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TRANSCRIPT
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WHAT IF HISTORY WAS NOT YET WRITTEN… AMERIKA takes place in an “alternate time-‐line” reality to explore the possibilities of what could have happened if certain events during the war had a much different result. We travel back to 1940 at the onset of World War II. 1940: At the battle of Dunkirk, Hitler orders the continued advance of all German forces resulting in a devastating Allied defeat of French and British troops. Germany then focuses their resources on the Luftwaffe throughout the summer eventually overwhelming the RAF, and destroying the Royal Navy and their
bases in Britain. By winter, the German high command agrees not to invade Russia with the end in sight for the English. A temporary deal is struck with the Russians. 1941: Germany launches Operation Sea Lion against the British mainland and her vastly underpowered defenses. King George VI and Winston Churchill are forced to flee across the Atlantic. U.K. forces are withdrawn from Africa to help defend the homeland. With the British on their heels, Japan sees the opportunity to strike. In November they assemble the massive First Air Fleet and surprise U.S. forces at Pearl Harbor inflicting heavy carrier and battleship losses.
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1942: The battle for Britain rages for months. With Axis forces in control of nearly every ocean, the once mighty isle eventually caves to the unrelenting pressure. Britain officially surrenders to Germany, but her colonies fight on… The U.K. and the U.S. are severed by relentless U-‐boat wolf packs. In the Pacific, America attempts to contain the Japanese fleets with the help of Australia, but this proves difficult without British pressure and ample flight decks. 1943-‐1945: The long hard battle of Russia is fought from village to town, winter and summer. Germany and Japan, rich with oil, food, and technology, build huge armadas and fantastic wonder weapons while slowly squeezing Russian and Chinese supply lines until they too choose peace over destruction. Down, but not out, U.S. forces manage to harass enemy navies while preparing at home. Cities become fortresses. Homes become barracks. Factories become research facilities. An answer to Axis tyranny must be found… 1946: The transports are loaded. The men are battle hardened. The aircraft are all fueled and ready on the decks. One battle remains to be decided. The invasion begins…
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[INSERT FULL PAGE PIC OF GAME SETUP WITH ALL COMPONENTS]
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TABLE OF CONTENTS GAME OVERVIEW………………………………………………………………… 5 GAME CONTENTS………………………………………………………………… 5 SETTING UP THE GAME……………………………………………………….. 7 PREPARING FOR INVASION………………………………………………….. 8 BUILDING YOUR ARMY………………………………………………………… 8 THE UNITS OF AMERIKA……………………………………………………… 12 TURN ORDER………………………………………………………………………. 17 TURN SEQUENCE………………………………………………………………… 18
_________________________________________________________________________________________________________________ GAME CREDITS AMERIKA was designed and developed by: Doug Friend, Mike Kelley,
Adam Woodard, and Chris Noble Project Manager: Doug Friend Rules developed and written by: Mike Kelley Game map art and graphic design by: David Prieto Gómez and Adam Woodard Research: Chris Noble and Doug Friend Rules Testing: Chris Noble, Doug Friend, Mike Kelley,
Avery Friend, and Pete Brennan Graphic artists: Casey Friend, David Prieto Gómez and
Barb Pederson Translations by: Delaja Schuppers, Andrea Virga Additional playtesters: Pete Brennan, Jason McMurtrie,
Avery Friend, Jon Hershberger, Alan Brown
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GAME OVERVIEW In AMERIKA players choose to be either the Axis forces invading the United States of America and Canada, or the Allied forces attempting to defend North America long enough to achieve a technological edge and turn the tide of war. The most unique part of AMERIKA is the ability of commanders to build their own custom invasion and defense forces. By following the Army Build Rules, each side can customize a force to suit their own strategy. They also control how the forces are deployed at the start of the game. The balancing factor is a victory point time limit and a growing defensive force. The attackers must move fast! AMERIKA also introduces veteran game players to a variety of new units like jet fighters and self-‐propelled anti-‐aircraft guns, while keeping each unit type’s rules easy enough for beginners to master. With just 8 unit types in the game, purchasing and combat will move fast and are resolved simply. All 24 unit sculpts are unique to this game and cannot be found elsewhere! GAME CONTENTS One 20” X 30” Map Board
This is where the final Axis assault takes place and the fate of the world decided!
One Rulebook
The handy little book you have in your hand!
80 Olive Drab pieces depicting Allied (U.S. and U.K.) units 60 Dark Grey pieces depicting Euro-‐Axis (German and Italian) units 60 Burnt Orange pieces depicting Japanese units
The most fun part of AMERIKA! Miniature game pieces representing the 8 unit types in 3 unique sets. You will use these to build your army and defeat your opponent.
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One Battle Board
Consider this the battlefield. All combat is resolved in an easy and orderly way on the battle board. Filled with unit info and helpful reminders to make sure battles are resolved quickly and easily. 80 Control Markers
Control Markers ensure everyone knows when Axis forces are in control of an Allied territory, and which Axis power controls it.
Player Reference Card for each faction (3)
100 Chips and (4) 12-‐Sided Dice
Use the chips to represent multiple units by placing them underneath the plastic playing pieces. This helps keep the board organized and efficient.
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SETTING UP THE GAME AMERIKA can be played as either a 2-‐player game or 3-‐player game. After laying out the map, divide the forces and position players in the game as follows:
2-‐player: One player will control the
Allies (olive green U.S. and U.K. pieces) and one player will control the Axis (grey Euro-‐Axis and burnt orange Japanese pieces). The Allied player should sit near the north side of the map by Canada so they can easily control the Allied forces in Canada. The Axis player should sit near the south edge of the map by Mexico to easily control movements on both the Atlantic and Pacific sides of the map.
3-‐player: One player will control the Allies (olive green U.S. and U.K. pieces), one player will control the Euro-‐Axis (grey pieces), and one player will control the Japanese (burnt orange pieces). The Allied player should sit near the north side of the map by Canada so they can easily control the Allied forces in Canada. The player for the Euro-‐Axis (Germans) should sit near the east (Atlantic Ocean) edge of the map to easily control movements of German advance. The Japanese player should sit near the west (Pacific) edge of the map to easily control movements of Japanese advance.
Once sides are chosen among the players, give each player the colored playing pieces that match their chosen faction. Players are also given their faction’s Quick Reference Card and control markers (cardboard roundels, Axis only). Players will use the army building rules below to determine which pieces to start the game with. The remaining pieces stay next to the owning player off the board. The Axis player(s) place the Player Reference Card for their faction against the edge of the map nearest their Invasion Zones. Place the dice and small plastic chips to the side off the map.
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PREPARING FOR INVASION Before the “Invasion Of Amerika” can begin, each of the factions must choose the composition of their army. This is done through the use of the Army Build Rules below. Follow the Army Build Rules to customize your forces. The order for purchasing and placing each faction’s units reflect the difficulties of waging this foreign war for both sides. It’s up to each commander to build and organize an army that suits their own style of combat tactics.
BUILDING YOUR ARMY
Each faction’s army must consist of a MINIMUM of 20 Build Points of Infantry but no more than 40 Build Points of Infantry. Start your army with the minimum amount (20 points of infantry units) and begin adding to it based on the charts below. To build your army, follow this structure:
THE ARMY BUILDER INFANTRY: Foot Infantry, Mechanized Infantry
Must be a minimum of 20 points and maximum of 40 points FOR EVERY: YOU MAY BUY: 2 INFANTRY 1 TACTICAL UNIT Medium Tank, SP Artillery, Jet Fighter 2 TACTICAL UNITS 1 SPECIAL WEAPON
Heavy Tank, SP Anti-‐Aircraft COMPLETED ARMY 2 HEAVY BOMBERS **IN ADDITION**: After each faction completes their army build, add 1 Heavy Tank and 1 Heavy Bomber for free to each of the three starting armies. The Allies (combined U.S. and U.K. forces) may spend a total of 80 Build Points on units. The Axis receives 200 Build Points (100 for Euro-‐Axis and 100 for Japan) to spend on units.
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All units are purchased in the order below and in plain sight of all players. Follow this sequence exactly while setting up the game, as it is crucial:
All Axis Forces Are Purchased: Building up for a foreign invasion takes much time and effort, and is easily noticed by the enemy. The Euro-‐Axis and Japanese player(s) build their armies now. If there is more than one Axis player, they are free to confer, coordinate, and discuss their build strategies. Utilizing the Army Builder above, determine what units will comprise the Axis armies at the beginning of the game. No income may be exchanged in any way between the two armies. No income may be saved for future game turns. Factions may spend up to their starting income of 100 Build Points each. Any leftover points are forfeited.
All Allied Forces Are Purchased: After seeing what the enemy has at their disposal, choose your defense force accordingly. The Allied player is now free to examine the final Axis army builds and decide how they will spend their 80 Build Points to build an army. Any leftover points from the starting build cannot be saved for future turns and are forfeited.
All Allied Forces Set Up: The enemy can hit the beach anywhere, any time. The Allies must be prepared for this with a solid defensive line. The starting Allied forces are now set up in any territories the Allied player wishes, so long as the 10-‐unit stacking rule is obeyed. The Allied commander must attempt to defend important city and research zones with limited resources while awaiting reinforcements to be called up and mobilized.
All Axis Forces Set Up: Study the defense and attempt to exploit any weakness. Knowing where the enemy is and its composition, the Axis player(s) can now stage their starting forces into the Invasion Zones. Euro-‐Axis forces start in any of the 5 Invasion Zones marked with the German flag. Japanese forces start in any of the 5 Invasion Zones marked with the Japanese flag. There are no stacking limits in Invasion Zones, but this will come into play once the units are on land. No units from one faction may start in Invasion Zones of another faction.
-‐ Purchase Axis Forces -‐ Purchase Allied Forces -‐ Place Allied Forces -‐ Place Axis Forces
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QUICK START ARMY BUILDS
While learning the rules of AMERIKA and getting used to the units, players can utilize these sample builds to get an army up and running immediately. These sample builds will also help illustrate what a completed army can look like after following the above rules. The notes in parentheses help you see how many units were built versus how many are allowed to be built. Once players are more comfortable with their strategies, we recommend building your own forces. That’s half the fun!
ALLIES 15 X Foot Infantry 30 3 X Mechanized Infantry 9 (18 Total Infantry) 4 X Medium Tanks 24 1 X Jet Fighter 5 (5 of 9 Tactical Units Allowed) 1 X Heavy Tank Free 2 X Self-‐Propelled AA 12 (2 of 2 Special Weapons Allowed) 1 X Heavy Bomber Free TOTAL 80 Points EURO-‐AXIS GERMANY 16 X Foot Infantry 32 2 X Mechanized Infantry 6 (18 Total Infantry) 2 X Self-‐Propelled Artillery 8 4 X Medium Tanks 24 2 X Jet Fighters 10 (8 of 9 Tactical Units Allowed) 2 X Heavy Tanks (1 Free) 8 (1 of 4 Special Weapons Allowed) 2 X Heavy Bombers (1 Free) 12 TOTAL 100 Points JAPAN 8 X Foot Infantry 16 8 X Mechanized Infantry 24 (16 Total Infantry) 3 X Self-‐Propelled Artillery 12 3 X Medium Tanks 18 2 X Jet Fighters 10 (8 of 8 Tactical Units Allowed) 2 X Heavy Tanks (1 Free) 8 (1 of 4 Special Weapons Allowed) 2 X Heavy Bombers (1 Free) 12 TOTAL 100 Points
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PLACING INITIAL UNITS ON THE MAP
Starting with the Allies, place your units into any U.S. or Canadian territory on the map. This includes plains, mountains, and cities. No units may be placed in Mexico. There is a STACKING LIMIT OF 10 UNITS PER TERRITORY/CITY. Generally, players will want to focus their strength on city zones, but the flanking territories of cities must be protected as well to minimize the amount of firepower that can be brought to bear on a Victory City. Don’t forget to defend those Research Sites Allies! Those are your key to victory.
After the Allies are setup, Axis ground forces are then setup to stage the landings. The Euro-‐Axis may start in the Invasion Zones along the eastern and southeastern coastline (marked with the German roundels), while the Japanese forces may start in the west coast zones (marked with Japanese roundels). Invasion Zones have no stacking limit. Axis air units are placed on the “Air Support Box” portion of the Player Reference Cards at the map edges. Air units may not start in Invasion Zones.
-‐ Place all Allied units in U.S. and Canada -‐ Stacking Limit of 10 units per territory -‐ Place Axis ground units in Invasion Zones -‐ Place Axis air units in the Air Support Box on the Player Cards -‐ No stacking limit in invasion zones
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THE UNITS OF AMERIKA
Each side’s forces will be comprised of a variety of units. No sane commander would build a one-‐dimensional force! There are 4 different categories of units in AMERIKA. Each category consists of several unit types: INFANTRY Foot Infantry
Attack: 2 Defend: 4 Move: 1 Cost: 2 Special Training: Ignore the -‐1 attack penalty when attacking
into mountains.
Infantry are inexpensive and good in defensive situations. But when attacking in mountain terrain, these highly trained soldiers are not affected. They select Infantry or Mechanized Infantry on a Luck Shot.
Mechanized Infantry
Attack: 3 Defend: 3 Move: 2 Cost: 3
Blitz: Conduct combat after moving 2 territories.
Mechanized Infantry are an offensive weapon compared to foot infantry. They can Blitz Attack or move 2 when not attacking, which can be good for setting up a quick defensive position. Heavier weaponry over their non-‐mechanized counterparts allows them to choose any Tactical or Infantry Unit on a Luck Shot.
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TACTICAL UNITS
Self-‐Propelled Artillery
Attack: 4 Defend: 4 Move: 2 Cost: 4
City Bombard: Fire first in city attacks. Hits inflicted on units
defending a city are removed immediately without return fire.
SPArty units are mobile artillery that can keep up with tanks and Mechanized Infantry. While not capable of a Blitz Attack, they can get extra fire power where it’s needed quickly with it’s movement of 2. Its real specialty is city bombardment. An urban assault with SPArty support will help reduce attacker casualties. SPArty can hit any Tactical or Infantry Unit on a Luck Shot.
Medium Tanks
Attack: 5 Defend: 5 Move: 2 Cost: 6 Blitz: Conduct combat after moving 2 territories.
Medium Tanks are the backbone of the assault force. Good on offense and defense, and capable of Blitz Attacks, means a true enemy to contend with. Choose any Tactical or Infantry Unit on a Luck Shot.
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TACTICAL UNITS (cont.) Jet Fighters
Attack: 4 Defend: 4 Move: 6 Cost: 5 Intercept: Force enemy aircraft to engage the fighter instead of
bomb ground targets.
Jet fighters are used in defense of bombers and as ground support during engagements. They follow special air combat rules that allow them to intercept other fighters or bombers. However, they cannot take or hold territory (only ground units can do this). With a movement range of 6, they can get nearly anywhere you need them but must reserve enough movement to land in a valid landing space in friendly territory. A Luck Shot from a Jet Fighter will hit any ground unit during a ground attack, or any air unit when matched air-‐to-‐air.
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SPECIAL WEAPONS Heavy Tanks
Attack: 8 Defend: 6 Move: 1 Cost: 8 Directed Fire: Always chooses its target on a hit.
Heavy tanks represent the latest technology in ground warfare. These beasts have Directed Fire so no Luck Shot is required. Can choose any ground target (no aircraft) every time a hit is scored.
Self-‐Propelled Anti-‐Aircraft Gun
Attack: 4 Defend: 6 Move: 1 Cost: 6 City Defense: Allied Cities have one AA gun that defends only.
SPAA Guns allow for quick AA defenses. As such, this AA gun can be brought into battle on the attack and used against defending aircraft. It’s anti-‐air only, so does not fire on ground units.
Each Allied city begins the game with an AA gun that cannot move (0/6/0/NA) and cannot be taken as a casualty. It gets one shot each combat round at Axis air units attacking its city. When the city is captured, the AA guns are destroyed.
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BOMBERS Long-‐Range Heavy Bombers
Attack: 8(2) Defend: 8(2) Move: N/A Cost: 12 Heavy Payload: Reroll a miss during ground combat.
Heavy bombers have the fuel to stay aloft to get anywhere on the game map, but must land at the end of the turn in a valid landing space. They cannot take or hold territory (only ground units can do this). Special to this unit is its devastating heavy payload. Each time it fires in combat when attacking ground targets (not matched with enemy fighters in air-‐to-‐air combat), it may reroll a missed shot. In other words, it gets two chances to make a single hit on a ground target. A “12” rolled during a reroll is ignored. Only the first roll counts against the heavy bomber’s Command Test in combat.
When matched with enemy fighters in air combat however, its combat values are reduced to 2 (attack and defend) and no rerolls are made. A Luck Shot from a Heavy Bomber will hit any ground unit during a ground attack, but it has no Luck Shot when matched against enemy aircraft.
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TURN ORDER
FIRST TURN: On the first turn, the Axis player(s) always play first, simulating their coordinated beachhead.
FOLLOWING TURNS: For all subsequent turns, determine Initiative at the beginning of each turn:
Each SIDE (one Axis, one Allies) will roll 1D12 and add the number of cities captured (or recaptured) in the previous turn only. This is not a cumulative bonus, so each side must attempt to maintain momentum in order to maintain the initiative! The side with the highest number wins initiative and plays first this turn. In the case of a tie, the side with initiative in the previous turn retains initiative. Each side now follows the turn sequence to the right in the order of initiative until the next turn. For example: Turn 2, the Axis forces capture 4 Allied cities and the Allies recapture 0. For Turn 3 initiative the Axis add 4 to their 1D12 die roll and the Allies add nothing. After Turn 3, the Axis forces capture an additional 3 cities (for a total of 7), but the Allies recapture 1. The Axis now add 3 to their die roll and the Allies add 1.
THE TURN SEQUENCE IS: 1. Place Reinforcements 2. Make New Purchases 3. Move Units 4. Conduct Guerilla Attacks 5. Conduct Combat 6. Award Victory Points and Check for Victory
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TURN SEQUENCE 1. Place Reinforcements
On the Axis player’s turn, Axis ground reinforcements must always enter the game in Axis Invasion Zones. Axis aircraft must always enter the game by being placed in the Air Support Box on the Axis Player Reference Card.
On the Allied player’s turn, all purchases from the prior turn can now enter the game at friendly Victory Cities. Place them as you wish in the city zones without exceeding the 10-‐unit per territory rule. *Note: On the first turn, no reinforcements would be placed for either side, as there was no prior turn’s Purchase Phase.
The Panamanian Blockade: Fearing the Axis would take control of the Panama Canal and permanently sever the link between East and West, as well as North and South America, the collective Allied navies amassed what resources they had left to defend this narrow strip of important dirt. As a result, the Axis landing plans did not include LZs off the coast of Mexico in the west, nor into the Gulf of Mexico in the east for fear their delicate invasion plans could be hindered. However, as Allied naval units dwindle, the opportunity to seize the Gulf becomes ever more tempting.
The Gulf of Mexico Sea Zones and the Sea Zones west of Mexico are not allowed to be used during Axis setup at the beginning of the game. However, starting Turn 2, at the beginning of each Axis "Place Reinforcements" phase, the Axis players may make one roll each to determine if these zones become available as invasion zones for reinforcements. A roll equal to or less than the turn number will successfully create these new invasion zones. Place the appropriate Axis control markers in the new invasion zones when this occurs. One successful roll by the German player unlocks both of the zones in the Gulf and the zone into south Florida. One successful roll by the Japanese player unlocks all the zones to the west of Mexico.
Cut Off: A City Zone may become cut off if it cannot trace a route of friendly territories to another Allied city. If an Allied controlled city is cut off, no reinforcements may be placed there during this step.
2. Make New Purchases For purchasing reinforcement units on the Axis turn, each Axis power receives a fixed income of 30 Build Points that may be spent on units in any manor the Axis player(s) wish. Army build rules no longer apply.
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During the Allied player’s turn, the Allies receive income equal to 5 Production Points for each of the 20 Cities they control at the beginning of their turn. The ability of the Allies to field an adequate number of troops is highly dependent on the number of cities still in Allied control. As such, it not only affects the Allied income, but the number of infantry allowed to be built per turn. The Allies may build one infantry (foot or mechanized) for every city they control at the beginning of their turn each build phase. The remainder of the build points must be spent on other units in any manor the Allied player wishes. Army build rules no longer apply.
Unit Costs
Foot Infantry 2 Mechanized Infantry 3 Self-‐Propelled Artillery 4 Medium Tank 6 Heavy Tank 8
Self-‐Propelled AA Gun 6 Jet Fighter 5 Heavy Bomber 12 3. Move Units
All units that wish to move must move in this phase. You may move one zone per movement point unless crossing certain terrain. Each faction may move some, none, or all of its units while following the terrain and movement restriction rules. If a player’s units move into an enemy
controlled or enemy occupied space, combat will occur and movement must end for that unit (unless Blitz Attacking through unoccupied enemy territory). An attacker may move MORE THAN 10 UNITS into an enemy occupied space in order to attack it, but will need to have excess units beyond 10 fall back to the territory or landing zone they came from at the end of the combat phase. Be sure to consider this as you move up reinforcements behind the front lines. If there is not enough space left behind a failed attack, it can cause a ripple effect of retreats behind it until the maximum of 10 units in each territory is achieved. Unit Movement Points
Foot Infantry 1
Mechanized Infantry 2* Self-‐Propelled Artillery 2 Medium Tank 2* Heavy Tank 1
Self-‐Propelled AA Gun 1 Jet Fighter 6 Heavy Bomber NA * indicates Blitz capability
Mixed Forces Although the Euro-‐Axis and Japanese forces are working together in a coordinated attack on North America, they are not allowed to share control of territory nor mix forces in any territory or attack. Each faction has its own objectives and is unwilling to mix forces with the
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other Axis force. This also means that one Axis faction may not move into a territory controlled by the other Axis faction, even if no units from the other faction are there. A Blitz Attack is a special type of movement. The only units capable of Blitz Attacks are Mechanized Infantry and Medium Tanks. A unit may, if it chooses, make a Blitz Attack by first moving into a friendly space or an enemy controlled (but not occupied) space, taking control of it, and then moving into combat. Terrain will prevent Blitz Attacks from being possible. Be sure to take these effects into account when making a Blitz. See Terrain Effects for more details.
This German Medium Tank can blitz the Allied Infantry by first moving into the adjacent territory, taking control of it, then moving on to attack the enemy unit..
Here, the German Medium Tank must stop and conduct combat with the Allied SPArty instead of blitzing the Infantry.
Aircraft move in a slightly different way than ground units. Both Bombers and Jet Fighters must move to a valid landing space by the end of the “Combat Phase”. Jet Fighters must reserve part of their 6 movement points in order to land safely. Aircraft starting on the map move in the same manner as ground units, but ignore all terrain effects unless otherwise noted. Jets starting from an Axis Air Support Box count each Invasion Zone between the map edge and destination as a space costing 1 movement point each. Landing Aircraft: After a battle is over, any surviving aircraft on both sides must land. Valid landing spaces include Axis Air Support Boxes, friendly territories controlled since the beginning of your turn, and friendly cities controlled since the beginning of your turn. If a valid landing space cannot be established after an aircraft moves, the move is considered illegal and must be taken back. Kamikaze missions are never allowed.
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Terrain Effects and Movement Restrictions Different types of terrain in AMERIKA affect units in different ways. Before moving units, consult the list of terrain types below for how the terrain can impact the movement and combat ability of units.
Invasion Zones: These are the coastal sea zones Axis units start from. Allied ground forces may not enter these zones, but Allied aircraft can if they choose to attack the forces there. Axis aircraft may not end the turn in these zones, as it is not a valid landing zone. Blitz attacks cannot be made from Invasion Zones.
Cities: These are the circular zones with a named city inside. These are what the Axis forces are attempting to capture. Attacking a city zone reduces combat to only one round instead of two. Movement is only affected by the underlying terrain (i.e. treat a mountain city as mountain terrain).
Nuclear Research Sites: These are the areas marked with the radiation symbol. These are the sites the Allies must try to protect in order to accumulate Victory Points and win the game. Like cities, terrain effects are the same as the underlying terrain.
River/Waterway: Rivers are shown as blue borders between zones. There are a few areas where other waterways like straights and lakes can be crossed and are marked by a grey double-‐arrow between the zones where movement can be made. Blitz attacks cannot be made if any water must be crossed.
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Mountains: These are the brown zones with mountains in them. They can be territory zones or city zones. Blitz attacks cannot be made into a mountain territory, but can be made from a mountain territory. All attacking ground units receive a -‐1 to their combat value when attacking into a mountain territory, even when attacking from a mountain territory. Air units are not affected.
River + Mountains: If crossing a river into a mountain territory, a unit must reduce its movement to 1 (This means no blitz or 2-‐space movement).
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4. Conduct Guerilla Attacks (Allied Turn Only)
On the Allied Player’s turn only, Guerilla Attacks are determined and resolved. To do this, the Allied player chooses 3 enemy controlled territories to conduct guerilla attacks in. There may not be more than one guerilla attack per territory per turn. The target territories can be land territories or city territories. Invasion Zones and Airbases may not be targeted. Roll 1D12 for each of the chosen territories. A guerilla unit successfully hits an Axis unit on a 1 or 2, and the Allied player CHOOSES one enemy unit to destroy. If this attack leaves a VC unoccupied, or there are any enemy-‐controlled VCs already unoccupied, the Guerillas there organize into an infantry unit. Place one infantry unit in that city for free.
5. Conduct Combat
Whenever a player moves their forces into an enemy controlled territory, combat must occur during the Conduct Combat phase. In a City territory, combat is far more difficult and time consuming, and therefore will last for only one round. This means each of the units will fire up to one time. In any other type of territory, combat may last up to two rounds, meaning attackers and defenders will fire up to two times each.
Generally, each unit involved in combat must roll 1D12 in order to determine if it hits an enemy
unit, misses, or retreats before combat (in the case of the attacker. Retreats are explained more below). Bombers are special in that they may reroll each miss once per combat round when firing on ground targets as long as they do not retreat on the first roll. In other words, they get 2 chances to score a hit.
The number needed to score a hit is the unit’s modified combat value or less. Roll attacks one unit type at a time (Foot Infantry, then Mechanized Infantry, then Medium Tanks, etc.). ALL ATTACKING UNITS IN COMBAT MUST ROLL REGARDLESS OF ENEMY UNITS REMAINING. This is because there is always a chance they will fail morale and be forced back to the previous territory, even if the rest of the force wins the battle and takes control of the territory that was attacked. See below for special die roll results.
There are 2 special results to always look for when rolling the dice during combat: [12] “Fail Morale!” – Any time a “12” is rolled by the ATTACKER in combat, the attacker must IMMEDIATELY retreat one of the firing units back to the previous territory or landing zone from which it came. This is done for each “12” rolled.
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[1] “Luck Shot!” – Any time a “1” is rolled in combat the unit firing chooses the other side’s casualty. The more powerful the attacking unit is, the more powerful the casualty that may be chosen. See below:
UNIT ROLLING “1” CASUALTIES THAT MAY BE CHOSEN Foot Infantry Any Infantry Units Mechanized Infantry Tactical Units or Infantry Units Self-‐Propelled Artillery Tactical Units or Infantry Units Medium Tanks Tactical Units or Infantry Units Heavy Tanks Always chooses its ground target SP AA Gun Any air unit Jet Fighters Any air / ground unit Heavy Bombers Any ground unit
For each regular hit the attacker scores, the defender must choose a unit as a casualty and move it off the Battle Board behind the box it was in (except in the case of SP Artillery attacking a city which are removed from play immediately). This unit will be destroyed and removed from play after it has had a chance to return fire. Once all of the attackers have fired, the defender now returns fire in the same manor, including the units that were selected as casualties. For each regular hit scored, the attacker chooses one unit as a casualty and that unit is immediately removed from play. Once all defending units have fired, remove all defending units from play that were selected as casualties.
For each territory where an attack has been made, follow the steps below. The attacker chooses the order in which to resolve the attacks, but each attack must be resolved completely before moving to the next. Choose the first battle and place all attacking and defending units from the territory onto the battle board in their corresponding locations.
Japanese units make an attack on Allied defenses in a mountain territory. Follow the examples on the following pages as this combat is resolved.
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Special Rules for Placing Aircraft on the Battle Board: If aircraft are present on both sides, they may be required to attack each other. First, match an attacking fighter with every defending fighter and place them in the Phase II area of the Battle Board. Then, any additional fighters on either side must be matched to opposing bombers. These aircraft are also placed in the Phase II area on the Battle Board. Third, any bombers not already matched against enemy fighters may choose to fire on enemy aircraft using their air combat value in the Phase II area OR ground targets using their normal combat value in the Phase III area of the Battle Board. If there are fighters not already matched against enemy aircraft, they may attack ground targets in Phase III or double up on air targets in Phase II. This decision must be made each round of combat before dice are rolled to resolve combat effects. If any of the matched attacking aircraft roll a “12”, they must retreat as per the “Fail Morale!” rule, but defending aircraft matched to it are still required to fight in Phase II. They cannot be moved to the Phase III area. Step 1: Resolve Anti-‐Aircraft Fire. For each territory containing at least one SPAA unit and any enemy aircraft, each SPAA unit for both attackers and defenders will attempt to shoot down one enemy aircraft each round of combat. The Phase I area of the Battle Board will help to
resolve AA fire. Roll one die for each AA unit. Each hit requires an air unit to be chosen as a casualty. Remove casualties from SPAA fire immediately. Aircraft cannot return fire when shot down by SPAA.
City Defense Guns: Each city begins the game with its own AA gun. This is the equivalent of one SPAA unit, but it cannot move. Therefore, it only fires defensively, one shot per round, against an attacking Axis aircraft. It will hit an attacking aircraft on a “6” or less. Once the city is captured, the AA unit is considered destroyed and cannot be used by Axis forces. If the city is liberated, flip over the Axis control marker instead of removing it to show the AA guns have been destroyed. Step 2: Conduct Attack. Each side now resolves ONE ROUND of combat starting with the attacker. Begin with the Phase II area of the Battle Board and resolve air-‐to-‐air combat. Roll a number of dice equal to the number of combat units separately for each type of unit. SPAA Guns will not fire again
Starting off with anti-‐aircraft fire, the Allied SPAA rolls a die looking for a 6 or less. 3! The Japanese must choose an air unit to lose. A fighter is selected.
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in this step however. They fired in Step 1. For each hit scored, the defender moves a unit behind its Phase II column on the Battle Board. Only units in the Phase II area can be taken as casualties during air-‐to-‐air combat. Now the defender returns fire. Repeat the above process for defending units including those that have been chosen as casualties. After one round of fire is resolved on both sides for air-‐to-‐air attacks, remove all casualties in Phase II and repeat the process for Phase III. Don’t forget to adjust the combat strength of ground units for any terrain effects. Also remember to return fire with the defender’s casualties. Once a round of combat has been resolved for ground combat (Phase III), proceed to Step 3.
Since there is no air-‐to-‐air combat in this attack, Phase II is skipped. In Phase III, the Japanese Infantry need 2’s to hit, but roll a 3 and 7. Miss. The fighter needs a 4 to hit and gets one. The Medium Tank needs a 4 or less (modified from 5 for attacking in the mountains), but rolls a 12. Retreat! It’s forced to return to the territory it came from. Now the Heavy Tank fires needing a 7 (modified from 8) and rolls a 3. That’s a hit, and since it gets to choose a ground target, it chooses the enemy Heavy Tank of course! Last is the bomber, needing an 8. It rolls a 9, but gets to try again. Rolling a 5, it scores a hit. The Allied player chooses two infantry as casualties.
Step 3: Hold or Retreat. The Defender may now choose to stay and fight, or retreat all units to one adjacent friendly territory. If all defending ground units choose to retreat, the attacker immediately takes control of the territory (see Step 5 below). Aircraft may not take control of, nor retain control of any territory or city on their own. If only air units remain as defenders against enemy ground forces, they must retreat to an adjacent friendly territory. If they cannot retreat, they are destroyed immediately and removed from the board. The defender must have ground forces present in order to continue defending and cannot defend for a second round with aircraft alone.
Now the Allies return fire. All 3 Infantry fire needing 4’s. A 2, 8, and 11 is rolled for one hit. The Heavy Tank fires now at a 6 or less. Rolling a 5, it chooses its target and gets revenge on the Japanese Heavy Tank.
Casualties on both sides are removed and the situation is assessed.
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Step 4: Press the Attack. During attacks in any NON-‐CITY territory, the Attacker can choose to press the attack for another round of combat, or fall back to one of the territories the attacking units attacked from. Attacking aircraft may attack without ground forces but will not control the territory at the end of combat, as they must return to a valid landing zone. If the attacker so chooses, repeat Steps 1 and 2 once more to complete a second round of combat in the same territory. Then continue to Step 5 skipping steps 3 and 4.
The Allies choose to stay and hold the territory. The Japanese think better of attacking for a second round and risk their aircraft to another AA hit. Instead, they fall back with the remaining ground unit and return the aircraft to the Air Support Box.
Step 5: Reorganize. If the attacker has driven out or destroyed all defending ground units in the territory, place (or remove) a control marker to show the territory’s controlling faction. If more than 10 attacking units were involved in the attack, choose which 10 will remain in the new territory and return the remaining units to one adjacent territory in which they moved from. Land any surviving aircraft from the battle. Proceed to the next battle.
Unit Combat Values
Attack/Defend/Move/ Cost Special Ability or Restrictions
Foot Infantry 2/4/1/2
No penalty for mountain attack
Mech. Infantry 3/3/2/3 Blitz Attack
SP Artillery 4/4/2/4
Bombardment
Medium Tank 5/5/2/6 Blitz Attack
SP AA Gun 4a/6a/1/6
Only hits air units
Heavy Tank 8/6/1/8 Always chooses land target
Jet Fighter 4/4/6/5
Intercepts other aircraft
Heavy Bomber 8/8/-‐/12 Reroll ground attacks
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6. Award Victory Points and Check for Victory
After each Allied Player’s turn, the Allied Player rolls 1D12 and adds 5 points for each research facility controlled. This is the number of Allied Victory Points scored for the turn. Add this total to the previous turn’s total, keeping a tally on note paper. Once the Allies have 100 Victory Points, they succeed with their Nuclear Technology and can turn the tide of war.
After both sides have completed their turn, the Axis counts the number of Victory Cities they control between both Axis
factions. If they control 12 or more Allied cities, the game is over immediately and the Axis has won. If the Allies have accumulated 100 Victory Points or more, the game is over immediately and the Allies have won.
In the event both of the above happen in the same turn, the side with initiative wins the tiebreaker and wins the game.
Once both sides have taken their turn and followed the above sequence to check for victory, if no victory has been achieved continue to the next turn.
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