7#^^^^^" KAmerica in Flames, World in Flames and all their components and kits, in both their electronic and printed forms, are Copyright 1985 ~ 1998, Australian Design Group. Permission is hereby granted to copy these rules electronically for your personal use only, provided that they are copied in their entirety (including this message). Any deletion or alteration or on-selling, without the express written permission of Australian Design Group, is a violation of domestic and international copyright law. Please refer questions and comments to: Australian Design Group PO Box 6253 Los Osos, CA 93412 USA or wiflames@slonet.org Aus_Design_Group@compuserve.com AMERICA IN FLAMES: Democracy vs Darkness Designed by Harry Rowland 1985 ~ 1998, Australian Design Group 1 Introduction 2 2. History 2 3. Minor Influence 3 3.1 The Political Allegiance Track 3 3.2 Declaring war and encroaching 4 3.3 New minor influence step 4 3.4 Automatic influence 4 3.5 Getting political points 4 3.6 Spending political points 5 3.7 Secondary flag effects 5 4. The Maps 6 4.1 Map scale 6 4.2 Off-map movement and supply 6 5 Production 6 5.1 Off-map production 6 5.2 Production multiples 6 5.3 New production types 6 6. Activity Limits 6 7. Ending the Game 6 8. Atomic Research 7 9. No Carrier Planes 7 10. Optional Rules 7 10.1 Railway movement bonus 7 10.2 Air Cav units 7 10.3 Walther Submarines 7 10.4 HG Flying Panzer Corps 7 10.5 SS Reorganisation 7 10.6 Hidden units 7 10.7 World in Flames optional rules 8 11. Links to World in Flames 8 11.1 Maps 8 11.2 Counters 8 12. The Short (well...shortish) Game 9 13. America in Flames Set Up 9 1. Introduction This short booklet is for experienced players of the final edition of World in Flames. It explains the few rules that are different in America in Flames and provides the information you will need for the set up. Please use all standard final edition World in Flames rules except if they conflict with those here. You may also play with any optional rules from World in Flames. 2. History May 7, 1945: How could it have happened?, Eleanor wearily asks her diary. In one sense it was so logical and obvious, with warning signs every step of the way, but in another it was completely inexplicable and inexcusable. Some defeatists were openly talking about the inevitability of Axis victory but no doubt those people would have been talking about how inevitable our victory was, if we had won. To Eleanor, it all could have been oh so different. The rise of Hitler, the war in China, the establishment of the greater Reich and then The War, greater than the Great War itself. None of it need have happened, none of it would have happened, if brave, wise people had come forward when coming forward would have been enough. If only France and Britain had stood up to Hitler much earlier, when they still had friends in Europe, rather than later, when those friends were being coerced into making the bombs to drop on their erstwhile allies. If only the Western Allies had stopped the Panzers in 1940, when they had the edge, if only the Soviets had deployed intelligently in 1941, when the Fascists turned on them. If only, if only, if only......the futility of the words tumble through Eleanors mind repeatedly. How could Stalin possibly have thought that Adolf was going for Moscow in the Fall of 41 after he had already sent his Panzers southwards to pocket Kiev, needed oil, and was then closer to the Caucasus than the Kremlin. Any fool should have known! Only a madman would have followed Napoleon to the gates of Moscow in the teeth of a Russian winter. Eleanor sighed as she remembered those millions of Russians wasting their time and energy building hundreds of miles of entrenchments in front of Moscow, while the critical Don and the Volga were left undefended. Meanwhile, Hitler temporarily, conveniently and hypocritically casts aside his untermensch beliefs to enlist the Ukrainians against their former masters. As Adolf said Better a Slav fight a Slav than a German. Needless to add, the poor Ukrainians paid for their folly in the end. Many people thought that the fall of Baku and the entrance of Turkey into the war as an Axis ally late in 41 was the turning point, but Eleanor knew this hadnt necessarily meant the end. But her own people were not free of stupidity and disgrace themselves. Why did we wait until we were attacked, when it was so obvious that the Worlds democracies were in such peril? How could we have let our fleet lie slumbering at Pearl Harbor? Why did we send the remnants on such wild goose chases as the Coral Sea and Midway? Even if we had spies in the IJN (although that just sounded like a cover story to Eleanor), everyone knew the Japanese planes had longer-range and we would have needed a miracle (like a break-down of the Japanese recon planes) for us to have struck the Japanese fleet before they could get ours. The result was so predictable, the Hornet and Yorktown sunk, while the Enterprise slunk away with its tail between its legs. The rest of 1942 had been one horrible nightmare, hardly real at all. the Axis (with Turkish help) capturing all the oil in the middle east; Pearl Harbor falling to the Japanese and, finally, the coup de grace - two giant pincers, one north and one south of Moscow completely encircling the Soviet capital trapping Stalin, Stavka and 2 million Russian soldiers. The Russians fought with unbelievable valour, but to no avail. By the end of the year, Moscow was captured and Stalin paraded in a cage through Berlin (typical Nazi vindictiveness, thought Eleanor). Needless to say, 1942 was like a holiday compared with 1943. In June, the long-awaited invasion of Britain commenced. How could we have lost that battle, wondered Eleanor, considering the overwhelming strength of the combined British and US fleets. Who could have known that our fleet would be met by a blizzard of Adolfs new smart Fritz bombs, a devastating surprise since we had not suspected the Axis were even testing such a weapon? June 6 is now remembered as Black Thursday, as thousands of British and American mothers received the dreadful news that their sons would not be coming home. After the terrible Battle for the English Channel, the Battle of Britain became one long retreat up the island until, at last, one piece of good news as the massive Second Dunkirk saw over a million Brits, Americans, Australians and other assorted allies transported to America. One small gleam in a never-ending tale of darkness. 1944, by comparison, had been peaceful (at least in the Americas). Japan used the year to finally defeat the Chinese, and occupy Australia (India of course had fallen long earlier), but the Americas remained inviolate. Why then did the Government have to risk all in a stupid long-shot gamble at re-capturing Hawaii? After all, the islands are breath-taking, but hardly vital to our national security. Considering that we were operating completely outside the support of our land-based air, our brand new Essexes never stood a chance. Wave after wave of Japanese Bettys, Zeroes, Judys and Peggys turned our beautiful fleet into twisted globs of charred metal at the bottom of the Pacific, long before we had even got within 200 miles of the beautiful peaks of Hawaii. Of course we are still furiously building carriers, but will there be enough? The Axis have been boasting of their crash carrier building program for the last 2 years and the day cannot be far away when we too shall have to face the elephant. How will we react when we must fight for our homes? There is only one light in this very dark tunnel, but it is a strong one. Nazi stupidity, narrow-mindedness and xenophobia have meant that all the greatest scientists in the world are now in the USA, many of them refugees from Nazi subjugation. Amongst many fantastic projects, Eleanor had heard rumours of a weapon of unimaginable power that these scientists are working on, but will it arrive in time, and will it be unimaginable enough? Suddenly, Eleanors house shakes as heavy explosions rock Washington. The lights dim, then go out altogether while the eerie sound of air-raid sirens howl in the distance. A look of horror crosses Eleanors face as she realises the moment of truth has arrived. The greatest invasion in history has begun. 3. Minor Influence 3.1 The Political Allegiance Track The political allegiance track on the map is for recording the status of the minor countries that have flags. All other minor countries are full allies of their controlling major power. When the game starts, each minor country flag is in the neutral position (the 0 square). As you influence each minor country, move its flag up or down the track. If its flag is towards the red end of the track, it is favouring the Axis. If it is towards the green end of the track, it is favouring the Allies. Whether the flag is in a square, or above or below it, determines which particular major power it is favouring. If the flag is in the square, it favours the USA or Germany. If it is above a square, it favours the Commonwealth or Italy. If it is below a square, it favours France or Japan. Once a minor favours a particular major power, it can only change its favour to a different major power if its flag first moves into the 0 square. The number of the square the flag is in (or above or below), tells you the degree of influence a major power has over the minor country: 2, 3 or 4 square (Half Resources): the minor country is neutral but your major power can transport and use half its resources; 5, 6 or 7 square (Full Production): your major power can transport and use all of its resources and factories; 8, 9 or 10 square (May Enter): as well as all the production, any units of your major power can enter the minor. Units of other major powers on your side can not enter; 11, 12 or 13 square (Mobilisation): as well as the previous benefits, you may align the minor country simply by announcing it. After you do that, units of other major powers on your side can enter the minor, provided they satisfy the foreign troop commitment rule (see WiF:FE 18.2). Only half the minors land and aircraft units can leave the minors home nation. All units that leave can only enter countries and sea areas adjacent to the minor; 14 or 15 square (Active Ally): as well as the previous benefits, its units that can leave the minor are not restricted to adjacent countries and sea areas; Full Ally square: as well as the previous benefits, major powers that co-operate with the controlling major power are no longer subject to the foreign troop commitment rule in the minor. The minors flag can never move again until conquered (when you place it in the conquerors force pool to indicate conquest) or if an atom bomb is dropped (see 10.7(c)). None of the Rumanian, Portuguese or Spanish units need stay in their home country (their home defense forces are not represented in the game). If, at the end of any step, the flag of a minor country you have declared on your side is below Mobilisation, the minor becomes neutral. Remove all its units from the map, repair pool, construction pool, and production spiral. Move all the units any other major power on your side has in the minor to the production spiral to arrive as reinforcements in the next turn. If your major power has units in a minor country at the end of any step when its flag is below the level where your units could enter it, move those units to the production spiral to arrive as reinforcements in the next turn. 3.2 Declaring war, encroaching and conquest You may not declare war on a minor country in which you already have any units. If you declare war on a minor country, move the flag from its present square to the other sides full ally square. If it presently favours a major power on the other side, it becomes a full ally of that major power. If the flags present position is on your side of the track or in the 0 square, the major power from the other side with the lowest political cost to control that minor takes control. If equal, the major power (from amongst them) with the most factories takes control. Example: The USA declares war on Argentina whose flag is in the 0 square of the political allegiance track. Germany and Italy both have the lowest political cost (3) for Argentina, but Germany has the most factories, so Argentina becomes a German full ally and its flag is moved to the German full ally square. If one of your land units enters a minor you are at war with, move its flag to the other sides full ally box, if not already there. When a minor is declared war on, set up all its units as per WiF 19.4 except that Panama sets up with 5 convoy points rather than Central America. If your major power is completely conquered, all minors influenced by you become influenced at half their value (half of full ally is 8) to another major power on your side. Use the above method to work out which major power on your side gains control. 3.3 Minor influence step There is a new step in the end of turn stage the minor influence step. It falls between step E5 (production) and step E6 (intelligence). In the minor influence step, you convert the political points you bought in the production step into influence levels. Major powers can also convert the political points they get in the pre-set up minor influence steps into influence levels. There are 2 of these pre-set up minor influence steps. They occur, one after the other, before you set up the game. 3.4 Automatic influence Before you convert your political points into influence levels, some minor country flags will move automatically 1 square towards the full ally square of the side they are currently favouring. They can move into the full ally square in this way. The political allegiance track has some squares marked with a turn and an arrow. In that turn, all flags on that, or a higher numbered, square move into the next higher square. Example: In Sep/Oct, all minor flags in the Axis +9 through +15 squares move 1 square towards the Axis full ally square. All minor flags in the Allied +9 through +15 squares move 1 square towards the Allied full ally square. 3.5 Getting political points In the normal minor influence steps, your major powers can convert the political points they bought in the preceding production step (plus any political points they saved from the previous turn or got when enemy major powers declared war on minor countries), into influence levels. When an enemy major power declares war on a minor country, each major power on your side gets political points equal to the highest number of any other major power shown on the political cost chart for that minor country. Example: The Commonwealth declares war on Mexico. Japan and Germany get 5 political points, while Italy gets 4. In the first pre-set up minor influence step, the major powers get these political points: USA: 50 CW: 20 France: 15 Germany: 40 Japan: 30 Italy: 25 In the second pre-set up minor influence step, they get the same number of political points, plus any they saved from the first minor influence step. 3.6 Spending political points Each influence level costs 1-6 political points in a minor influence step, depending on which major power is buying the influence level and which minor country it is buying it for. The costs are shown on the political cost chart. Example: Germany must convert 5 political points to get 1 influence level in Brazil. Italy only needs to spend 4 political points and the USA only 3 for the same influence level. It costs 1 extra political point to get an influence level in a minor country that contains an enemy land unit. Secretly write down how many influence levels each of your major powers is getting and for which minor countries. When everyone is finished, apply the influence levels. Start with the highest influence levels bought by any major power for any one minor country, then apply the second highest, and so on. Ties are won by the side that has the initiative (Axis during the pre-set up minor influence steps). If major powers on the same side are tied for the same minor: the major power who has spent the most political points on the minor applies its points first; if equal, the major power who has spent the most political points on all minors applies its points first; if equal, the major power with the most factories applies its points first. Example: In the first pre-set up minor influence step, Germany has 5 influence levels in Argentina and 3 in Panama. Japan has 3 levels in Panama. The USA has 6 levels in Brazil and 2 in Argentina. The Axis announce that their highest influence levels is 5. The USA announces its 6 in Brazil and applies them first. The USA says that its next highest is 2, so Germany goes next, applying the 5 Argentinian levels. The Axis announces that its next highest is 3, so it goes next. Germany and Japan are tied but, since Germany spent 12 political points on Panama and Japan only 9, the German levels in Panama are applied before Japans. Finally, the USA applies its levels in Argentina. Move the minor countrys flag 1 square along the political allegiance track for each influence level being applied. Move it towards the Axis end for Axis influence levels and the Allied end for Allied influence levels. When it leaves the 0 square, it must favour the major power applying the influence levels. Example: Continuing the previous example, when Germany moves the Panama flag, it must favour Germany rather than Japan or Italy. If the minor country is already favouring a different major power on the same side, a major power can only apply half the influence levels it bought for that minor. The rest are lost. Example: Continuing the previous example, when Japan applies its 3 influence levels in Panama, they are halved to 2, because Panama is already favouring Germany. It costs 2 influence levels to cross an influence hurdle against the direction it is pointing (i.e. to a lower number). Example: Continuing the previous example, when the USA applies its levels in Argentina, it must spend both of them to cross an influence hurdle and Argentina ends up in the German +4 square. You cant apply influence levels to move a minor country flag into the full ally square. 3.7 Secondary flag effects When a flag marked with a lightning flash moves, all the minor countries shown on the back of the flag move a third as many squares in the opposite direction. It counts as 2 squares to cross an influence hurdle against the direction it is pointing. If the affected minors move out of the 0 square, the major power with the lowest political cost to control that minor takes control. If equal, the major power (from amongst them) with the most factories takes control. Flags moved because of a secondary effect, do not cause another secondary effect. Example: The Brazilian flag favours the USA in the 6 square. Germany declares war on it. It moves into the Allied full ally square, which is 10 squares higher. The Brazilian flag has a lightning flash and lists Argentina and Chile on its back. So, the flags of those countries each move 3 squares (one third of 10) in the other direction (i.e. towards the Axis). Chiles flag was in the 0 square and is moved to the German +3 square. Even though the flags of Argentina and Chile also have lightning flashes, their secondary moves dont cause any further secondary effect. 4. The Maps 4.1 Map scale The America in Flames maps use the Pacific maps scale (see terrain effects chart). Coln is on the Carribean sea area, while San Jos is on the Gulf of Panama sea area. 4.2 Off-map movement and supply Axis units (except for hidden units) start the game, and arrive as reinforcements, in the off-map boxes at the bottom of the South American map. Allied units cannot enter or leave the maps. Japanese units can move from the Japanese off-map box onto the map, and vice versa, via the western edge of the maps. German and Italian units can move from the German/Italian off-map box onto the map, and vice versa, via the eastern edge of the maps. It takes 22 points of an aircraft units range to move to a hex or hexdot adjacent to the map-edge from an off-map box and vice versa. It takes 2, 3 or 4 points of a naval units movement allowance and range to enter a sea area from an off-map box and vice versa. The number is marked along the map edge for each sea area. Units that move from an off-map box must conform to stacking limits when they start their move. You can freely reshuffle units in the off-map box into any stack before you move them. Units that move to an off-map box must end their move there and must conform to stacking limits when they do. For stacking purposes, each stack in an off-map box is assumed to be in a city that is a major port. An overseas supply path to the Japanese home country can only be traced off the western map edge. An overseas supply path to the German, Italian Portuguese, Rumanian and Spanish home countries can only be traced off the eastern map edge. Assume the supply path from a map edge continues to a port that is a primary supply source for the country. 5 Production 5.1 Off-map production The off map boxes show the number of factories and resources each Axis major power controls off the map. Assume that all the off-map resources reach an off-map factory. Resources on the map are transported to an off map factory if they are transported to the map edge containing the name of the major power transporting the resources. Axis major powers can lend resources and build points to each other as if they were all linked by rail. [No, you cant use those railways to move units.] 5.2 Production multiples Each major powers production multiple is 1 for the whole game. The only exception is that a major powers production multiple increases to 1.5 in every turn that an enemy land unit makes a land attack against any hex in its home country. 5.3 New production types In the production step, you can buy political points in 1 or more minor countries for 1 build point each. You can also buy atomic research. Each research roll costs 10 build points. This cost is reduced by 1 for each atomic research site your side controls. There are 5 sites, all of them in the USA. Major powers on the same side can contribute build points to the same research roll (e.g. Germany could contribute 6 build points, Italy 3 and Japan 1 towards one research roll). There are no gearing limits on political points or atomic research. The 3 Hispanid Militia are placed in the Italian force pool whenever Italy controls the city specified on the back of the Mil. Rumanian land units have incorrect costs and times on their backs. They cost and take the same time to produce as all other units of that type. 6. Activity Limits The activity limits of the Commonwealth and France are halved (they are both incompletely conquered). The USA only has 2 (not 3) naval moves and 6 (not 7) air missions in a combined action. 7. Ending the Game A side wins, and the game ends, when it has conquered, or aligned every major power from the other side and every minor country on the map or when it discovers the hydrogen bomb. 8. Atomic Research During the production step, when you reveal what you have spent your build points on, you can roll one die for each research roll you bought. Each turn, your side gets as many atomic research points as your highest dice roll. When your side reaches 25 points, it has developed the atomic bomb. This is only important if you are playing with the optional World in Flames V-weapons and atomic bombs rule (see WiF:FE 11.7.1). When your side reaches a total of 200 research points, you have developed the hydrogen bomb and have won the game. The Allies start with 20 research points. The Axis starts with 0 research points. 9. No Carrier Planes If a carrier plane is destroyed in air-to-air combat or by anti-aircraft fire, put a no planes marker on the CV. The CV is not damaged but may no longer fly planes. At the end of the air mission or naval combat, or when the CV aborts, put it into the repair pool. If a CV with no planes suffers a damage result, replace the no planes marker with a damage marker. 10. Optional Rules You can use any of these optional rules: 10.1 Railway movement bonus Land units pay 1 less movement point to enter a hex when they move along a railway. This reduction occurs after you apply any weather effects. 10.2 Air Cav units Air Cav (ACV) units are a new unit type. Even though ACVs are infantry class units, they may not move during the land movement step. Instead, they move like aircraft. In particular: they pay aircraft movement costs (and dont pay 1 less movement point to enter a hex along a railway); each move counts as an aircraft mission against activities limits; in storm and blizzard, or if they start their move out of supply, they can only fly to a friendly controlled hex; they can move into or through hexes containing enemy units or ZOCs; they can be intercepted and escorted by aircraft in their final hex; and they do not change the control of the hexes they move through. However, there are some exceptions: they may only fly during the air transport, paradrop or rebase steps; and they do not return to base nor turn face-down (except as a result of combat~see below). They can also make rail moves and may be transported by a TRS. They can not be transported by AMPHs or by any ATRs. In air-to-air combat, ACVs have an air-to-air rating of 0. During the paradrop step, if they end their move in an enemy controlled hex, they must attack it, just like a paradrop into an enemy hex. This counts as a land attack against activity limits. Their ZOCs after moving to an enemy controlled hex are affected exactly like a PARA units ZOC when it paradrops. If the only defending unit is a notional unit, the ACV automatically wins the combat without having to turn face down. If it survives the combat, it takes control of the hex. 10.3 Walther Submarines The Germans have one sub counter marked with a red W. It may always decline naval combat after search rolls and before combat even if it has been committed this round. A committed Walther sub that declines naval combat must immediately return to base and is then turned face-down. 10.4 HG Flying Panzer Corps The HG (Herman Gring) corps is an ARM unit. It is also marked with a Para symbol. This corps is air-transportable and paradroppable like any other Para. However it takes 2 ATRs (or 1 large ATR) to transport it. If 1 of the ATRs is destroyed while transporting the HG corps, it too is destroyed. If either ATR is aborted, all remaining units must abort at the end of the air combat. 10.5 SS Reorganisation It costs twice as much as normal to reorganise an SS unit with a non-SS HQ and vice versa (e.g. It would cost Italy 8 reorganisation points to reorganise an SS unit when Germany is not doing a land impulse). 10.6 Hidden units Each major power can set up hidden units (land, naval and/or aircraft) during your set up. Units may not be hidden after set up. During either round of the pre-set up minor influence step, you can spend 3 political points for each unit you want to hide. Those political points are then lost. During your set up, write down the hexes for each of your hidden units. They can be either in their major power, any territory it controls, or any minor country sufficiently influenced for them to be able to enter it. This is the only way major powers units can set up in minor countries. Hidden units do not have to comply with stacking rules while hidden but, immediately you reveal them, the hex suffers the normal consequences if it is over stacked. You can reveal hidden units at any time (even during the other sides turn). You must reveal a hidden unit: when an enemy land unit exerts a ZOC on, or tries to enter, its hex. If the enemy unit cant overrun the hex, it ends its move in the hex it was leaving (or must conduct an invasion or paradrop into the hidden units hex); when an enemy land unit announces a land attack into its hex; or when your influence in a minor country drops below the level where your units can enter the minor. Move your hidden units there onto the production spiral to arrive as reinforcements in the next turn. 10.7 World in Flames optional rules You can use any of the World in Flames optional rules with America in Flames. There are 4 rules that require amendment: (a) Lend lease If you are playing with the World in Flames lend-lease optional rule, the limits on transporting build points change to either: 1 build point to each functioning factory controlled by the recipient; or 10 build points to the recipients capital. Furthermore, up to 5 build points or resources may be transported through each minor port. (b) Partisans Use the partisan table printed on the map instead of the World in Flames table. Minor countries have a Partisan value of 1 unless otherwise indicated on the map. (c) V-weapons and atom bombs There are no limits on the number of atom bombs and any 4-turn aircraft may carry one. If you drop an atom bomb on a minor country it immediately becomes a full ally of a major power on the other side as if you had declared war on it (see 3.2) even if that minor is currently on your side (this is the only way you can move the flag out of your full ally square while unconquered). If you drop an atom bomb on a minor country or major power home nation, all partisans there consider you the aggressor and are controlled by the other side even if it is your home country or a minor you control. They remain opposed to you until the other side drops an atom bomb there. (d) Ships in Flames Use Ships in Flames units wherever possible. When required to use America in Flames ships, reduce their first time cost to that of the SiF first time costs. Reduce the second time costs of AiF naval units (except TRSs) by 2. 11. Links to World in Flames 11.1 Maps You can use the America in Flames maps when you are playing World in Flames. If you do, an island or hex-dot on the western-edge of the Western European and African maps is 10 (European) hexes to any eastern edge islands or hex-dots of the American maps in an adjacent sea area. Example: Any hex-dot on the western edge of the Cape St. Vincent sea area is 10 movement points away from every eastern-edge hexdot in the North and Central Atlantic sea areas. Similarly, an island or hex-dot on the eastern-edge of the Pacific map is 10 (European) hexes to any western edge islands or hex-dots of the American maps in an adjacent sea area. The map-edge Alaskan hexes are not adjacent to any hexes on the Pacific map (youve got to get there by sea or air Im afraid). There are more factories and resources on the AiF maps than the America map that comes with WiF (e.g. the USA has 12 red, 28 blue and 5 green factories, 17 oil and 24 other resources). We suggest you just use the extra. There are some green factories on the map. They are not used in WiF. 11.2 Counters You can also use the America in Flames counters if you are playing World in Flames. Add all AiF convoy points if desired. The other AiF counters are marked with an A on their back. If the A is red, the unit is an addition to the WiF force pools when available. If the A on a naval unit is white, dont use the unit in WiF. If the A on a land unit is white, this (heavy) unit replaces the World in Flames unit that has the same designation. Once the America in Flames unit is available, you can remove its WiF unit from the game in any production step. When you do so, put the AiF unit in the force pool. If the unit you removed from the game was on the map or the production spiral, its replacement only costs half its normal cost the first time it is built. If the A is black, treat it as white if the units background colour is white and as red if the units background colour is red. 12. The Short (well...shortish) Game If you like your action fast and furious from the start of the game, try this alternative scenario that is about a third faster than the standard game. Each Axis major power gets twice as many political points in each of the pre-set up minor influence steps (see 3.5). To compensate, each side only needs to get 150 atomic research points to win the game. 13. America in Flames Set Up Here we explain how to sort out the counters, how to lay out the maps and how to set up your units to start playing. Which side? America in Flames is a 2-6 player game. In a 6 player game, each player gets 1 major power. In a 2 player game, 1 is the Axis and 1 the Allies. If you have 3-5 players, 1 player plays: the Commonwealth and France in a 4 or 5 player game; Germany and Italy in a 3 or 4 player game; and the Commonwealth, France and the USA in a 3 player game. Each player from youngest to oldest now chooses 1 major power (or group). Alternatively, you may bid for sides. Every player may bid as many times as you like, auction style, each bid being 1 greater than the last bid (first bid being 1). After all players have stopped bidding, the player who bid the highest now picks a major power (or group) to play. Then, the player who bid the next highest picks one of the remaining major power (or group) on the other side to play. The next highest bidder now chooses one of the remaining major powers (or groups) from either side to play and so on until all major powers have been picked. Players who didnt bid, choose all remaining major powers randomly. You now modify the number of research points needed to develop the hydrogen bomb based on the highest bid. If this bid was for an Allied major power (or group), add the bid to the total (200 RPs) required, if for the Axis, subtract the bid from the total. Example: In a 4 player game, Dinah, Marie-Claude, Frederic and Ruedi start bidding. Marie-Claude wins the bid with 18, and chooses to play the USA. Ruedi bid second highest and chooses to play Japan. Dinah and Ruedi didnt bid. They both roll a die. Dinah rolls higher and chooses to play Germany and Italy, leaving Frederic with the Commonwealth and France. The game ends when either side reaches 218 (200 + 18) research points. Laying out the maps Lay out the maps so that the equivalent edge hexes on each map overlap. Cutting, sorting out and setting up the counters Cut out the counters provided with the game and sort your units into force pools as stated in the World in Flames scenario information (see WiF:FE 23). Now, set up each major powers units in the order listed on the America in Flames set-up chart. Some units must be of a particular nationality. The nationality abbreviations used in the America in Flames set-up are: Rum Rumanian SN Spanish Nationalist The units of the various Commonwealth nationalities are placed in the same pool before randomly choosing the units to be set-up. All units must conform to stacking limits after set up (see WiF:FE 2.3). After you have finished setting-up, you can make a naval move out to sea with your naval units. Treat this as a naval move you made last turn, so the units must finish their move, then drop to a lower sea-box section as if they had stayed at sea last turn (see WiF:FE 13.4). America in Flames Campaign Information First turn: May/Jun, 1945 No. of turns: variable (av. 26) Maps used: North and South America Initiative: Axis +2, Axis start with initiative. Last weather modifier: Nil. War status: The Commonwealth, France and the USA are at war with Germany, Japan and Italy. France, the Netherlands and all Commonwealth home countries except Canada have been incompletely conquered. Control: As specified on the map except that the Commonwealth controls Greenland. The Netherlands is a full ally of the Commonwealth. Its home country is Dutch Guyana. Canada is the home country of every Commonwealth country. The French home country is French Guyana. Rumania and Portugal are full allies of Germany. Spain is a full ally of Italy. 14. Credits DESIGN & DEVELOPMENT Design & Development: Harry Rowland Rules: Greg Pinder & Harry Rowland Research: Siegfried Nelson & Robert Andriola PLAYTESTERS/CONTRIBUTORS World-wide Playtest Co-ordination: Dave Martin Playtest Directors: John Bosch, Greg Pinder & Larry Whalen Playtesting & Proofing: Robert Andriola, James Conner, Tony Falzarano, Jack Greene, Rick Henderson, Nich Hills, Neil Mackenzie, Michael Nelson, Siegfried Nelson, Bradley Perrett, Hernan Pedro Nolasco Pintos-Lopez, Ray Sonsie, Peter Spitzkowsky, Eddie Vickery, Sheldon White & Jonathon Woodger. GRAPHICS Graphics co-ordinator: Harry Rowland Maps: Harry Rowland Map icons: Chris Denton Box & Update kit cover: Bullseye Graphics, Canberra Counters: Chris Denton, Harry Rowland, Michael Fisher, Simon and Ewen Mackenzie & Mark Somers Rules & charts: Harry Rowland PRODUCTION Production managers: Harry Rowland & Beth Queman Typesetting: Harry Rowland Film creation & proofs: National Capital Printing, Canberra PRINTING Counters: Edward Proft Creative Packaging, Sydney Boxes: Warnecke Paper Box Co., Denver Maps, Rules & charts: National Capital Printing, Canberra WORLD-WIDE AGENTS America & Beth Queman Europe: PO Box 6253 Los Osos, CA 93412 USA Rest of World: Australian Design Group (see below) Rules questions will be happily answered if they are sent in a yes/no format to us at either: Australian Design Group 25 Quandong St., OConnor ACT 2602 Australia (self addressed envelope required) or Wiflames@slonet.org or Aus_Design_Group@compuserve.com 1998, Australian Design Group Invasion America is a registered trade-mark of SPI and TSR Inc. }hh~h"0N]VWXh b r U\`hy"""%D%F%{%%%''$'''(((((@@@@@@@@:())*X*v*+,/=/i11245 67778899;d;i;;< =K=i>O>W??g?kAEAAB`BhE FF FCFKFFFG5G9G|GHHHIUIYI^IIJLJf@@@@@@@@@=JfKKKKN/N;NINMN^NOR R$RRTUUWWX X"YY[W[j\(\;\\\]]]]]^c^r^^_m_`aa/aKaaaabdgygg@@@@@@@@@7gh hhi$i@jjkkll"llnKnVnnoqq&q=qLqaqrqqr-rsIsXuuwbwwwwwwxxyRz%z(zzz{={{{@@@@@@@@3{{{{{{{||||:|=||||||}B}Q}}}}}~~~8]Ua}1E!1K@@@@@2KQ#)2Yds+7Lbpv H`nw[jy¿5 GMm 04Td5AX[o0Uy,N]v5Jd7VWXh <þAPPPxPP6 <  2b !k"p"""#$&y'''(*X*,.[/=/i/0123]345 6 67889úAAAAAAAA599:;< <{<=K=i>O??r?AEABB`C&CE FCFG|HHIUIIJKKMN/N;NI½wriiidd_ZAAAAAAAA AAA"NINOOPRRS5STUUVgWWX X"XZZGZ[W[j[\(\;\]]^__m_``aa/aKaú}tofAAAAAAAAAAA&aabc cQcd dVddeeaeffgh i$i@jjkkl;lnnnoop7qq&qqr-ryrsssǹvvvqqhhhAAA A S A SAAhhAA(sst&uMvkvwbwwxyRz{{|0|~8]UaQ|}1E/=ú}xoogAAAAAAAAAAA'=T2Ys^u+7Lp Hnw[y Gm0ľzuHAAAAAAWA.4TP+sdExample Setup-dataindentExample letter aDesigners noteserratumY@@@ ] X!@P7!8DRPWS3SehSsAnP/8p j +V+kk ' WKRA.BKAmerica in FlamesRules SupplementHarry Rowland & Greg PinderAiF, WiFTimes New RomanTimes New YorkTimes New Roman CETimes New Roman CyrTimes New Roman GreekTimes New Roman TurTimes New Roman Baltic