From: Subject: TTW Optional Rules Corrected Version (long) The first version I sent (by mistake-sorry about that) had an incorrect Coup in Berlin random event. Here is the corrected version. Tomorrow the World Optional Rules by Ted S. Raicer The following are optional rules designed to add additional flavor to TTW at the cost of some additional complexity. Players should use them alone or together as they see fit. Most work best if the optional rules for nuclear war are NOT used. These rules are not official XTR rules, though I have Ty's blessing in posting them. 13.25 Optional Set Up Restrictions The following units must set up in the provinces or blacks listed. Japanese Side Units AI, Amr, NIK: Japanese America ANZ: Australia And, Brz: Greater South American Co-Prosperity Sphere Chi, Mng: Meng Chieng Cnd: Japanese Canada FI: India Ido: Sumatra or Java Kor: Korea (block 1520) Ma: Empire of the Manchukuans Mx: Mexico Phi: Philippines Sim: Siamese Empire German Side Units AoN, Nor: Nordland Arb, PZA: The Caliphate Arg: German Patagonia Amk, KKK: German America Brt: Saxonia Bul, Cro: Magna Italia or Greater Germany 1C, 2C: Tartaria and/or Ukraine Can: German Canada Chr: France Fin: Finnish Reich FHH: Greater Germany HNG: Hungary It: All but 3 Italian units within Magna Italia NL: block 1312 Ost: Ostmarck Rom: Romania SAF: German South Africa Spn: Spain or Spanish Africa Trk: Turkey VF: France or French Africa Naval Set Up: All Naval units must begin the game in friendly ports. Port stacking limits must be observed (see 13.26) and no more than one port per block may contain friendly naval units. The VF and IT CF units may NOT start in the same port. 13.26 Japanese Port Stacking Exceptions The ports of Truk and Hawaii have a Naval (only) stacking limit of 6 for the Japanese player only. They revert to their printed strength of 1 for the rest of the game once controlled at any point by the German side. 13.27 Sea Supply and Naval Presence Sea Supply lines may not be traced through any sea block of an Ocean (as defined in 10.7) in which the enemy player has an uncontested naval presence. This is defined as having a non-transport naval unit in any port or sea block on an ocean in which the tracing player has no non-transport naval unit in any port or sea block. Note that the number of fleets is irrelevant to establishing a naval presence, and both players may trace supply through oceans in which neither player has a naval presence. 13.28 Advanced Naval Movement and Combat If this rule is used all naval movement, amphibious invasions, transport, and combat between fleets takes place in a new Mutual Naval Phase. The Mutual Naval Phase is now Phase D of the Mutual Phases portion of the Sequence of Play, after the Air Supremacy Phase. No naval movement or combat (except for defending against air attacks, and units forced to leave port by enemy ground movement) takes place in the First or Second Player Turns. During the Mutual Naval Phase, the both players first check the supply condition of ALL their naval units. No further supply check for naval units is made for any purpose until the Final Supply Check Phase of each player turn (at which point OOS units are eliminated). During the Mutual Naval Phase, players alternate (in order, First Player then Second Player) moving units or stacks for movement, combat, transport, and amphibious invasion. All units in one sea block (including any or all ports in that block) NOT separated by an Isthmus, may activate together, though they are not required to do so. Only transport units loading or unloading pay an additional movement point to enter or leave port. No unit may activate more than once. As an exception to 8.6, naval units may not be split off from a moving stack and continue their movement (though they may be dropped off from a moving stack). If you wish to move fleets in a stack individually they must be activated individually (and possibly intercepted individually). After a player moves and performs combat, transport, and/or amphibious invasion with any one unit or stack, the other player now does likewise. A player may choose to Pass, and perform no action. He must pass if all his naval units have already been active this turn. The Mutual Naval Phase ends when both players pass in succession, or all naval units have moved. There is no Prepared Naval (fleet vs. fleet) Combat. All fleet vs. fleet actions are now either the result of Sweep Actions (10.21) or Interceptions (12.0) subject to those rules. Note that units in a sea block and in port in that block may intercept together just as they may activate together, and a fleet may attempt one interception per moving enemy unit/stack. (See also 13.29.) Naval Transport takes place under rule 10.17 and 10.18 except ground units now must start in a port dot to be transported. Amphibious invasions take place as in 10.19 and 10.20, except they take place as the individual stack activates during the Mutual Naval Phase. Also note that naval units capturing a port alone or in support of a landing of ground troops, may enter the port (subject to the stacking limit) immediately on capture. In other words a naval unit may capture an empty enemy port simply by moving into it-the unit is not required as in 10.19 to move back out of the port to capture it. Air Support and Air Interceptions of Naval units may take place normally during the Mutual Naval Phase. Air units may also fly during the player turn to attack enemy fleets during the Player Turn subject to all normal air rules. 13.29 Naval Interception In order to intercept a moving enemy naval unit/stack, each unit/stack attempting interception must locate the enemy unit. If the moving fleet contains transports (loaded or empty) interception is automatic. If the moving fleet has just moved through a strait, interception in that block is automatic. If a moving unit enters a block where the opposing player has Air Supremacy interception is automatic. In all other cases a player must roll a die to intercept. He adds +1 for each CF unit present in the intercepting force, and +1 if he controls a red, white, green or yellow land dot (whether a port or not) in that block. (Monsoon spaces in summer do NOT add this +1 drm.) If the modified roll is 6 or more he intercepts. If the modified roll is 5 or less he fails to intercept. The units that failed such an interception attempt may not make further attempts to intercept that moving unit/stack, but may attempt to intercept other enemy fleets later that Mutual Naval Phase. 13.30 Carrier First Strike Advantage In any fleet vs. fleet combat in which at least one carrier unit is present after conducting any Submarine First-Strike attacks under rule 11.26, players must determine if either side has a similar Carrier First-Strike Advantage. If only one side at that point has a CF unit involved in that combat then they automatically have the advantage. Exception: if a player has Air Supremacy in a block in which naval combat is taking place, he automatically has the advantage if he has a CF unit present, otherwise neither player has the advantage. If both players have CF units present at this time, each player rolls a die, adding one to the die for each CF unit present. Each player also adds +1 if they control a red, white, green or yellow land dot (whether a port or not) in that block. Monsoon spaces in summer do NOT add this +1 drm. Only one is added to the die roll regardless of the number of land dots you control in that block. Players compare their modified die rolls, with the high number having the advantage. In the event of a tie neither player has the advantage. The player with the advantage now conducts the first round of combat with his CF units exactly as if they were submarine units under 11.26 (they may be supported by ground air units): the CF units of the advantaged side fire first, inflicting all hits instantly, then the remaining units of both sides resolve combat normally. Like the submarine advantage, the carrier advantage lasts only for the first round of combat. 13.31 Triumph of the Will/Rising Sun (Alternate Victory Condition) In addition to winning the game due to oil starvation under 4.1 and as an alternative to 4.2, players may win the game by demonstrating superiority over the other Evil Empire. A player wins a Triumph of the Will/Rising Sun Victory during any friendly Rebuild Phase that his IPP total (factoring in the effects of 7.4, 7.5, 7.6, 7.7, 7.8, and 7.9) is at least twice his opponent's current total. 13.32 Random Events After Game Turn 1, at the start of each Mutual Phase, before UN Rebellion, roll 2 six-sided die and consult the Random Events Table below: Die Roll Result 2 Coup In Berlin: If the Japanese IPP total is currently higher than the German total, the army launches a coup attempt against Hitler (otherwise no effect). Roll a six-sided die. Subtract one from the die roll for each SS or FHH unit in Berlin. If the result is 4 or greater the Coup Succeeds. Remove the FHH and GER units from the game. The IPP cost to rebuild all SS units is increased by 1 for the rest of the game, while the cost to rebuild all other German ground units in the game is reduced by 1 for the rest of the game. If the Coup fails the cost to rebuild all SS units and the FHH is reduced by 1 IPP, and the cost to rebuild all other German ground units is increased by 1 IPP. Only one coup attempt, successful or not, may be made per game. 3 Hitler Intervenes: Roll a six-sided die. On a roll of 1-3 the Fuhrer once more proves his military genius, and any single German ground combat on attack (PA only) this turn has a first-fire advantage, inflicting losses before the defender returns fire, on the first round of that combat. On a 4-6 Hitler's meddling once more leads to disaster, and on any single Japanese attack this turn (PA or MA) the Japanese player gets the first -fire advantage. 4 The Duce in a Snit: No Italian land units may attack in conjunction with any German land units (apart from the PAA) this turn. 5 Sweet Land of Liberty: The player who controls the fewest number of red or oil dots in North America place 2 UN rebellion markers there. If each player controls an equal number of red/oil dots, each places one UN rebellion marker. 6 The Services Aren't on Speaking Terms: No Japanese ground units except the SNLF may perform Amphibious invasions this turn. 7 No Effect 8 Morale Attacks: If the enemy controls any dot within 2 blocks of your homeland province, or has a CF unit within 13 blocks, he launches minor air raids to damage morale. Morale is not affected, but Hitler and/or the Imperial Military throws a fit. Roll a six-sided die; this is the number of ground and/or naval attacks (MA or PA) you must make this turn or forfeit the game. 9 I-boat, U-boat: players may launch their U-boats on enemy merchant shipping. Each player decides separately, First player First. If a player decides to use his subs for this purpose he removes them (all of them) currently on the map. They are considered eliminated. They may be rebuilt and returned to play for normal use. Make a note of the number of sub units removed under this event. That is the number of IPP the opposing player may not spend each Rebuild phase for the rest of the game. (His IPP totals are not lowered, he simply loses the use of that number of IPP points each turn.) This event may be rolled more than once, but each side may institute submarine warfare only once per game. 10 Tojo Intervenes: Roll a six-sided die. On a roll of 1-3 Prime Minister Tojo once more proves his military genius, and any single Japanese ground combat on attack (PA only) this turn has a first-fire advantage, inflicting losses before the defender returns fire, on the first round of that combat. On a 4-6 Tojo's meddling once more leads to disaster, and on any single German attack this turn (PA or MA) the German player gets the first -fire advantage. 11 Refueling Carrier Planes: During the first naval combat of the Mutual Naval Phase that both players have CF units involved, the player determined to have the Carrier first-strike advantage under 13.30 (if any) may sink any enemy carriers fired on by his advantaged CF units (only) that round with a single hit. 12 The Emperor Speaks: If the German side currently has a greater IPP total than the Japanese side, the Emperor speaks words of wisdom to his government. Unfortunately those words take the form of ambiguous poetry, and the military lapses into confusion arguing about their meaning. No Japanese ground attacks may be made this turn except to recapture a red dot or oil city on the Japanese side of the start line. May take place more than once.