Alan R. Arvold


22.0 Scenario 1944 - Race for the Bomb


   The Oil War of 1940 lasted less than two years. The US who

started the war did remarkably well, overrunning almost all of

Texas in less than two months. This was due to their mastery of

the blitzkrieg (with the help of German army advisors). However

the Confederates proved to be fast learners of the blitzkrieg and

in the fall of 1940 mounted a drive which not only recovered all

of Texas but pushed as far north as Denver and Kansas City before

the onset of winter brought the drive to a halt. East of the

Mississippi both sides had built as series of heavily fortified

positions which precluded any serious drives across the border.

In the spring of 1941 the US mounted its counteroffensive back

towards Texas which the Confederates stopped approximately at the

old border line and here the war stalemated by the summer of 41.


   Meanwhile overseas World War II was proceeding more or less

along its historical course. There was one big difference though,

on 7 December 1941 the Japanese attacked the British naval base

at Singapore harbor. With the British Pacific Fleet destroyed the

Japanese conquered all British, French, and Dutch possessions in

about four months that they did historically. The US possessions

in the Pacific were not attacked for two reasons. One was that

the US was an ally of their Axis partner Germany. Second was that

the US had shifted most of the military forces in the Pacific

back to the US to help in the prosecution of Oil War and thus was

no threat to the Japanese drives in the western Pacific.


   However during the conquest of Dutch Indonesia the oilfields

and refineries were destroyed before the Japanese could take

them. Though the Dutch owned the oilfields and facilities, it was

Confederate Oil companies which actually ran and managed them.

These Southern workers and technicians were responsible for their

destruction and Japanese in retaliation murdered all them upon

their capture. This prompted the CSA to cut off all trade and

diplomatic relations with Japan. Japan then approached the US

with the offer of a twenty year peace treaty between them. In

short if the US would recognise all Japanese conquests in the

Pacific, the Japan would respect all US possessions. In secret

Japan negotiated a deal where if the US supplied workers and

technicians to rebuild and run the destroyed oil fields and

facilities in Indonesia, then the US would receive any surplus

oil from there that Japan did not need. The US agreed and signed

the treaty in April of 1942.


   Now that the US was assured of an oil supply it did not need

Southern oil which was what it went to war for in the first place

with the Confederates. The US government offered the CS one an

armistice to go into effect in May of 1942. As both sides were

approching economic exhaustion it was readily accepted. The

original border was restored and both sides demobilized their

expanded forces. By the end of 1942 the borders were quiet. But

leaders from both sides knew that this was only a temperary state

of affairs.


   Before the Oil War both sides started research into the

scientific theory of nuclear fission in hopes of creating a new

super-weapon but it was not until after the armistice that

serious development actually started. Although both sides

shrouded their work in secrecy, the respective intellegence

services kept their governments informed of the other's progress.

Meanwhile the economies of both sides not only recovered but

expanded as each was supplying raw and war materials to their

respective allies in the World War. Both sides also took this

time to modernized their armed forces in preparation for the next

round which both thought was about five years away. However in

the spring of 1944 this changed drastically.


   In early 1944 both Great Britain and Germany, both who had

been developing the Atomic Bomb on their own, reached the

conclusion that they could not complete development on their own

and sought aid from their respective American allies. Both the

USA and CSA agreed to help in that if Germany and Britain

transfered their technicians, researchers, and materials to the

relative safety of America, upon completion of the work they

could buy warheads from their American Allies until they could

develop the Bomb on their own after the World War was over. Both

belligerents agreed and in the spring of 1944 Atomic Bomb

development accelerated in both American republics. Unfortunately

as a result the intellingence services for both the USA and CSA

reported to their respective leaders that the other side was now

way ahead in developing the Bomb. This caused both sides to

consider launching a preemptive war to defeat the other before

they could complete the Bomb.


22.1 Introduction

   Increasing distrust between both nations and fear of possible

nuclear domination upon the other side's completion of the Bomb

leads the leaders of both countries to launch preemptive attacks

upon each other.


22.2 Set Up

   Turn: June (1944)

   Phase: Air Phase, flip a coin to see who goes first.

   CSA: Economy = 20, RP = 10, Forts = 12.

        Counters = 57 two sided and 61 one sided, plus Mexican

                   Protectorate and Central American Colonial


   USA: Economy = 24, RP = 5, Forts = 10.

        Counters = 67 two sided and 38 one sided.


22.3 Victory Conditions

   The victory conditions are the same as those listed in rules

section 18.3 of the 1940 scenario. Use the rules for victory

through shock (rule 18.6) and through economic exhaustion. Ignore

the rules about victory level shifts for capturing enemy cities.

Instead shifts in the victory level only occur when one or both

sides use the Atomic Bomb on one another. If only one side uses

the Bomb the victory level is shifted one level in its favor. If

both use the Bomb then the shifts cancel each other out.


22.4 Blitzkrieg

   As both sides have mastered the blitzkrieg form of war all "V"

counters are available at the beginning of the scenario. In fact

both sides have been modernizing their forces since the end of

the Oil War and have integrated the new units into their armies

as well as improved other units with newer model equipment and

weapons. (Note: All new variant counters mentioned in this

article will have to be fabricated by the players themselves.)


CSA: Use the 1940 set up with the following changes.

   a. The eight 6-4-2 mechanized infantry divisions may be set up

      anywhere in the CSA with the restriction of one per state.

      In turn the Confederate player must remove one of the "S"

      marked infantry divisions of his choice from each of these

      states and place them in the force pool box.

   b. All regular cavalry divisions and brigades are removed from

      this scenario. In turn the Confederate player will place

      the NBF mechanized cavalry brigade, and four new 3-2-3

      mechanized cavalry brigades for this variant in the

      respective states where the cavalry divisions were removed

      from. Player may choose which unit to place in each state.

   c. Delete the four 3-2-1 tank brigades from the scenario.

      Replace them with the four new 4-2-1 tank brigades for this

      variant. One brigade may be placed anywhere in the CSA, one

      is placed in the eliminated units box and the other two are

      placed in the force pool box.

   d. Add to the GHQ box both paratroop brigades and both

      mechanized infantry brigades that are in the original

      counter sheet.

   e. Delete all (1)-5-6 bomber and 6-0-6 fighter units from the

      scenario. Add the following variant counters; one (1)-(6)-7

      bomber and two 7-0-7 fighter unit to the GHQ box. Delete

      the 7-0-0 point defence fighter unit and add one 8-0-0

      point defence jet fighter unit in the force pool box. Add

      one heavy bomber unit (with the same values as the USA

      ones) to the force pool box.

   f. Place the naval carrier unit Manassas in the GHQ box. Add

      to the force pool box the 5-(-1)-5 naval carrier units

      Vicksburg, Chattanoga, Sharpsburg, and Gettysburg and the

      8-(+2)-4 naval surface unit Alabama.


USA: Use the 1940 set up with the following changes.

   a. The five armored divisions and five mechanized infantry

      divisions are now set up any where in the USA. They replace

      the ten motorized infantry divisions which are now placed

      in the force pool box.

   b. Delete the two cavalry divisions and two cavalry regiments

      from this scenario. The 11th Mechanized Cavalry Regiment

      may be placed any where in the USA. The 12th Mechanized

      Cavalry Regiment and the two variant 4-2-4 mechanized

      cavalry regiments are placed in the force pool box.

   c. Delete all 4-1-0 and 3-1-1 tank regiments from this

      scenario. The 66th and 67th Armored Regiments are placed

      anywhere in the USA. The 3rd and 184th Mechanized Infantry

      Regiments are placed in the eliminated units box. Place one

      variant 5-5-2 armored regiment and one variant 4-4-2

      mechanized infantry regiment in the force pool box. Place

      the 5-2-1 tank regiment along with three variant 5-2-1 tank

      regiments in the force pool box.

   d. Place one paratroop division and one marine division in the

      GHQ box. Place the other paratroop division and marine

      division in the force pool box. Take two 4-4-0 infantry

      divisions of your choice out of the GHQ box and place them

      in any city within their respective states.

   e. Delete all 3-4-5, 4-5-6, and 6-0-6 fighter units and the

      (2)-6-6 dive bomber unit from this scenario. Place one

      variant 7-0-7 and two variant 5-6-7 fighter units in the

      GHQ box. Move one of the heavy bomber units from the force

      pool box to the GHQ box. Place in the force pool box one

      7-0-7 variant fighter unit, one 5-6-7 variant fighter unit,

      and one variant 8-0-0 point defence jet fighter unit.

   f. Delete the two 0-(-2)-6 balloon unit from this scenario.

      Place the Wisconsin and Missouri naval surface units and

      the Yorktown naval carrier unit along with two variant

      4-(+1)-7 naval air units into the GHQ box. Place in the

      force pool box the variant 6-(-1)-5 naval carrier units

      Enterprise, Ranger, Hornet, and Wasp.


22.5 Jet Fighters

   Each side gets one point defence jet fighter which starts in

their respective force pool boxes. These jets may only be used

for interception and no other purpose. When used in interception

jet fighter may shoot at any air unit, ignoring any escorting

fighter units the targeted unit may have. Escorting fighter units

may still shoot at the jet though.

Note: The early jet fighters that were developed during the World

War II period while faster than prop driven planes also had

shorter range, thus making them ideal for interception purpose

which was how they were used then (for the most part). When

intercepting bombers they could use their speed to buzz their way

through the escorts to the bombers. Unfortunately they had to

slow down in order to engage the bombers and this gave the

escorting fighters a chance to pounce on the jets.


22.6 Extended Fighter Range

   Both sides may double the range factor of their fighter units

during a sortie. To do this 2 RPs must be expended per fighter


Note: This reflects the use of drop tanks to increase the range

which were in vogue in most air forces at the time.


22.7 Naval Carrier Unit Production

   Both sides may now produce carrier units in two different

ways. One way is the normal production rules listed in the game

which adds another naval unit to a side's forces. The other way

is to trade a naval surface unit for a naval carrier unit. To do

this the player pays half the production cost of a naval unit

(which will in turn halve the production time) and on the turn of

completion place the carrier unit in the GHQ box and delete a

surface unit from there which is removed from the game. A player

can not use a damaged surface unit in the force pool box as his

unit to be deleted. A player may choose which naval surface unit

to delete.

Note: This rule reflects the fact that the world navies at this

time were switching from a battleship oriented force to a carrier

oriented force. What is happening within the context of this rule

is that battleships are being retired from the navy and their

attending cruisers and destroyers are then assigned to the new

carriers being produced thus saving the production costs for new

escort vessels for the carriers.


22.8 Atomic Bomb

   Development: Both sides starting in the first month may

allocate 1 RP towards Bomb development. This is done during the

Production Phase when units are built or rebuilt. Players should

keep a running total of RPs allocated during the game on a piece

of scratch paper. Starting in the month that the 12th RP has been

allocated towards Bomb development a player may roll a die to see

if he has successfully completed it. This done in the Production

Phase after the l RP have been spent. A result of 1 means that

development has been completed, any other result means it is not

completed. Each month thereafter the chances of completion go up

by one on the dice roll (second month - 1 or 2, third month

1,2,or 3, etc.) until the chances are 1-5 on the die roll for

successful completion at which point it does not get any better.

During this time a player must continue to allocate 1 RP per

month to continue development. A player may not commit more

than 1 RP per month and if he allocates 0 RPs during a month the

process is halted. The process will resume where it left off when

a player again allocates the 1 RP per month.

   Production: Starting in the month that development is

completed the player receives one Atomic Bomb at the end of the

Production Phase. Every third month thereafter the player

recieves another Atomic Bomb at the end of the Production Phase

and so on until the game is over. During production a player must

continue to allocate 1 RP each month and if for some reason no

RPs are allocated in a month production is halted and will not

resume where it left off until RP allocation is resumed. A player

makes a note on his scratch paper as to how many Bombs he has in

his possession.

   Combat Use: Atomic Bombs are used during the Air Phase of a

month. They are used in conjunction with a Heavy Bomber Air Unit

on a City Bombing mission. The Heavy Bomber Air Unit which is

used is subject to interception by enemy interceptors and may be

escorted by friendly fighters. If the bomber unit survives

interception it may then drop the Bomb on any enemy city within

range. It may not drop it on an enemy city under friendly control

or friendly city under enemy control.

   Effects: A city that has had an Atomic Bomb dropped on it is

automatically destroyed for the duration of the game. All combat

units in the same hex as the city are removed and put into the

force pool. Mark the hex with a variant A-Bomb counter. No ground

units may move into that hex for the rest of the game. The

destroyed city can not act as a supply source for the rest of the

game. In the next Production Phase reduce the RPs generated by

one. A city destroyed by an A-Bomb increases the Shock Level by

the VP value of the city plus five additional for the use of the


   Production Facilities: The development and production

facilities for both sides are located off the map and can not be

effected in any way by any enemy combat unit. (The US has it

facilities located on the West Coast and CS has its facilities

located in the Central American Colonies.)


22.9 Optional Rules

   Foreign Intervention (21.0) may not be used in this scenario.

(Both Germany and Britain are so embroiled in the Second World

War by this time that they can not spare any military forces to

intervene.) Both sides may use any leaders (20.0) available in

the 1940 scenario and may also use Fort Complexes (18.8) if they

so desire.