of a Japanese-controlled
resource that is not within the Japanese home nation. Japan can no longer
transport the resource, use it for production, convert it to gas (if using the
WIFCON gas rule), or use it for oil reorganization. In effect the resource no
longer exists for the Japanese. Any time after the Co-Prosperity Sphere is
declared Japan may permanently forego any eligible resources in any Production
phase - however, once a declaration is made it can never be withdrawn.
Japan now receives 2 DIR Asia/Pacific for each resource so obligated.
In addition, Japan may raise or lower the Partisan Number by 4 for each
resource in the country where the resource is located. Should Japan lose
control of the resource, the Partisan Number modifier is eliminated.
If playing with the WiFH house rule whereby
resources in China outside of Occupied China are not usable by Japan, then
Japan may not obligate those resources in order to gain the benefits of this
action.
Example: Japan has invaded India,
declared the Co-Prosperity Sphere and now controls 2 Indian resources. Japan
chooses to permanently forego the use of both, and places a counter over the
resource to remind the players of this fact. Japan permanently loses the use of
the resources, but gains 4 DIR Asia/Pacific and decides to raise the Partisan
Number of India by 8. Of course, should Japan conquer India, control of the
partisans will pass to the CW the new conqueror will have to reckon with the
increased partisan activity.
Japan Forms Wang Ching Wei Puppet Government
Japan does not begin the game with any Chinese Worker Units in its forcepools. Nanking must be Japanese controlled for Japan
to pick this action. Nanking then becomes a secondary supply source for the
Japanese. Add the Nanking MIL to the Japanese forcepool
(and the MIL can be placed on the spiral immediately as a city-based unit). In
addition, Japan may now add any Chinese Worker units for cities it controls to
its forcepool to be built by Japan if desired. If new
cities are captured by Japan it can build the new Worker units.
If Nanking is retaken by the Allies, the puppet government is
permanently dissolved. The Nanking MIL is removed from the game and no further
Worker units can be built. Any Worker units controlled by Japan on the map
remain, but are removed from the game unless their respective cities are
retaken by China.
Germans Release French Prisoners of War
Germany took over 1,000,000 French soldiers as prisoners of war in
1940, and used them as slave laborers for the duration. Vichy France desperately
wanted the return of these men, but the Germans refused, since this freed up
German citizens for military service. This option allows the German player to
trade economic for political benefits.
During any Declaration of War phase when Germany has installed a Vichy
government or conquered France completely or incompletely, Germany may play the
Minor Influence Action "Germany returns French POW." Germany now
gains 4 DIR: Europe. The Partisan Number for Occupied France is reduced by 8.
The cost for all German MIL is now increased to 3.
US Encourages Investment in Latin America
The countries of the Americas were torn between the desire to assist
their enormous ally in its war against the Axis and the fear that this would
return their economies to a colonial condition. The "50/50" plan - a
proposal first made by Venezuela (even though in the game Venezuela provides
all of its oil resources to the CW and US) that split oil royalties evenly
between the state and foreign oil firms - was an ideal compromise rewarding
foreign investors while developing the indigenous economy. The US invested
considerable resources in Latin America to rationalize it for war production,
with gratifying results.
During any Declaration of War phase after which it is at war with a Major
Power, the US may play the Minor Influence Action "US Encourages
Investment in Latin America." Once it is played, the US can receive one
Grant Half Resources (2/0) Accommodation from any unconquered minor country in
the Americas region without expending IP, each time its Production Multiple
increases. This Accommodation can be saved up to be used at a later time. It
does not have to be expended the turn it is earned.
US Entry Option Clarification: Japan Enters or Aligns Nation
The number to the left of the slash is the US Entry Number should a
Japanese controlled unit enter the nation under the terms of the Accommodations
"Use of Base" or "Access to Country". The number to the
right of the slash is used if Japan aligns the nation.
If Japan first
enters and then later aligns the nation, both US Entry Actions are resolved.
25.2.3 Victory Hexes
IR are gained when a power controls a victory hex through conquest that
was in the possession of a neutral or enemy nation during the previous turn's
Peace Stage. Victory hexes that are aligned by playing an Accommodation also
earn IR. A victory city may generate IR as many times as it changes control.
The controlling power gains DIR in the region containing the victory
hex and IR in all minor countries that have a home country hex within 12
European hexes of the victory hex. Note that the definition of "home
country hex" is not effected by Control and is determined solely by the
printed 1939 borders.
Victory hexes that are controlled by a minor that aligns to a Major
Power because it was declared war on by the other side do not earn IR or DIR.
Example 1: In 1941 Germany gains the Accommodation Align Country (6/3) from
Yugoslavia, which controls Belgrade, a victory city. Germany will gain 1 DIR
(Europe) plus 1 IR in each of: Hungary, Bulgaria, Rumania, Greece, Poland and
Turkey.
Example 2: In 1944 the Commonwealth liberates Athens, a victory city controlled
by Germany, an enemy Major Power. The CW will gain 3 DIR (Europe) plus 3 IR in
each of: Bulgaria, Hungary, Italy, Rumania, Turkey and Yugoslavia.
Example 3: In 1940 Germany declares war on Belgium, which aligns with France.
Since the alignment was not done through Accommodation, no Influence is gained
25.2.4 Soviet Territorial Demands
The USSR may gain IR and PS by increasing its territory through the US
Entry Actions "Controls East Poland" and "Controls Nazi-Soviet
Pact Areas", and by making Border Rectification demands. The USSR gains by
making the demands, whether accepted or rejected. All are described in the US
Entry Action, US Entry Option and Influence charts, and in 25.8
Nazi-Soviet Pact.
25.2.5 Production Multiple Increase
All Major Powers (with the exception of the US) gain influence at the
start of every calendar year. While this is terms a “Production Multiple
Increase”, the PM of a Major Power doesn’t need to have increased in order to
gain this influence. 3 DIR are gained in the region where their capital is
located (for this purpose the capital of the CW is London) and 2 DIR in every
region it has an in-supply HQ-I or HQ-A. These effects are not cumulative. The
US gains influence similarly when it plays the options “National Defense
Resources Board,” “War Appropriations,” and each PM raise the US receives after
it is at war with a Major Power. Note that this means that the first rise in PM
due to a DoW does not qualify, but the second one
does.
25.3 Losing Influence
The loss of victory hexes within a Major Power's home country causes a
drastic loss of influence for that Major Power. If, during the conquest phase,
a hostile power has gained control of a Major Power's home nation victory hex,
that power loses one IP from every minor country it has influence in that
region. If the power has no influence in a minor country, then the Major Power
that conquered the city gains 1 IR. This is in addition to the influence gained
as described under 25.2.3 Victory Cities.
Example: Germany conquers Kiev, a home country victory city previously
controlled by the USSR, a Major Power. Germany gains 3 DIP: Europe and 3 IR in
Hungary and Rumania. Now the USSR loses 1 IP from every minor country in
Europe. Where it does not have 1 IP to lose, Germany gains 1 IR.
Influence may also be lost due to the conquest of Major Powers or CW
home countries. See 25.5 Effects of Conquest.
25.4 Influence and Geography
Influence gained in one part of the world is more effective when
applied to other areas within the region. There are 4 geographical regions of
the world: Europe, Africa, Asia/Pacific, and the Americas. The capital of the
CW is considered to be London.
DIR may be moved from one region's pool to another, at a cost of 2 DIR
moved for each DIR gained. Note that this does not allow you to combine 1 DIR
from one pool and 1 DIR from another to do so.
The geographical region of Europe is defined as all hexes comprising
minor countries whose capital is on one of the two European Maps with the
exception of the continent of Africa, as well as all other hexes on the two
European Maps.
The geographical region of Africa is defined as all hexes in the
continent of Africa (including Egypt, but excluding Arabia and Palestine for
example), including Madagascar and including all islands in or bordering upon
sea zones adjacent to Africa (including Madagascar).
The geographical region of Asia/Pacific is defined as all hexes
comprising minor countries whose capital is on the Asia or Pacific Map outside
of Africa as well as all other hexes on the Asia or Pacific Map outside of
Africa.
The geographical region of the Americas is defined as all hexes
comprising minor countries whose capital is on the Americas Map, as well as all
other hexes on the Americas Map.
25.5 Effects of Conquest
These rules are in addition to those described in 13.7.1 Conquest.
25.5.1 Major Powers
25.5.1.1 Complete Conquest
Major Powers that have been completely conquered, and France if a Vichy
government is installed, lose all IP in all minors in all regions. All
Accommodations with minor countries are eliminated entirely. All countries
conquered by the completely conquered Major Power revert to neutrality with no
IP or Accommodations whatsoever. All DIR in all geographical regions are also
lost. Should a home victory hex be lost in the same turn as conquest, first
make all adjustments due to the hex loss(es) and then
remove all IP and Accommodations.
WiF-H Italian Surrender Rules:
Special Case
WiF-H has a set of special surrender rules for Italy,
which is considered completely conquered upon surrender. The below rules apply
to any minor country aligned with Italy at the time of surrender.
All such minors offer to revert to neutrality. If accepted, any units
on the map or production spiral are removed, as are any IP or Accommodations.
The Major Power conquering Italy may refuse this offer if it chooses. Control
of the minor country reverts to the active Axis Major Power whose capital is
closest to the capital of the minor country. The minor is assumed to have the
same level of Accommodation with its new controlling Major Power as it did with
Italy. If no active Axis Major Power is available, then control reverts to the
nearest non-active Axis Major Power.
Example: Italy has Fully Allied Yugoslavia in 1941. It is now 1943 and the US
conquers Italy by forcing it to surrender. Yugoslavia now offers to revert to
neutrality. Should the US player refuse this offer, then Yugoslavia would
become a Full Ally of Germany (assuming it was not conquered).
25.5.1.2 Incomplete Conquest
Incomplete conquest of a Major Power, or the conquest of a CW home
nation has several results. First, all that country's Accommodations in the
geographical region of its capital are subjected to the Reduce Accommodations
action (see 25.6.2.1 Accommodations). The incompletely conquered
power also loses one half of its IP in all minors of that region, and one half
of its DIR in that geographical region. All countries conquered by the
incompletely conquered Major Power revert to neutrality with no IP or
Accommodations whatsoever.
Any minor country aligned with the incompletely conquered Major Power
offers to revert to neutrality with no IP or Accommodations whatsoever. The
conquering Major Power may refuse this offer, in which case control of the
minor country immediately reverts to the active Major Power on the side of the
conquered Major Power whose capital is closest to the capital of the minor
country. The minor is assumed to have the same level of Accommodation with its
new controlling Major Power as it did with its previously controlling Major
Power. If no active Major Power is available, then control reverts to the
nearest non-active Major Power.
Example: Japan has conquered India, a CW home nation. The CW had the
Accommodation Grant Half Resources (2/0) in the NEI and Grant All Resources
(4/1) in Persia, 1 IP in Siam and 4 DIR: Asia/Pacific. Persia is reduced to
Grant Half Resources, the NEI is reduced to no Accommodations, the IP in Siam
is eliminated, and the CW loses 2 DIR: Asia/Pacific.
25.5.2 Minor Countries
Conquest of a minor country ends most of its participation in the
political process. Any minor country that is either completely or incompletely
conquered is subject to the following:
Note that these rules do not apply to France and French AG if a Vichy
government is declared - see 25.9 Vichy France for all details.
Minor countries and territories controlled by Belgium, Denmark and the
Netherlands may become independent. See 25.7.5 New Minor Countries for details
25.6 Using Influence
25.6.1 Negating Influence
Influence can be used to negate the influence of other powers. During E7.7.2
Negate Influence a power may expend some or all of its IP to reduce
another power's IP. Each point spent negates one point of the opposing power.
Example: In Greece, Germany has 1 IP, Italy 2 IP and the CW 1 IP. The Allies
have initiative and choose to go first, using its 1 IP to negate 1 of Italy's 2
IP. If instead the Axis had initiative, Germany could spend its 1 IP to negate
the CW IP, allowing Italy to use its 2 IP to gain the Grant Half Resources
(2/0) Accommodation.
25.6.2 Accommodations
Influence may be used to achieve Accommodations with minor countries.
Accommodations are made between a Major Power and the minor, and cannot be
granted, traded or applied in any way to another Major Power, even on the same
side.
To gain Accommodations a Major Power spends IP equal to the number
listed on the chart. Some Accommodations reduce the cost of future
Accommodations, and others increase the cost for the other side. This form of
influence is called Residual Influence (see 25.1.3 Influence Types).
Most Accommodations can only be granted to a single power per region.
Once that Accommodation is granted, another power may not be granted that same
Accommodation. An exception to this is the Grant Half Resources (2/0)
Accommodation - a minor country can grant this to two different powers if it
has two or more resources available. If the minor has an odd number of
resources, the extra resource goes to the Major Power that gained the
Accommodation first. Another exception is the Partisan Influence Accommodation,
which can be granted to multiple Major Powers multiple times.
Example: The CW and the USSR have both gained the Grant Half Resources
Accommodation from Persia, with the CW having gained it first. Persia will
provide 2 resources to the CW and 1 to the USSR.
In addition, the Major Power that gained the Accommodation first may
choose which specific resources are granted to it during the Production phase
of the turn.
Example: The CW and Japan have both gained the Grant Half Resources
Accommodation from Persia, with the CW having gained it first. Persia will
provide 2 of its resources to the CW, and the CW may choose during each
Production phase which two Persian resources will be provided to it.
The terms of some Accommodations are not compatible with others - it is
not possible for an aligned minor to grant its resources to a power on another
side, for instance. In all such cases the Accommodation with the higher
influence cost takes precedence.
Some Accommodations can only be effective from neutral minors.
Partisan Influence (2/0) is the only Accommodation that can be made in
China or India.
Metropolitan Vichy France (not including any other Vichy AG) may never
be aligned or fully allied by means of accommodations.
25.6.2.1 Accommodation Types
The following is the list of Accommodations. The first numbers in the
parentheses refer to the amount of influence needed to gain the Accommodation,
the second the residual influence. Note that the first two Accommodation types
are not shown on the charts due to the fact that there is no need to track them
on a continuing basis. Partisan influence is tracked by means of the partisan
modification counters and rental of convoy points is a one-time occurrence.
Rent Convoy Points (1/0) - The Major Power may perform the US Entry Action
Rent Convoy Points (27 & 41). Note that this US Entry Action cannot be
performed unless this Accommodation is granted. Any US Entry effect is resolved
normally. This Accommodation may only be granted by a neutral minor and it may
only be granted once per neutral minor. This Accommodation is not lost due to
conquest and is not subject to Reduce Accommodation.
Partisan Influence (2/0) - Partisan Influence may be used to increase or
decrease the partisan number of a conquered minor country, China, or any
country that is printed in red on the Partisan Chart.
The Partisan Number is raised or lowered by 1 at the discretion of the
power spending IP. This Accommodation may be gained as many times as is
desired. This Accommodation is not lost due to conquest and is not subject to
Reduce Accommodation.
Grant Half Resources (2/0) - The minor country provides one half of its total
resources to the Major Power. This Accommodation can only be granted once per
Major Power. Resources are transported in accordance with 13.6.1 Resource
Transportation. This Accommodation may
only be granted to a Major Power that is not at war with the minor. This
Accommodation is subject to Reduce Accommodation.
Use of Base (3/0) - The minor country allows the Major Power to enter one designated port
that it controls. The power can place up to 4 naval units (every 2 CP or
fraction thereof counting as a single naval unit) and 1 aircraft unit in this
port. Such units must belong to the Major Power in question (units of controlled
minors are not allowed). For the purpose of supply only, the port hex is
considered controlled by the Major Power achieving this Accommodation. In
addition, supply may be traced by the units in the port through territory
controlled by the minor. No attack on the Major Power's units (by port strike,
ground strike etc.) can be made without a Declaration of War on the controlling
minor country.
Once the base has been designated it cannot be changed for another.
This Accommodation may be granted multiple times until all ports have been
designated.
This Accommodation may only be granted to a Major Power that is not at
war with the minor.
This Accommodation may only be granted to a single Major Power for a
given port at a given time. Should the Accommodation be reduced or nullified
and the minor country that controls the port is not at war with the Major
Power, then all naval units are rebased (and if they cannot be rebased are
destroyed) and any air unit is moved to the nearest friendly controlled hex and
placed face down. Should the Accommodation be reduced or nullified and the
minor country that controls the port is at war with the Major Power, then all
units of the Major Power in the port are considered overrun.
This Accommodation is subject to Reduce Accommodation.
Grant All Resources (4/1) - The minor country provides all of its resources to
the Major Power. Resources are transported in accordance with 13.6.1 Resource
Transportation. This Accommodation may only be granted to a Major Power that is
not at war with the minor. This Accommodation is subject to Reduce
Accommodation.
Access to Country (4/2) - The Major Power may enter the minor country and its
controlled minors and territories, even if ieither or
both are neutral. To do so, these units must satisfy the foreign troop
commitment limits (see 18.2 Foreign Troop Commitments). These
units can trace supply through the minor's territory.
Unlike Use of Base (3/0), attacks on the Major Power's units (by port strike,
ground strike or combat) are allowed as long as the hostile Major Power's units
do not end a step in the minor country. Thus it would be legal for a CW land
unit in Gibraltar to attack German units in Spain without a DoW,
but illegal to advance into the Spanish hex afterwards. Note that this
Accommodation in no way gives the Major Power the ability to stack with or
cooperate with units of the minor country.
This Accommodation may only be granted to a Major Power that is not at
war with the minor.
This Accommodation is subject to Reduce Accommodation.
Example: The CW gains the Accommodation Access to Country (4/2) with Portugal.
The CW may now enter Portugal or any of its controlled minors or territories
subject to the Foreign Troop Commitments rule as applied on a
country-by-country basis. The FTC test is done independently by country or
territory. The presence of an HQ in Lisbon does NOT allow the CW access to the
Azores, East Timor, etc.
Align Country (6/3) - The minor may be aligned to the Major Power in any
Declaration of War phase. Once it is aligned, all resources and use of all
factories is granted. The minor country units are controlled by, and cooperate
with, the aligning power. Half the minor country's land and aircraft units may
leave its home nation, and its naval units may move to sea zones that are
adjacent to a hex in its home nation. Metropolitan Vichy France may never be
subject to this accommodation.
This Accommodation is subject to Reduce Accommodation.
Full Ally (8/4) - The minor may be aligned to the Major Power in any Declaration of War
phase. Once it is fully allied, all resources and use of all factories is
granted. The minor country units are controlled by, and cooperate with, the
aligning power. There are no restrictions on the movement of any unit.
Metropolitan Vichy France may never be subject to this accommodation.
This Accommodation is subject to Reduce Accommodation.
Reduce Accommodation (cost) – A Major Power can reduce the minor country's
Accommodation granted to a Major Power on the other side by spending influence
equal to its IP cost. Only 1 Accommodation can be reduced in a minor country
each E7.7.6 Accommodations Step by each side. Note that residual influence
amounts and resistant minor modifiers (see 25.7.4 Resistant and
Cooperating Minors) are considered when reducing Accommodations.
Reducing an Accommodation has the following effect:
Full Ally is
reduced to Align Country.
Align Country is reduced to Grant All Resources.
Grant All Resources is reduced to Grant Half Resources.
Access to Country is nullified.
Use of Base is nullified.
Grant Half Resources is nullified.
Units that had left their country under the terms of Full Ally are not
required to return if the Accommodation is broken. Any units attempting to
leave the country's borders must comply with the new level of Accommodation. If
a Major Power loses its Align Country Accommodation, then the minor becomes
neutral. All units of the minor are immediately returned to the forcepools.
If a Major Power loses the ability to have its units present in hexes
controlled by a minor country due to a reduction in Accommodation (e.g. from
Align Country to Grant All Resources), then all such land and aircraft units
are immediately moved to the nearest friendly hex in which they can stack. All
naval units are immediately rebased (and destroyed if they cannot rebase). Such
activity can occur during the Politics Step.
Example: Germany has achieved the Grant All Resources (4/1) Accommodation from
Sweden, a resistant minor. To reduce the Accommodation the CW would need 7 IP -
4 for the cost of the Accommodation, +1 for the residual influence number, and
+2 for Sweden's resistant minor modifier.
25.6.3 Compellance of Minor Countries
A Major Power may attempt to compel the surrender or alignment of a
minor country that was aligned with the other side. The compelling power must
be at war with the minor country's controlling Major Power. Compellance
requires that the Major Power be at war with the minor country for at least 3
turns.
Exceptions:
Minor countries that are aligned to a major power due to a declaration
of war can be compelled to surrender, but not compelled to align.
Example: Germany declares war on Yugoslavia, and the Allied side chooses to
align her with the CW. If, after 3
turns, Yugoslavia is not conquered it can be compelled to surrender if the
appropriate conditions are met, but not aligned. If Yugoslavia had been aligned by the CW by
Accommodation, then Germany would be allowed to compel alignment.
Vichy and Free French Administrative Groups can be compelled to align
or surrender by any Major Power with no restrictions.
Determination of compellance is made during
the E7.7.7 Compellance Step and any US
Entry effect is applied. The effects of surrender or alignment are resolved by
the compelling power during any subsequent Declaration of War step during the
next turn. Should the compelling power choose not to exercise this option
during the turn, determination of compellance must be
recalculated in the next Compellance Step. This means
that even if the requirements for Compellance are no
longer met during the next turn, Compellance can
still happen.
Compellance of surrender is successful if the compellance value of the Major Power is greater than double
the compellance value of the targeted minor nation.
Compellance of alignment is successful if the compellance value of the Major Power is greater than triple
the compellance value of the targeted minor nation.
The compellance values are composed of:
First, determine the garrison value for all units of the compelling
Major Power, its aligned minors and cooperating Major Powers that are within 3
hexes of any of the targeted minor's home country hexes. For this purpose,
units in ZOC are counted, as are face down units. To determine the garrison
values, use the values listed in 13.1 Partisans (exception: 25.6.3.1
French AG.) Now add any IP and the highest residual influence number
that the compelling Major Power may have.
Next, do the same for all units of the minor country and its
controlling Major Power with one major exception - only units that are actually
in a home country hex of the minor country are counted, not those within 3
hexes. Again, units in ZOC are counted, as are face down units. Add to this the
number of IP and the highest residual influence point number.
Compare the two totals. If the compellance
value of the Major Power is greater than double the compellance
value of the minor, surrender is compelled. The surrender may be compelled by
the compelling power in any subsequent Declaration of War step. If the
compelling power chooses not to exercise surrender during that next turn, all
totals are recalculated in the next Compellance Step.
Similarly, alignment may be compelled if the compellance
value of the Major Power is greater than triple the compellance
value of the minor.
In cases where the compellance value of the
minor is zero, the compelling Major Power's number must be at least 2 or 3
respectively for surrender and alignment.
25.6.3.1 French Administration Groups
There are special modifications for Vichy and Free French AG. The
garrison value of Free French units is doubled and that of the USA is
multiplied by 1.5. The garrison value of all USSR units is halved. The value of
CW units is halved if Free France has not been installed. Vichy France also
gains 1 point of garrison value for every 2 Vichy French non-CP naval units in
the AG.
French AG cannot be compelled to surrender unless the compelling power
is at war with the AG. They can be compelled to align without a declaration of
war, however. Note that this allows Axis nations to compel alignment of Free
French AG, even if at peace with the CW.
Example 1: It is 1944 and the USSR player wishes to compel the surrender of
Finland, a country that is aligned with Germany. The USSR player totals his
garrison value and comes up with a value of 32. The USSR has no Accommodations
or IP, so his total remains 32. Germany now totals the garrison value and comes
up with a value of 9. The Germans have an Align Country (6/3) Accommodation,
which has a residual influence value of 3, and 1 IP. His total is 13. Since the
USSR's total of 32 is greater than double the modified value for Finland, the
USSR may compel surrender in any Declaration of War phase of the following
turn. The USSR is not required to compel surrender, but if it does not the
totals are recalculated during the next E7.7.6 Compellance
Step.
Example 2: It is 1942 and the Japanese player wishes to compel the alignment of
the French Indochina Administration Group, which is a minor country aligned to
the CW. Japan totals its garrison value, and comes up with a value of 8. Japan
has 4 IP, so its total is now 12. The CW now totals the garrison value and
comes up with a value of zero. The CW has an Align Country (6/3) Accommodation
which has a residual value of 3. Japan may compel alignment.
25.6.3.2 Effects of Surrender
The minor country is subjected to 13.7.1 Complete Conquest.
French AG cannot be compelled to surrender unless the compelling Major Power is
at war with the AG. If a French AG surrenders, any French units in the AG that
would normally be removed from the game per 13.7.1 are instead placed in
the Free French force pools.
25.6.3.3 Effects of Alignment
The compelling power is considered to have achieved the Accommodation
Full Ally (8/4). All other Accommodations and IP of all Major Powers are
removed.
All land and aircraft units of the minor country are now controlled by
the compelling power, unless they are stacked with, or in the ZOC of, a land or
aircraft unit controlled by a nation at war with the compelling Major Power.
These units are destroyed. The Major Power that compelled the alignment has the
option to add the minor country's units to his own force pool at any time. Land
or aircraft units stacked with units they no longer cooperate with are now
moved to the nearest legal hex they can stack in.
Naval units that are on map come under the control of the power that
controls the hex they are stacked in. Units at sea remain under the control of
the power that controlled them prior to alignment. Naval units on the
production circle, in the repair pool and in the construction pool belong to
the Major Power that compelled alignment.
Control of hexes in the controlled minor is as per 13.7.1
Conquest with this exception: all hexes occupied by a land or aircraft
unit or in the uncontested ZOC of a unit of a nation at war with the compelling
Major Power remain under the control of the Major Power that controls the unit,
unless already controlled by another Major Power on the same side.
Example: Russia has compelled
Rumania to ally with it. A German INF is in Bucharest and a German FTR is in
Ploesti. Bucharest, Ploesti, and any hexes adjacent to Bucharest that do not
contain a unit on the Allied side are considered German controlled hexes. All
other hexes in Rumania are considered Russian controlled.
25.7 Minor Countries
These rules replace WiFFE section 19.0 in its
entirety.
Minor countries are defined by the scenario information (see 26.0
Global War Scenario). There you will also find which minors have
granted Accommodations to, or been conquered by, Major Powers.
25.7.1 Neutral Minor Countries
Major Powers can achieve a wide variety of Accommodations from minor
countries that are fully described in 25.6.2 Accommodations.
Unless the appropriate Accommodation is gained, units may not enter or trace
supply through hexes controlled by a neutral minor country.
Resources and production points may be transported through hexes
controlled by neutral minor countries. Note that the Accommodations Use of Base
(3/0) and Access to Country (4/2) do not change control of hexes, so a resource
can be transported through a hex that is occupied by enemy units so long as the
minor is neutral.
Option 58: (Internment) A minor country unit can move or rebase into a neutral
minor country. A unit that does that is destroyed (PiF
option 28: but any pilot survives). Such minor country units that are
destroyed without being able to trace a supply path of any length to a primary
supply source of their controlling Major Power (see 2.4.2) are
removed from the game.
25.7.2 Controlling Neutral Minors
Neutral minor countries enter the war when they are declared war on, or
by Accommodation.
Entering by War
When a Major Power declares war on a minor, the minor must be aligned
with a Major Power on the other side that is at war with the declaring Major
Power if possible. If there are several choices, the power whose capital is
closest to the minor country's capital chooses. All Accommodations and IP of
all Major Powers are removed. The Major Power that is aligning the minor
country gains all the advantages of the Full Ally (8/4) Accommodation with the
aligned minor if and only if it is at war with the declaring Major Power. This
is not technically an Accommodation per se in that this Full Ally status is not
subject to Reduce Accommodation.
When a minor country has been declared war on by a Major Power that is
not yet at war with another Major Power, assign a Major Power to act for the
minor country. The movement of the minor’s units counts against the assigned
Major Power's action limits, but there is no further effect. The minor does not
make its resources or factories available to the Major Power, does not
cooperate with the Major Power, does not allow entry into its controlled hexes
without a Declaration of War, and its units cannot be built by the Major Power
- in short, behaves towards the controlling power as if it were still neutral.
Entering the War by Accommodation
The other way to bring
a minor country into the war is by alignment. During any E7.7.3
Accommodations step a Major Power may achieve the Align Country or Full
Ally Accommodation. The minor can then be aligned during any Declaration of War
phase by that Major Power.
Who Can Enter
the Minor
Your
units can enter hexes controlled by a minor country if:
·
you are at war with it or with the Major Power that controls it; or
·
it is conquered by you or another active Major Power on your side; or
·
it is aligned with any active Major Power on your side and the unit
entering is controlled by an active Major Power (subject to the foreign troop
commitment rules ~ see 18.2); or
·
it is aligned with a neutral Major Power on your side and
the unit entering is one of that Major Power’s unit.
25.7.3 Minor Country Units
25.7.3.1 At-Start Forces
When a minor country aligns with a Major Power, that power sets up its
units immediately, in hexes controlled by that minor country. All the minor's
land and aircraft units (except those units specifically designated to a city
or territory outside of the home nation) and at least half of its naval units
must set up in the minor country's home nation hexes. Set up each of the
minor's land and aircraft units that have a year earlier to the alignment on
its back. If it has the current year or 'Res', put it on the production circle
to arrive as a reinforcement in the next turn (PiF
Option 28: along with its pilot).
Do not include TRS from Ships in Flames. Do not include any units from
Planes in Flames or Mech in Flames. In all cases, you
can add these units to your force pools - see 27.7.3.2 Production.
Set up on the map each of the minor's naval units that has a date on
its back that is at least 2 years earlier except those sunk prior to the start
of the scenario. For example, in the Global War campaign, if your opponent
declares war on Spain in 1940, you would set up all the Spanish ships that have
1938 or earlier on the back of their counter except for the España.
If the date is 1 year earlier, put the unit into the construction pool.
If it is the current year, the units are not yet set up (see Production below).
Set up 1 oil marker in any hex eligible to have saved oil.
Set up this many convoy points (use the controlling Major Power's
convoy points):
|
Country |
WIF |
SIF |
|
Argentina |
0 |
1 |
|
Belgium |
0 |
2 |
|
Brazil |
0 |
2 |
|
Central
America |
5 |
5 |
|
Chile |
0 |
1 |
|
Denmark |
5 |
6 |
|
Estonia |
0 |
1 |
|
Finland |
5 |
3 |
|
Greece |
10 |
10 |
|
Latvia |
0 |
1 |
|
Netherlands |
10 |
10 |
|
Norway |
15 |
13 |
|
Poland |
0 |
1 |
|
Portugal |
0 |
1 |
|
Rumania |
0 |
1 |
|
Sweden |
5 |
6 |
|
Turkey |
0 |
1 |
|
Yugoslavia |
0 |
1 |
AfA option 10: Also set up all of a minor
country's territorials (see 22.4.5 Territorials). These go into the territorial's home
country, not their controlling minor countries. For example, the NEI
territorial goes into the Netherlands East Indies, not the Netherlands.
25.7.3.2 Production
A Major Power can choose to add the aligned minor country's units to
its force pool during any production phase if the minor country has not been
conquered. Once this occurs, the minor country's units must always enter the
force pools as they become available.
25.7.4 Resistant and Cooperating Minors
Resistant Minors
Some minor countries had stable governments that were determined to
avoid entry into the war. To reflect this the likelihood to gain influence is
reduced, and the cost to gain Accommodations is increased.
Subtract 2 from the Major Power's PS when attempting to convert IR to
IP for Sweden, Spain and Switzerland; and subtract 1 for Argentina, Turkey and
Norway.
Subtract 2 from the Major Power’s PS when attempting to convert IR to
IP for Metropolitan Vichy France and
Morocco/Algeria/Tunisia once a Vichy government is installed. Subtract 1
from the Major Power’s PS when attempting to convert IR to IP for Syria once a
Vichy government is installed.
Add 2 to the cost of all Accommodations for Sweden, Spain, and
Switzerland; and add 1 to that for Argentina, Turkey and Norway.
If a Vichy government is installed, add 2 to the cost of Accommodations
for the Metropolitan Vichy France and Morocco/Algeria/Tunisia AG, and add 1 for Syria.
In addition, all minors have their resistance increased by +1 beginning
J/F 1943 and by +2 beginning J/F 1944. This increase in resistance applies to
rolls by all Major Powers except for the US.
Example: Starting in J/F 1943, the resistance modifier for Rumania increases
for every Major Power except the US from +0 to +1. In J/F 1944 this would
increase to +2. Likewise, in J/F 1943 the resistance modifier for Sweden would
be +2 for the US and +3 for all other Major Powers. In J/F 1944 the resistance
modifier for Sweden would be +2 for the US and +4 for all other Major Powers.
Cooperating Minors
Certain minor countries shared considerable economic and cultural ties
and reacted negatively to threats against their neighbors. There are four such
groups:
A Declaration of War against one member of a group results in a gain of
4 IR for the other side in the other members. In the example of case 3, the 4
IR are distributed among the other two members in any desired manner, 4 IR for
one minor and none for the other, 2 each etc. If the Allies issue the
Declaration of War the gainer is Germany; if the Axis, the gainer is the CW
(Exception: the US gains for the Brazil/Uruguay group).
In the case of Norway, if using the
historical Norway rules from WIFH, then an Allied declaration of war on Norway
in 1939 results in Germany gaining 8 IR to distribute amongst Finland and
Sweden. An Allied declaration of war on Norway in 1940 results in Germany
gaining 6 IR to distribute amongst Finland and Sweden.
25.7.5 New Minor Countries
New minor countries may be created during the course of the war. Major
Powers may also set up collaborationist governments in certain territories that
they control.
25.7.5.1 Netherlands East Indies
The Netherlands East Indies (NEI) is a minor country aligned with the
Netherlands. Netherlands naval forces may set up in the NEI when and if the
Netherlands goes to war. Should the Netherlands home nation be conquered by or
aligned to any Axis Major Power, the NEI becomes a newly independent minor
country. The NEI minor country is at peace with all Major Powers. The CW and
Japan both gain the "Gain Half Resources (2/0)" Accommodation from
the NEI, with the CW considered to have received the first Accommodation. All
Netherlands on-map units in the NEI are now considered NEI units, though any on
the production spiral are removed.
25.7.5.2 Greenland and Iceland
Greenland and Iceland are a territory and minor country aligned with
Denmark. Danish naval forces may set up in Greenland and Iceland when and if
Denmark goes to war. Should the Danish home nation be conquered by or aligned
to any Major Power, "Greenland and Iceland" becomes a newly
independent minor country with its capitol Reykjavik. Greenland and Iceland is
at peace with all Major Powers. All Danish on-map units in Greenland and
Iceland are now considered Greenland and Iceland units, though any on the
production spiral are removed. The US may play the US Entry Option #7 "US
Occupies Greenland and Iceland" in any US Entry Action phase when
Greenland and Iceland are neutral.
25.7.5.3 Croatia
Germany may establish the state of Croatia if it has aligned Hungary,
controls Belgrade, and Yugoslavia has been conquered. Zagreb becomes a
secondary supply source, and Germany may place the Zagreb MIL unit on the
spiral to be received in the next reinforcement phase. The partisan number for
Yugoslavia increases by 4.
25.8 The Nazi-Soviet Pact
In all World in Flames scenarios that start after Jul/Aug 1939 and
before Jul/Aug 1941, the USSR and Germany have a Nazi-Soviet pact in place that
regulates their spheres of influence. They signed their pact on the 23rd August
1939.
USSR and Germany start the 1939 scenario with a trade agreement in
place to exchange German build points for Soviet resources. In each turn,
Germany must lend lease 2 build points to the USSR while the USSR must supply
Germany with 7 resources (2 of them must be oil). These numbers can change if
circumstances vary. For each of:
that an Axis Major Power either declares war on or aligns, reduce the
number of resources the USSR must supply by 1 (minimum 0). Reduce the ordinary
resources before you reduce any oil resources.
Reduce the number of resources by 1 from the turn that Finland allows a
USSR claim on the Finnish borderlands or from the turn the USSR occupies
Helsinki (see 25.8.4 Soviet Border Rectification) and by 1 from the turn that
Rumania allows a USSR claim on Bessarabia or from the turn the USSR occupies
Bucharest. Note that each minor country only reduces resources once even if
claims are allowed and the minor is declared war on or aligned.
For each of Denmark, Greece, Hungary, Norway, Sweden or Yugoslavia that
the Soviet Union declares war upon, or that a Soviet controlled unit enters,
Germany may choose to either keep one of the build points it would normally
send to the Soviet Union, or receive an extra oil from the Soviet Union, each
turn. This choice cannot be changed later. In addition, USSR entry into these
countries allows Germany to break the pact.
The USSR and Germany stop supplying these resources and build points
once the Nazi-Soviet pact is broken and keep them for themselves, even the turn
the pact is broken.
Any time Germany controls Paris or a Vichy government is installed,
Germany may declare war on the USSR no matter what the respective garrison
values are between the two countries nor whether they have a common border. As
long as Germany and Italy are both active, the USSR may not declare war on
Italy unless it can also declare war on Germany. Note, this does not mean the
USSR has to declare war on Germany – it just must be capable of doing so.
25.8.1 Eastern Poland
The USSR can exercise its Nazi-Soviet Pact rights to occupy eastern
Poland during any Allied land movement step. This allows USSR units to enter
Eastern Poland. Move any Axis units there to the nearest Axis controlled hex
they can stack in. Any Allied (except Soviet) units there are destroyed. The
USSR completes the exercise of those rights by controlling the cities of Lvov
and Vilna. However, the USSR can only complete those rights if Poland has not
been conquered. Once the rights have been completed, that part of Poland to the
east of the partition line becomes conquered by the USSR. If the rights have not been completed by the
time Poland is conquered, then all of Eastern Poland reverts to the control of
the conquering Major Power. Any USSR units in Eastern Poland are immediately
moved to the nearest friendly hex into which they can stack.
Axis units may not cross the partition line after the USSR exercises
its rights unless Germany and the USSR are at war. The Commonwealth can add a
randomly chosen Polish MOT and MECH to its force pools anytime that:
All the Polish units covered by this rule are treated as British for
all purposes.
25.8.2 Baltic States
The USSR can exercise its Nazi-Soviet Pact rights to occupy the Baltic
States (Latvia, Lithuania and Estonia) during any Allied land movement step
after it has exercised its rights to eastern Poland. The USSR exercises its
rights by moving a land unit into any hex controlled by a Baltic state. They
are immediately conquered - no units are set up and no alignment or control by
a Major Power occurs. Any IP or Accommodations in the Baltic States are
removed.
25.8.3 Breaking the Nazi-Soviet Pact
If a German controlled land or aircraft unit enters any hex in Estonia,
Latvia, Lithuania or Turkey, then the Soviet player can break the Nazi-Soviet
pact during any Allied declaration of war step. If a Soviet controlled unit
enters any hex in Denmark, Greece, Hungary, Norway, Sweden or Yugoslavia, then
the German player can break the Nazi-Soviet pact during any Axis declaration of
war step.
Once broken, there is no longer a neutrality pact or a trade agreement
between Germany and the USSR.
Upon Declaration of War by Germany against the USSR, Germany receives 2
IR in each of Rumania, Finland, Hungary, and Bulgaria. This is in addition to
any IR gained due to border rectification.
25.8.4 Soviet Border Rectification
The Soviet Union laid claim to territory held by several of its
neighbors. As a result of the Nazi-Soviet partition of Poland, it recovered the
land it claimed from that country. Subsequently and with German approval, it
absorbed the Baltic States satisfying further claims. This rule covers its
claims over Rumania and Finland.
25.8.4.1 Finland
The USSR doesn't claim the Finnish borderlands
If the USSR doesn't claim the Finnish borderlands, it cannot declare
war on Finland.
The USSR claims the Finnish borderlands
During any Allied declaration of war step (after the first) while Finland
is neutral, the USSR can claim the Finnish borderlands. The German player
(acting as Finland) must either allow the claim or deny it.
If Finland allows the claim, it stays neutral and the Finnish
borderlands become part of the USSR for all purposes until the USSR controls no
hex in the Finnish borderlands (at which point the Finnish border lands again
become part of Finland). The USSR cannot declare war on Finland for the rest of
the game.
The port of Hango is considered a part of the
Finnish Borderlands, but only USSR naval units may enter the hex. In the event
Finland is aligned by Germany, all USSR naval units in Hango
must immediately rebase (remaining face up) to an available USSR port. If there
are no available USSR ports (due to movement restrictions, capture, or iced-in
ports) then the naval units are destroyed.
The USSR gains 1 IP in any 2 minor countries that are adjacent to it
except Finland, and 2 DIR: Europe. The USSR's PS is -2 vs
Finland for the remainder of the game. Germany gains 2 IR in each of Sweden,
Norway and 4 IR in Finland. The USSR gains a permanent +1 PS. In addition, if
Germany declares war on Russia (or vice versa), then Germany gains 4 IR in
Finland. Finally, the USSR ships one less resource to Germany as per the Nazi-Soviet
Pact rules.
If Finland denies the claim, a limited state of war exists between the
USSR and Finland. This limited state of war is treated exactly as a normal
state of war except as delineated below. There is a US Entry roll of -4 against
Germany/Italy as a result of this limited state of war.
During the limited war, all Finnish losses are placed in a separate
pool (the “Loss Pool”).
As soon as there are no Finnish land units in any Finnish border hex
(excluding Hango), the USSR has the option to force a
peace. This option takes place in the Allied Declaration of War Step.
If the USSR forces a peace, all of the effects that occur if Finland
had accepted the demand in the first place come into play (e.g. +1 PS for USSR,
one less resource to Germany, IR rolls, etc).
In addition, half of the Loss Pool, rounded up, are removed from the
game until Germany aligns Finland, at which point the units are returned to the
Finnish force pool after Finnish forces are set up on the map.
If the USSR declines to force a peace, the limited state of war
continues until the USSR occupies Helsinki or elects to force a peace as above.
As soon as Helsinki is occupied by the USSR, the limited state of war
ends. There is an immediate US entry roll of -14 against Germany/Italy. Finland
is completely conquered. The Loss Pool is returned to Finland’s force pool .
All of the effects that occur if Finland had accepted the demand come
into play (e.g. +1 PS for USSR, one less resource to Germany, IR rolls, etc.). In addition, Germany gains IR to distribute
in Norway and Sweden as if the USSR has declared war on Finland - see 27.7.4
Cooperating Minors.
25.8.4.2 Rumania
The USSR doesn't claim Bessarabia
If the USSR doesn't claim Bessarabia, it cannot declare war on Rumania.
The USSR claims Bessarabia
During any Allied declaration of war step (after the first) while
Rumania is neutral, the USSR can claim the Rumanian borderlands. The German
player (acting as Rumania) must either allow the claim or deny it.
If Rumania allows the claim, it stays neutral and the Rumanian
borderlands become part of the USSR for all purposes until the USSR controls no
hex in the Rumanian borderlands (at which point the Rumanian border lands again
become part of Rumania). The USSR cannot declare war on Rumania for the rest of
the game.
The USSR gains 1 IP in any 2 minor countries that are adjacent to it
except Rumania, and 2 DIR: Europe. The USSR's PS is -2 vs
Rumania for the remainder of the game. Germany gains 4 IR in Rumania and 2 IR
in either Hungary or Bulgaria. The USSR gains a permanent +1 PS. In addition,
if Germany declares war on Russia (or vice versa), then Germany gains 4 IR in
Rumania. Finally, the USSR ships one less resource to Germany as per the
Nazi-Soviet Pact rules.
If Rumania denies the claim, a limited state of war exists between the
USSR and Rumania. This limited state of war is treated exactly as a normal
state of war except as delineated below. There is a US Entry roll of -4 against
Germany/Italy as a result of this limited state of war.
During the limited war, all Rumanian losses are placed in a separate
pool (the “Loss Pool”).
As soon as there are no Rumanian land units in any Rumanian border hex,
the USSR has the option to force a peace. This option takes place in the Allied
Declaration of War Step.
If the USSR forces a peace, all of the effects that occur if Rumania
had accepted the demand in the first place come into play (e.g. +1 PS for USSR,
one less resource to Germany, IR rolls, etc).
In addition, half of the Loss Pool, rounded up, are removed from the
game until Germany aligns Rumania, at which point the units are returned to the
Rumanian force pool after Rumanian forces are set up on the map.
If the USSR declines to force a peace, the limited state of war
continues until the USSR occupies Bucharest or elects to force a peace as
above.
As soon as Bucharest is occupied by the USSR, the limited state of war
ends. There is an immediate US entry roll of -14 against Germany/Italy. Rumania
is completely conquered. The Loss Pool is returned to Rumania’s force pool .
All of the effects that occur if Rumania had accepted the demand come
into play (e.g. +1 PS for USSR, one less resource to Germany, IR rolls, etc.).
25.8.4.3 Claims on Rumania
If Rumania allows the claim, then in the next Axis declaration of war
step, Bulgaria and Hungary will call upon Germany to resolve its border
disputes with Rumania. Germany has the option to play the various "Rules
in Favor of..." options to these three nations.
Germany may play one "Transylvania" option and one
"South Dobruja" option. Germany is not
obligated to play any option - as example it may rule on South Dobruja but not on Transylvania, or take no action at all.
If it rules in favor of Hungary, the "Transylvania" area becomes part
of the Hungarian home nation. If it rules in favor of Bulgaria, the "South
Dobruja" area becomes part of the Bulgarian home
nation.
Germany, if it is to take any of these options, must do so in the first
Axis declaration of war step that Bulgaria and Hungary call upon it to resolve
the border disputes.
25.8.5 Austria, Czechoslovakia, and East Prussia
Austria,
Czechoslovakia, and East Prussia are part of the German home country. You can’t
conquer them separately from the rest of Germany.
25.8.6 Albania
Albania is
considered to start the game conquered by Italy. However, Albania is not
subject to political influence.
25.8.7 MIL Units
All MIL that arrive
in cities in an aligned minor country are units of that minor county. All other
MIL are Major Power units.
25.9 Vichy France
This section replaces the entirety of Section 17 - Vichy France.
The Axis may be in a position to install a Vichy government before
France is conquered. Major Powers may also gain influence over Vichy France by
actions taken by both Allies and Axis during the campaign for France and by
certain US Entry Actions. All such IP are placed in the "Metropolitan
Vichy France" pool even though France is unconquered and Vichy might never
be declared.
Germany, Italy and the CW may allocate DIR to Metropolitan Vichy France
once Germany is at war with France. The CW may allocate DIR only in a Politics
Step that it has an HQ in the French home nation. No Accommodations may be
granted by Metropolitan Vichy France until Vichy has been declared.
Metropolitan Vichy France is not resistant to influence until Vichy France has
been declared.
Influence Gained During Campaign for France
Each French home nation city captured that was not declared an open
city earns that Major Power 2 IR, with an additional +1 IR if it contains a
factory and a further +3 IR if that city is Paris. Each conquered French
territory earns the conquering Major Power 2 IR. Once Paris is controlled by
the Axis, no further IR can be gained through these conditions. These IR are
gained in Metropolitan Vichy France.
Declaring Open Cities
The French player may declare a French home nation city an open city
during any Allied Declaration of War phase. All French units must leave the hex
before the end of the impulse. Any that cannot or do not leave are subject to
the following, to be applied at the end of the Allied impulse:
The French player may change his decision to declare a French home
nation city an open city in a subsequent Allied Declaration of War phase if
France still controls the city.
While still under French control, the open city provides supply and any
factories or resources can be used for production. Reinforcements may not be
placed there, nor may any French unit end any step in an open city. French
units forced to retreat into an open city are considered Shattered instead.
French units may not attack Axis units that occupy an open city.
Red factories and major ports captured in open cities are not subject
to 22.2 Factory Destruction.
25.9.1 Creation of Vichy France
In Chorus of Nations, the Vichy Declaration Phase (E7.4) is moved to the
end of the turn, following the Politics Step and becomes E7.8.
Vichy Creation Order of Play
Converting IR and DIR into IP during Vichy Creation:
During
Vichy Creation there will be multiple opportunities for IR and DIR to be
converted to IP. In this case, the Diminishing Returns rule (25.0)
applies to the Vichy Creation procedure separately from the Politics Step and
only applies once the 3rd IR or DIR is rolled for.
When
converting DIR or IR into IP during Vichy Creation, at each step where such
conversion is possible, the converting player must decide how many DIR or IR
will be converted before rolling to convert the DIR or IR.
Example: Germany occupies Paris and has elected to install a Vichy government.
During the Politics step, it gains 3 IR rolls in Metro Vichy France. Those
rolls are at a –1 PS due to diminishing returns. Later during Vichy Creation,
Germany still has 4 DIR in its European pool and it is at a step where it can
convert those DIR into IP for Metropolitan Vichy France. The German player must
now announce before he rolls how many DIR he wishes to try to convert into
Metropolitan Vichy French IP. Assuming he wants to convert 3 DIR, he would then
roll 3 dice. The first two dice would be at no penalty to his PS (i.e. no
diminishing returns). The third die, and ANY further conversion attempts during
Vichy Creation, would be at –1 PS due to diminishing returns.
25.9.1.1 Cessation of Hostilities
At the moment that an in-supply Axis land unit occupies Paris, France
will offer Germany the opportunity to install a Vichy government. Germany may
choose to reject the offer, or to install a Vichy government. Germany must make
the choice immediately. Should Germany choose to install a Vichy government,
France comes to a cessation of hostilities. From that point on, no French units
may initiate hostilities of any kind against German or Italian controlled units
(and vice versa, no German or Italian controlled units may initiate hostilities
of any kind against French controlled units). In other words, they may not
overrun, engage in attacks, bombard, ground strike, or engage in any air
missions against or naval combat with German or Italian controlled units.
France also may not declare war on any Major Powers or minor countries, and a
declaration of war by another Allied Major Power does not put France at war
with the subject of that declaration. Italy may not declare war on France.
This cessation of hostilities lasts until the end of the turn.
Example: It
is J/A 40 and Italy is neutral. Germany occupies Paris with an in supply land
unit. On the next impulse, the CW declares war on Italy. The CW is now at war
with Italy, but France is not. For all intents and purposes, France is neutral
with regard to Italy.
25.9.1.2 France Sues for Peace
If a Vichy government is installed, then during the first Peace Step,
Metropolitan France itself is divided into two countries - Metropolitan Vichy France
and Occupied France. All French influence is removed from all countries in all
geographical regions. All French Accommodations are eliminated. All French
Intelligence Points are eliminated and all French veto points (if playing with LiF) are removed. Germany gains +1 PS. At this point in
time, the resistant minors modifiers for Vichy AG begins.
Germany also gains 1 IR and 1 DIR for each victory hex currently
controlled by France as if they were captured. This influence is applied as
described in 25.2.3 Victory Hexes save that the new French Administration
Groups (AG) are affected as well, including the AG that the victory city is
within. These IR and DIR may be resolved immediately to convert them into IP or
they may be saved for a later Politics Step.
Example: Germany controls Paris and installs a Vichy government. Germany will
gain IR and DIR for each of Marseilles, Dakar and Saigon that is still
controlled by France. Germany can immediately roll against its PS for some or
all or none of these in order to try to annex portions of France or to transfer
French territories as described below.
Germany is not required to accept the French suit. If it chooses not to
accept, it loses the opportunity to install a Vichy government. France may
still be incompletely or completely conquered.
25.9.2 Axis Annexations
Germany may now spend 2 IP in Metropolitan Vichy France to annex
Alsace-Lorraine, which is defined as Metz, Strasbourg and the hexes containing
the printed Maginot line fortresses. If it has insufficient IP in Metropolitan
Vichy France, it may attempt to convert DIR at this time. If annexed, these are
now considered part of the German home nation.
If Italy was at war with France, it may now spend 4 IP in Metropolitan
Vichy France to annex Corsica. If it has insufficient IP in Metropolitan Vichy
France it may attempt to convert DIR at this time. If annexed, Corsica is now
considered part of the Italian home nation.
25.9.3 Armistice and Peace
The printed Vichy borders represent the Armistice line that was
negotiated with the surrender of the French armies. France expected that this
would be a starting point for negotiations and not the end result, while the
Germans were wholly satisfied with the deal that they got. Laval and other
French leaders, desperate to secure the release of 1,000,000+ French POW and
remove French population centers from the burden of Occupation, offered Germany
considerable concessions in its Empire in return.
Germany may choose to ignore the French overtures and insist on the
terms of the Armistice. Metropolitan Vichy France is then composed of the
printed borders, with its capital of Vichy. Occupied France becomes a minor
country conquered by Germany, with its capital of Paris. During the 25.9.6
Germany Distributes French Forces phase Germany may place a maximum of
1 land or air unit in Metropolitan Vichy France, though it may place as many
naval units there as desired. Germany now gains IR equal to the lowest 1 of 5
dice that it can distribute into any French AG it desires. These IR may be
resolved immediately to convert them into IP or they may be saved for a later
Politics Step. At this time any remaining DIR may be converted by Germany into
IR by rolling against PS.
Creating Peace Terms
Germany may choose instead to respond to French overtures and allow
French administration over cities, production and resource centers in excess of
the printed Vichy France borders in return for concessions in its controlled
minor countries.
Germany now determines what portion of France is considered Occupied
France, and which is considered Metropolitan Vichy France. Germany will receive
1 IR for every city, red factory, minor port, major port and resource hex that
it gives to Metropolitan Vichy France in excess of those within the printed
borders. Germany receives an additional 3 IR if it grants Paris. Each condition
is cumulative - for example Bordeaux, containing a major port and a city is
worth 2 IR. The maximum number of air and/or land forces that may be placed in
Metropolitan Vichy France is increased by 1 for each IR granted. Occupied
France must contain at least 3 cities. Germany now gains additional IR equal to
the lowest 1 of 5 dice. These IR may be resolved immediately to convert them
into IP or they may be saved for a later Politics Step. At this time any
remaining DIR may be converted by Germany into IR by rolling against PS.
Germany now assigns control of hexes not containing cities and
resources subject to these criteria:
1. Each French city must have at least 2 hexes adjacent to it that are
part of its new home country.
2. Each French hex must have a line of communication to every other hex
in its new home nation across hexes controlled by that same country, with the
exception of Corsica.
Germany now designates a capital for both Occupied and Metropolitan
Vichy France. Paris must be the capitol of either Metropolitan Vichy France or
Occupied France.
25.9.4 Territorial Concessions and Final Administration
Germany may now transfer control of French minor countries or
territories on the European or African maps to Germany, Italy or Spain. The
territory must be controlled by France and cannot be the Metropolitan Vichy
France AG. It costs 8 IP to transfer Tunisia, Algeria or Morocco; 6 IP to
transfer Syria; and 4 IP for any other French minor country or territory on the
European or African map. These IP must be taken from the Metropolitan Vichy
pool.
If the Axis controls any of these territories then they may be
transferred as above at no IP cost.
If any units are within the territory (either French or non-French),
they are placed in the nearest friendly controlled hex they can legally stack
in. All TER, whether on the board or in a force pool, enter the force pool of
the new controlling country.
Granting a territory to Italy raises Italy's PS by 1.
Granting Morocco, Algeria or Tunisia to Spain gives Germany the use of
2 Spanish factories and 2 Spanish resources. Granting any other gains Germany
the use of 1 Spanish factory and 1 Spanish resource. Germany gains this
production benefit so long as it controls Paris. This commitment comes first,
before any other Accommodations are considered, though any uncommitted
resources are still available. Thus if the USA later gained the "Grant All
Resources (4/1)" Accommodation, Germany would still be able to use any
factories and resources granted as long as it held Paris, with the USA getting
the remaining resources.
Resources and factories granted by Spain are not cumulative. Even if a
territory is granted to Spain by an Axis Major Power other than Germany, all
Spanish resources and factories are lent to Germany.
Example: Germany grants Algeria to Spain by expending 8 IP. Spain will now
grant Germany the use of 2 resources and factories. Should Germany also grant
Syria to Spain for another 6 IP, it would not receive any additional resources
or factories. Similarly, should Italy have conquered Tunisia and grant it to
Spain, no additional resources or factories would be granted to Germany.
Germany may grant as many territories as it wishes, so long as it has sufficient
IP.
Germany now conquers occupied France. Control of occupied France is as
per 13.7.1 with this exception: Germany controls all hexes
controlled by French units. Metropolitan Vichy France is now the home country
of a new minor country - Vichy France. Vichy France is a neutral minor country
run by Germany.
Free France (see below) is an alternative government that may be
installed by the CW player once the conditions of Creation of Free France are
met. Free France is a minor country aligned with the CW.
French territories and minor countries already conquered by the Axis
remain conquered by them.
Minor countries allied to France or conquered by France at the time of
Vichy creation each become a new French AG for purposes of Vichy creation.
All non-French air and land units in a French hex are moved by the
owning player to the nearest hex they can stack in that is controlled by its
Major Power, a co-operating Major Power, or its aligned minors. The owning
player must rebase every non-French naval unit in a French hex to the nearest
friendly controlled port within double the range of the rebasing naval unit. If
there is no such base, the unit is destroyed. Non-French units in Occupied
France and territories conquered by the Axis are not subject to this rule.
25.9.5 Determining French Forces and Force Pools
Remove all French non-naval units and markers on the production circle
to Metropolitan Vichy France. If using Option 28 (Pilots) an aircraft
unit can only be moved for each French pilot on the production circle or on the
pilot track. All unpiloted aircraft on the circle, or unused pilots are lost.
All naval units on the production circle, in the repair pool, or in the
construction pool remain there as Vichy French units belonging to the Metropolitan
Vichy France Administration Group.
Place in the force pools all French "Res" and "Mil"
units, plus half the other French land and aircraft units (counted together).
Germany chooses which units are placed there. Any planes moved to the pool lose
their pilots.
25.9.6 Distributing French Forces
Germany may place up to 6 French naval units and 1 French land or
aircraft unit in French controlled hexes in each of the Asia/Pacific and
Americas geographical region. Germany now places all other French land, air and
naval units in French controlled hexes in the European and/or African
geographical regions, subject to stacking requirements. Any TER must be placed
in their country of origin. All units are placed face up regardless of their
prior status. Placement of units will have an effect on the likelihood of AG
joining Free France.
Randomly remove from the game half the units from each French force
pool. All units now in the force pool, plus any new ones that enter, are Free
French units. If using the Africa in Flames option 10, the country that
controls the country the TER belongs to can produce them.
25.9.7 Administration Groups
There are at least 10 French Administration Groups. These are:
Each administration group (AG) is treated as a separate minor country
for the purposes of the Politics Stage. All AG that reach the status of
"Aligned" or "Full Ally" are run by the aligning Major
Power. All not so aligned are considered part of Vichy France.
In addition to the 10 French AG listed above, each other minor country
or territory controlled (whether by conquest or alignment) by France at the
time of Vichy creation forms its own new French AG.
25.9.8 Initial Control of Administration Groups
As stated in Creation of Vichy France Germany gains IR and DIR for each
French victory hex currently controlled by France.
Germany and Italy may also expend any IP in Metropolitan Vichy France,
or any regional DIR to convert into IR at this time. IP in Metropolitan Vichy
France may be assigned to any AG in the European or African geographical
regions.
AG that contain French units are more likely to become and remain under
Vichy control than those that do not. There is a modifier of -1 for each French
land or aircraft unit in the AG and -1 for every 2 naval units (CP, TRS, AMPH
and SUB do not count.) These modifiers are cumulative.
Roll a die for each AG, and subtract any modifiers. This is the amount
of CW IP in each AG. Negative results are considered zero.
Example: Germany wants the Morocco/Tunisia/Algeria AG to resist Allied
influence, so it has moved 3 French land units and 12 French naval units there.
There is a modifier of -9 to the Initial Control die roll. The AG will also be
more resistant to Allied attempts to compel alignment or surrender (see Compellance).
25.9.9 Collapsing Vichy France
Vichy France collapses if an Axis unit enters Metropolitan Vichy before
it has been granted an appropriate Accommodation. Such a collapse may occur as
a result of normal land movement (including disembarkation from a naval
transport) or by means of rail movement. In the latter case, the Axis unit may
perform a rail movement into Vichy French territory. Such rail or land movement
must end in Metropolitan Vichy. All of Metropolitan Vichy France is now
conquered by Germany. Each Vichy French country or territory that has an Axis
land unit is conquered by that Axis power. All others become part of Free
France.
All land and aircraft units in Metropolitan Vichy France are removed
from the map and placed in the Free French force pools. All Vichy naval units
on the production circle, construction pool and repair pool become controlled
by Germany.
All on map Vichy units are now Free French. All such naval units in an
AG or territory that is now controlled by an Axis power are treated as if it
had been surprised when overrun (see 11.11.6).
25.9.10 Running Vichy France
Each Vichy French AG is considered a separate minor country for most
purposes. All Vichy French AG cooperate fully with all other Vichy French AG,
but do not cooperate with any Major Power unless aligned or unless at war. A
declaration of war on, or an alignment of, an AG has no effect on any other AG.
All Vichy French land and aircraft units, and all counters, within an
AG are considered controlled by that AG. All Vichy naval units are considered
controlled by the Metropolitan Vichy France AG, even if they are in other AG.
Such naval units that are based in an AG that is at war are not subject to
attack, but will rebase if the port they are in is captured. Naval units that
cannot rebase are destroyed.
Germany may move Vichy French units of any Vichy AG, even if that AG is
neutral, within the Action Limits of its impulse type.
Vichy French AG do not produce units. Germany may add all TER for Vichy
French AG to its own force pool and produce them if it wishes. Any Vichy French
unit destroyed may not be scrapped and instead is placed into the French forcepools. However, if A Vichy France AG is aligned or
allied with a Major Power then any Vichy French unit destroyed may be added to
the forcepools of its controlling Major Power.
Vichy French land and aircraft units are considered to belong to the
Vichy French AG in which they end any step of the turn. Thus, a Vichy French
INF that starts the naval step in Algiers and is transported to Damascus is
considered to be a Syrian INF at the end of the naval step. There is no need to
need to keep track of the AGs that Vichy land and aircraft units originated
from.
25.9.11 War with Vichy France
Allied Major Powers may declare war on French AG. A declaration of war immediately
grants Germany the Accommodation Access to Country (4/2) with that AG. German
units may now cooperate with units of that AG. A declaration of war on one AG
has no further effect on any other AG. A US Entry roll is made unless the CW
has already created Free France.
Axis Major Powers may not declare war on French AG. They may only
collapse Vichy France.
25.9.11.1 Compellance of French Administration
Groups
As stated throughout 25.6.3 Compellance,
there are special rules regarding the compellance of
surrender or alignment with French AG. These rules are summarized here for
clarity; refer to 25.6.3 for details.
Vichy French Will to Fight
When Allied Major Power units enter combat with Vichy French units
there is a chance that the French units will surrender or switch sides, rather
than fight. At least one Allied Major Power land unit must participate in the
combat in order for there to be a chance that Vichy French units will surrender
or desert.
Land Units
Before resolving any combats that include Vichy French units, check to
see if the unit(s) surrender or desert. Roll a die and adjust the total by the
modifiers listed below.
Choose the highest of the following conditions:
+4 if a Free French
unit is attacking or defending
+3 if a US unit is attacking or defending
+1 if a CW unit is attacking or defending
Now add any of these modifiers, if applicable:
+2 if an Axis unit
is present in Metropolitan Vichy France.
+2 if the Axis has aligned Metropolitan Vichy France.
+2 if the adjusted odds are equal to or greater than 3:1 (+6 if using the 2d10
chart) and the Allies are attacking
-4 if a VF unit is in an AG that is aligned with the Axis.
-2 if a VF unit is stacked with an Axis unit.
If the total is 9-11, the unit surrenders - if 12 or greater, the unit
deserts. Surrendered units are removed immediately from the map and placed as a
Free French unit in the appropriate force pool (see 25.9.12 Free France.) Units
that desert are removed immediately from the map and placed on the production
spiral as a Free French reinforcement to arrive next turn.
The above check is not made if the side opposing the Vichy units in
that combat are comprised solely of minor country units.
Example: If a Vichy land unit in Morocco is being attacked by a Free French INF
by itself, the above check is not made, as the INF is a minor country unit.
However, if that INF were joined by a Commonwealth INF, then the check would be
made.
Naval Units
Face-down or surprised Vichy French naval units that are subject to
overrun have their "to capture" die roll modified by -4 if a Free
French unit is overrunning, -3 for US and -1 for CW. As example, a US unit
overrunning such Vichy naval units would capture them on a 1-4 and destroy them
on a 5-7.
25.9.12 Free France
The CW player may, at its option, establish Free France as a minor
country aligned with the CW in any Declaration of War phase once it has
conquered or aligned a French AG. The CW designates a city within a conquered
or aligned AG to act as the Free French capital. All Free French reinforcements
arrive in this capital until the Allies control a French home nation city. Free
French reinforcements may arrive in any Allied controlled French home nation
city.
Creation of Free France obligates the CW and USA to give control of all
conquered, aligned or liberated countries or territories to Free France if they
were French before 1939. Such control is given throughout the remainder of the
game.
Creation of Free France allows the CW to declare war on any French AG
or align any French AG without a US Entry Roll. There is still a US Entry Roll
for the creation of Free France, however.
Free France may fully cooperate with the CW (and the US, once the US is
at war with Germany and Italy).
While Free France is still a minor it cannot produce its own units.
However, it can add French units to the CW force pool. When the CW first
establishes Free France, the French HQ "De Gaulle" may be added to
the CW force pool, and all Free French leaders may be added to the leader pool
in the proper year. For every AG that the Allies conquer or align thereafter,
they may move one random INF corps from the Free French to the CW force pool.
If no INF are available, they may add (in ascending order) MTN, MOT, HQ-I,
MECH, ARM. Free France may add French units to the US force pool once the US is
at war with Germany and Italy. Production in this manner changes when and if
the CW installs France as a Major Power (see French Major Power Status). In
order to be considered to have conquered an AG, every country within that AG
must be conquered. If any AG consists of territories that are not a part of any
country, then every territory must be conquered.
At any time at the end of the Politics Step, the capital of Free France
can be moved. Once this has been done, however, no further movement of the
capital of Free France may be made during that calendar year. Thereafter, the
capital of Free France may be moved once per calendar year.
25.9.12.1 French Major Power Status
The CW has the option to grant France Major Power status as a member of
the Allies if Free France has been established and any of these conditions are
met:
This option may be exercised during any E7.8 Vichy Declaration stage
that the listed conditions apply. France then gains all the rights of a Major
Power (choose actions different from the CW, produce independently etc.) Any
French units currently in the CW, US or Vichy French force pools are
transferred to the Free French force pool.
Upon formation of France as a Major Power, a new capital may be
designated. This capital must remain the capital of France until Paris is
liberated. Upon liberation of Paris, the capital of France becomes Paris for
the remainder of the game.
25.9.12 Accommodations with French Administration Groups
Any Major Power may gain Accommodations with French AG, including the
Metropolitan Vichy French AG, in the same manner as any other minor country.
Alignment of the Metropolitan Vichy French AG has no effect on other French AG.
26 Chorus of Nations - scenario setups
26.1 Global War Scenario 1939-194?
USA
Political Standing = 3
4 DIP Americas
Grant Half Resources Venezuela
Grant Half Resources Mexico + 1IP
Grant Half Resources Brazil
Access to Country Central America + 2 IP
China
Political Standing = 3
None
Italy
Political Standing = 3
Grant Half
Resources (1) Rumania
1 IP Yugoslavia
1 IP Greece
1 IP Spain
USSR
Political Standing = 3
1 IP Persia
1 IP Sweden
1 IP Bulgaria
1 IP Turkey
Full Ally Mongolia
Japan
Political Standing = 5
1 DIP Americas
3 DIP Asia/Pacific
Full Ally Korea
Full Ally Manchuria
Grant Half Resources Netherlands (Pacific)
3 IP Siam
Commonwealth
Political Standing = 4
2 DIP Europe
2 DIP Asia
1 DIP Americas
1 IP Belgium
1 IP Norway
Grant Half Resources Netherlands (Pacific)
Grant Half Resources Persia
Grant Half Resources Venezuela
France
Political Standing = 3
1 IP Belgium
Grant Half Resources Iraq
1 IP Switzerland
Germany
Political Standing = 6
2 DIP Europe
1 IP Argentina
1 IP Finland
Grant All Resources Hungary
2 IP Hungary
2 IP Rumania
Grant Half Resources Rumania (2)
Grant Half Resources Turkey
Grant All Resources Sweden