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| - World at War Summary Table Early Game-Turn Synopsis For World At War TURN ONE Germany At war with France, Poland and the UK Two Impulses required this turn Receives additional 5 IPCs if not at war with Russia Receives additional 2 IPCs if Sweden is not Allied Italy Frozen until Fall of France Britain At war with Germany Neutral with Japan France At war with Germany Neutral with Japan Dutch fleet in Pacific cannot move until Japan is at war with a Western Power (or game-turn 5) Japan At war with China ONLY May attack any Major Power EXCEPT Russia One two-impulse turn available for use any game-turn Forces in Thailand may not move or attack unless Japan is at war with a Major Power Russia Neutral, but may attack China or neutral countries May attack Finland but suffer 3x number of casualties inflicted Receives only 16 IPCs per turn (until game-turn 5 or at war) US Neutral Only 17 IPCs can be used for builds (unless at war or until game-turn 6) China At war with Japan Can only attack within China or at Manchuria and Korea TURN TWO Germany Finland comes under German control (if not conquered by Russian player in game-turn 1) Britain Poland is under British control (if not conquered by German player in game-turn 1) TURN THREE Germany Six Panzergrenadiers available (attack at 2, defend at 3, move 2) TURN FOUR No special rules TURN FIVE Germany Four Panzers available (attack at 4, defend at 5, move 2) France Dutch fleet in Pacific can now move Russian Can attack Germany or Japan Receives full IPC level (if still neutral) Six Russian Guard available (attack at 2, defend at 3, move 2) US Six armored infantry available (attack at 2, defend at 3, move 2) Four infantry available during any amphibious invasion as either Marines or Rangers (attack at 2, defend at 2, move 1) Two heavy transports available to carry 1 infantry and 1 armor at anytime Japan Can attack Russia Britain/France Can attack Japan US Can use all IPCs for builds (if still neutral) Can attack Japan Can attack Germany
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