Nevington Rules of Engagement
Chapter 2 Countries of the WorldThis chapter provides a comprehensive listing of all nations on the planet. This was originally intended to be an exercise in listing the active participants of WW II but like all things at Nevington it took on obsessional qualities and became a listing of all countries of the modern world.
A nation consists of a number of territories consisting of several cities and enough agricultural land to feed them. There may be access to nearby mines & oil fields etc. A nation may also have access to and control over Sea Zones. To expand territory, nations need to invade and conquer the territories of other nations. The national rules are designed to show the special capabilities and problems of each nation, allowing their leaders and military commanders to either utilize or try and compensate for the strengths and weaknesses of their nation during the war. Where known, each country has the number of units available at entry to the war and at the start of certain campaigns. Units are Ground, Air and Naval Units. Air units and Naval units are covered in the Aerial and Naval rules sections. Additional units are added, as they would have been in history according to the National Reinforcement Schedule. There are political and event constraints, technological advantages. Each country has Factories, Ports, Oil fields and other resources assigned. Each nation starts with reserves of oil and metal, factories and other resources. All nations and territories are listed in alphabetical order. You can go to each Visiting the National Collections |
Game Positions
Each Country will be a Major Power, a Minor Country, Neutral, a Non Participant or Did Not Exist. In addition some countries develop as an Underground or Partisan Power.
Each country has a number of command positions available to it.
Great Powers:
Each great power has room for many major or minor positions.
As world war spreads, more positions will be needed for great powers to operate effectively.
Minor Countries:
Each minor nation is controlled by a single player. Depending on size of that country, this can be a major or minor command position.
All other Countries are considered Neutral.
These Countries are only activated when they are attacked. Only the German/Italian side can Attack a Neutral Country.
If invaded by an Allied Major Power and the Minor Power successfully repels the invader, the Minor Power then becomes an ally of the nearest Axis Power. That Axis Power could then freely use all forces, any or all overseas possessions, and IPC Production.
The reverse would be true if an Axis Power were the invader. Again, the Minor Power would then ally itself with the nearest Allied Power.
Two of the Minor Powers have overseas possessions. They are Spain and Portugal. An attack on their Territories is considered an act of War.
Once they are attacked, they are no longer Neutral and are controlled by either side. If a multiplayer variant is not used then the Russian Player takes control of Turkey and Yugoslavia if they are attacked. The British Player controls all other Minor Countries when they are attacked. The Controlling Players may use as Income, any Industrial/Resource Site that is controlled by them. The German/Italian Players may also use their Income when these countries are defeated.
Note: Although the Russian Player controls Yugoslavia and Turkey; a German/Italian Attack on these countries is not a declaration of war.
Command Positions
MAJOR COMMAND POSITION (maj): A player who plays an important role in the game. A position with both power and responsibility.
MINOR COMMAND POSITION (min): A player who plays either a weak or largely inactive position. Available to players who like to make most of an underdog power, or with ambitions to expand their country and forces into a Major Command Position.
Command Positions are:
Political Leader (PL), responsible for diplomacy, economy and minor positions.
Army Group Commanders (AGC), responsible for all land forces in their theater
Naval Fleet Commanders (NFC), responsible for all naval forces in their theater
Air Force Commander (AFC), responsible for strategic missions, Flak and assignment of air force units to Army Groups and Fleets
Intelligence Chief (IC), responsible for secret operations for nations which have established a large secret service.
Armaments Minister (AM), responsible for economics of nations too large for the political leader to fully cope with.
Foreign Minister (FM), responsible for diplomacy of nations too large for the political leader to fully cope with.
Neutral Countries and Territories
All Neutral Countries have some type of Defense. When they are attacked, use and set up, the appropriate forces described in the countries Armed forces. Neutrals are considered defeated once their forces have been eliminated.
Only Infantry Units may be placed and built in Neutral Countries.
Neutral Countries are inactive unless activated by a Major Power, or invaded by a Major Power. Once activated, either through war, political, or economic events they can contribute their armies and IPC production to a Major Power.
Bribery to enter the War
A Neutral country may be bribed into entering the war.
Costs 3 IPC.
1D6 (1 attempt per turn). A 6 = they enter on your side with 1 infantry (Turkey may enter with 4 infantry). The troops are treated as part of your forces.
All Neutrals carry IU values and some have units. When a major power attacks a neutral and either the United States or the U.S.S.R. are not at war, the AWPL is adjusted accordingly. If the neutral territory has less units than its IPC value, the IPC value minus the number of its units is the number of garrison forces it contains.
Every neutral country has an IPC value and an indiginous force listed on the table below. Any player can attempt to gain control of a neutral by economic conquest or military conquest.
Need to Insert Neutral Countries Table Here
Explanation:
When a neutral territory is attacked, players consult the above table.
The second column is consulted to determine the nation which
When a neutral territory is attacked, all units, if any are available, are placed on the battle board. If the neutral territory has a fighter available and it is the target of amphibious invasion, the controlling player may immediately attempt to intercept with the fighter before placing it on the battle board, using any espionage result attained by its controlling nation or being subject to any espionage result earned by its attacker.
If the attack fails, the controlling nation receives the IU value and any remaining units during the Calculation of Income phase.
If the player who gains control in this way (always the defender) wishes to avoid increasing or decreasing the AWPL (or for any other reason), he may forego gaining control of the territory during the Calculation of Income phase. In this case, all units are returned to his tray (or the game board, as appropriate), and if the territory is attacked again, the player again receives all available units, regardless of any losses taken during the first battle for the neutral territory. (Exception: After a successful border war against Finland-Norway by Russia, the single infantry unit is not re-used if the territory comes under regular attack.)
When a neutral territory has been conquered or the defender has gained control of it, the territory is no longer considered neutral and may be attacked by any other nation in the normal manner.
While a territory is neutral, no nation may move or deploy air units over it. ? see flyovers
None of these territories have units except for Finland-Norway, which has 1 infantry unit for use during a border war with the U.S.S.R. or during regular combat which takes place before a border war has been conducted or after an unsuccessful border war.
When any of these territories are attacked while they are still neutral, all the rules for neutral territories apply (Exception: Finland-Norway after a successful border war by the U.S.S.R. does not gain its single infantry unit).
Economic conquest:
A player may attempt economic conquest of any neutral to which he controls an adjacent territory or territory adjacent to the same seazone. German may attempt to control Eirie or Turkey for example. During the purchasing phase the player pays the IPC level of the neutral and places his marker upsidedown on the territory. At the end of that player turn after builds have been placed and IPCs collected, he rolls d6. On a 1-2, he flips his marker over and places the indiginous force there using his units. For the rest of the game, that terriotry is treated like an original territory of the player. On any other roll, the attempt fails and the marker removed.
8.2 Interference: If an enemy player also controls an adjacent territory, he may pay the IPC level of the neutral and place his marker upside on the space as well to indicate interference. This reduces the chance of a positive result to 1 in 6. Note only one enemy player may interfere in this way. If the attempt fails, both players retrieve their markers. The decision to interfere must be made at the same time as the decision to influence.
Military conquest:
Neutrals may be conquered by any player. There is no IPC penalty but the neutral will fall under the immediate control of the nearest enemy player. He will then be able to treat the neutral like an original territory for the rest of the game. If conquered, the invading player places his control marker on top of the original marker. If the neutral is liberated, control will revert to the original marker. Violating the airspace of a neutral is considered a hostile act and control will fall to the nearest enemy player as above.
Norway/Sweden.
Although Neutral, Sweden was vital to the German War Machine and Germany depended heavily on Swedish Resources. The German players loses (6) IPC every turn that an Enemy Unit occupies Oslo, Norway.
Underground Powers
Underground powers are partisan leaders, governments-in-exile or liberation movements that operate without being in control of a country.
Examples are the Czech Partisans, the Polish Underground Army. They can be whatever underground movement develops during the game or that a player desires to play. A single player controls each underground power.
When a Nation Collapses, their leaders have various ways to continue the game, either in Great Powers of an allied nation (e.g. Dutch players may take up positions in Britain, France or America),.Collaborating Minor Countries (e.g. French players may take positions in Vichy France) or as an Underground Power (e.g. Yugoslav players start a partisan position).
Each country has a number of command positions available to it.
Great Powers:
Each great power has room for many major or minor positions.
As world war spreads, more positions will be needed for great powers to operate effectively.
Minor Countries:
Each minor nation is controlled by a single player. Depending on size of that country, this can be a major or minor command position.
All other Countries are considered Neutral.
These Countries are only activated when they are attacked. Only the German/Italian side can Attack a Neutral Country.
If invaded by an Allied Major Power and the Minor Power successfully repels the invader, the Minor Power then becomes an ally of the nearest Axis Power. That Axis Power could then freely use all forces, any or all overseas possessions, and IPC Production.
The reverse would be true if an Axis Power were the invader. Again, the Minor Power would then ally itself with the nearest Allied Power.
Two of the Minor Powers have overseas possessions. They are Spain and Portugal. An attack on their Territories is considered an act of War.
Once they are attacked, they are no longer Neutral and are controlled by either side. If a multiplayer variant is not used then the Russian Player takes control of Turkey and Yugoslavia if they are attacked. The British Player controls all other Minor Countries when they are attacked. The Controlling Players may use as Income, any Industrial/Resource Site that is controlled by them. The German/Italian Players may also use their Income when these countries are defeated.
Note: Although the Russian Player controls Yugoslavia and Turkey; a German/Italian Attack on these countries is not a declaration of war.
Command Positions
MAJOR COMMAND POSITION (maj): A player who plays an important role in the game. A position with both power and responsibility.
MINOR COMMAND POSITION (min): A player who plays either a weak or largely inactive position. Available to players who like to make most of an underdog power, or with ambitions to expand their country and forces into a Major Command Position.
Command Positions are:
Political Leader (PL), responsible for diplomacy, economy and minor positions.
Army Group Commanders (AGC), responsible for all land forces in their theater
Naval Fleet Commanders (NFC), responsible for all naval forces in their theater
Air Force Commander (AFC), responsible for strategic missions, Flak and assignment of air force units to Army Groups and Fleets
Intelligence Chief (IC), responsible for secret operations for nations which have established a large secret service.
Armaments Minister (AM), responsible for economics of nations too large for the political leader to fully cope with.
Foreign Minister (FM), responsible for diplomacy of nations too large for the political leader to fully cope with.
Neutral Countries and Territories
All Neutral Countries have some type of Defense. When they are attacked, use and set up, the appropriate forces described in the countries Armed forces. Neutrals are considered defeated once their forces have been eliminated.
Only Infantry Units may be placed and built in Neutral Countries.
Neutral Countries are inactive unless activated by a Major Power, or invaded by a Major Power. Once activated, either through war, political, or economic events they can contribute their armies and IPC production to a Major Power.
Bribery to enter the War
A Neutral country may be bribed into entering the war.
Costs 3 IPC.
1D6 (1 attempt per turn). A 6 = they enter on your side with 1 infantry (Turkey may enter with 4 infantry). The troops are treated as part of your forces.
All Neutrals carry IU values and some have units. When a major power attacks a neutral and either the United States or the U.S.S.R. are not at war, the AWPL is adjusted accordingly. If the neutral territory has less units than its IPC value, the IPC value minus the number of its units is the number of garrison forces it contains.
Every neutral country has an IPC value and an indiginous force listed on the table below. Any player can attempt to gain control of a neutral by economic conquest or military conquest.
Need to Insert Neutral Countries Table Here
Explanation:
When a neutral territory is attacked, players consult the above table.
The second column is consulted to determine the nation which
- which makes the garrison force die rolls,
- from whose tray any units are taken (if the territory has one or more units available for its defense)
- which rolls the dice during any resulting combat,
- which gains control of the territory during the Calculation of Income phase if the attack fails.
When a neutral territory is attacked, all units, if any are available, are placed on the battle board. If the neutral territory has a fighter available and it is the target of amphibious invasion, the controlling player may immediately attempt to intercept with the fighter before placing it on the battle board, using any espionage result attained by its controlling nation or being subject to any espionage result earned by its attacker.
If the attack fails, the controlling nation receives the IU value and any remaining units during the Calculation of Income phase.
If the player who gains control in this way (always the defender) wishes to avoid increasing or decreasing the AWPL (or for any other reason), he may forego gaining control of the territory during the Calculation of Income phase. In this case, all units are returned to his tray (or the game board, as appropriate), and if the territory is attacked again, the player again receives all available units, regardless of any losses taken during the first battle for the neutral territory. (Exception: After a successful border war against Finland-Norway by Russia, the single infantry unit is not re-used if the territory comes under regular attack.)
When a neutral territory has been conquered or the defender has gained control of it, the territory is no longer considered neutral and may be attacked by any other nation in the normal manner.
While a territory is neutral, no nation may move or deploy air units over it. ? see flyovers
None of these territories have units except for Finland-Norway, which has 1 infantry unit for use during a border war with the U.S.S.R. or during regular combat which takes place before a border war has been conducted or after an unsuccessful border war.
When any of these territories are attacked while they are still neutral, all the rules for neutral territories apply (Exception: Finland-Norway after a successful border war by the U.S.S.R. does not gain its single infantry unit).
Economic conquest:
A player may attempt economic conquest of any neutral to which he controls an adjacent territory or territory adjacent to the same seazone. German may attempt to control Eirie or Turkey for example. During the purchasing phase the player pays the IPC level of the neutral and places his marker upsidedown on the territory. At the end of that player turn after builds have been placed and IPCs collected, he rolls d6. On a 1-2, he flips his marker over and places the indiginous force there using his units. For the rest of the game, that terriotry is treated like an original territory of the player. On any other roll, the attempt fails and the marker removed.
8.2 Interference: If an enemy player also controls an adjacent territory, he may pay the IPC level of the neutral and place his marker upside on the space as well to indicate interference. This reduces the chance of a positive result to 1 in 6. Note only one enemy player may interfere in this way. If the attempt fails, both players retrieve their markers. The decision to interfere must be made at the same time as the decision to influence.
Military conquest:
Neutrals may be conquered by any player. There is no IPC penalty but the neutral will fall under the immediate control of the nearest enemy player. He will then be able to treat the neutral like an original territory for the rest of the game. If conquered, the invading player places his control marker on top of the original marker. If the neutral is liberated, control will revert to the original marker. Violating the airspace of a neutral is considered a hostile act and control will fall to the nearest enemy player as above.
Norway/Sweden.
Although Neutral, Sweden was vital to the German War Machine and Germany depended heavily on Swedish Resources. The German players loses (6) IPC every turn that an Enemy Unit occupies Oslo, Norway.
Underground Powers
Underground powers are partisan leaders, governments-in-exile or liberation movements that operate without being in control of a country.
Examples are the Czech Partisans, the Polish Underground Army. They can be whatever underground movement develops during the game or that a player desires to play. A single player controls each underground power.
When a Nation Collapses, their leaders have various ways to continue the game, either in Great Powers of an allied nation (e.g. Dutch players may take up positions in Britain, France or America),.Collaborating Minor Countries (e.g. French players may take positions in Vichy France) or as an Underground Power (e.g. Yugoslav players start a partisan position).
Resources
Stones WW II Pages
Joint Wargamers Association Games Positions Bob Barrett and Jens Niemann
Axis and Allies –1939 Some More Historically Balanced Rules G Roach [email protected]
Mass Warfare Rules
DBA Optional Resource Rules for Campaigns Unofficial Rules Variants Jason Ehlers 1998 DBA Resource Page
Mein Panzer Table of contents Copyright © 1998-2000 Old Dominion GameWorks. All Rights Reserved.
Soldiers in Time
The World at War. by Wilfried Braakhuis. 1997-98-99
British Forces.com
Flags.net
Advanced Axis and Allies Version 12/98 Craig Bertolucci.
Europe At War
Global Crisis
Joint Wargamers Association Games Positions Bob Barrett and Jens Niemann
Axis and Allies –1939 Some More Historically Balanced Rules G Roach [email protected]
Mass Warfare Rules
DBA Optional Resource Rules for Campaigns Unofficial Rules Variants Jason Ehlers 1998 DBA Resource Page
Mein Panzer Table of contents Copyright © 1998-2000 Old Dominion GameWorks. All Rights Reserved.
Soldiers in Time
The World at War. by Wilfried Braakhuis. 1997-98-99
British Forces.com
Flags.net
Advanced Axis and Allies Version 12/98 Craig Bertolucci.
Europe At War
Global Crisis