WWIII: Invasion America Mini / Steve & Andrew Gilham This scenario takes the situation depicted in 'Invasion America' and translates it into a short game to be played using amended 'World War 3' rules and components. For a historical rationale, look in the 'Invasion America' rules folder or on the back of S&T 53. Those who have to chose the latter alternative do not know what they are missing, in our estimation, 'Invasion America' comes close to the 'perfect' game. Possibly its one fault is the length of time (about 4 hours) needed to play it, hence this mini game This game is probably best for two players; use USA units for USA and Canada, and USSR units for the invaders. If you wish to differentiate the various coalitions, scavenge unit counters from other strategic games (WW2, 'Global War'). Some rules changes are necessary to 'WW3' to make this game possible. Rules Changes 4.0 Sequence of play. 4.1 The Game turn. Each game turn consists of nine phases, which are divided into two Player turns. 4.2 Sequence outline. A. Invader Player turn 1. Invader Land Movement Phase. The invader may move his land units in any direction up to the limit of the current season's movement allowance. Amphibious Assaults are also conducted in this phase. 2. Invader Land Combat Phase. Invader player may attack any USA/ Canadian land units adjacent to friendly units at the phasing player's option. 3. Invader Strategic Movement Phase The invader player executes sea movement of land strength points. 4. Invader Reinforceme nt Phase. Invader player receives reinforcements due for that turn. B. USA/Canada Player turn 5. USA Reinforcement Phase. 6. USA Land Movement Phase. 7. USA Land Combat Phase. 8. USA Strategic Movement Phase. USA player may now move up to two strength points through friendly communications areas an unlimited distance. 9. Turn Record Phase. 4.3 Game Length. The game takes place in turns 4,5 and 6 of the 'WW3' turn record track. 5.0 Land Movement 5.5 Amphibious Assault 5.51 Only the Invader player may use Amphibious movement. Amphibious movement is done at a rate of 1 to 1 in Arnphibious Movement Points to Combat Strength Points. 5.52 Amphibious movement may be from a friendly port to an unoccupied coastal hex or a coastal hex occupied by USA/Canadian Strength Points. If the Assault hex is occupied, the occupying units must be attacked in the following Invader Land Combat Phase. If the defending units are not eliminated or retreated from the Assault hex, the units making the Amphibious Assault are eliminated . 5.53 Amphibious Assaults have no maximum range, but may not be executed against undeveloped hexes. 5.54 The Amphibious capacity given in the scenario order of battle is a per turn total of Amphibious Movement Points. 5.55 If the Assault takes place against an unoccupied hex, the Invader may place a port unit on the Assault hex. This uses 2 Amphibious Movement Points to accomplish The newly placed port functions in all ways as a 'normal' port, but does not have to be garrisoned by the Invader to act as a supply source . 5.56 Note that there are no air interdiction effects on Amphibious transport. 9.0 Supply 9 .1 Supply sources. 9.11 Invader units trace supply to a friendly port hex. This is defined as a home country port, a port counter, or a USA/Canadian port presently occupied by Invader forces. In addition, units which have in the current game turn made an Amphibious Assault are always in supply. 9.12 USA/Canadian units trace supply to a friendly industrial hex. 17.0 Production 17.1 There is no production as such: rein forcements are received automatically as detailed in the scenario. 17.2 Invader reinforcements appear on friendly port hexes in the Invader reinforcement phase. Each coalition's reinforcements must appear on its own hexes. Reinforcements may appear in enemy ZOC. 17.3 USA/Canadian reinforcements appear on friendly industrial hexes in the USA reinforcement phase. Each country's reinforcements must appear in that country. Reinforcements may appear in enemy ZOC if stacked with friendly units. 17.4 Reinforcements may not be placed in a position where they would exceed stacking limits. If for any reason reinforcements can not be received, they are lost. 21.8 Special Rule - Invader noncooperation Units from different invader coalitions may not stack together or combine strengths in combat. Other invader coalitions' units are considered enemy units for the purposes of tracing supply, etc. Note that the USA and Canada are considered as one country for all purposes except appearance of reinforce ments. 21.9 Special Rule--Naval Transport There are no MS units as such: naval capacities given in the scenario are considered per turn capacities. Naval transport has no range limitation. Ports may not be 'carried' by naval units as they are by amphibious units. Naval transport (like Amphibious transport) may not be destroyed or 'loaned' between coalitions. 21.10 Special Rule - Amphibious Assault Location Restriction. ESC and SAU units may only make amphibious assaults on the Atlantic coast of North America. PAL units may only make amphibious assaults on the Pacific coast of North America. Scenario Order of Battle First Player: Invader European Socialist Coalition (ESC): 40 land strength points; 20 MS; 10 Amph; 2 ports. Deploy in Cuba. South American Union (SAU): 25 land strength points; 15 MS; 10 Amph; 2 ports. Deploy in South America (South east of hex 1512, but not including hex 1512). Pan Asiatic League (PAL): 40 land strength points; 20 MS; 10 Amph; 2 ports. Deploy in China and/or Japan. Second Player: USA and Canada. United States of America (USA): 50 strength points. Deploy in USA, Alaska and Central America (North west of hex 1512 and including hex 1512). Canada (CDA): 12 land strength points. Deploy in Canada. Reinforcements (land strength points per turn ): ESC:9 SAU: 9 PAL: 10 USA: 8 + 1 per industrial hex not captured CDA: 4 + 1 per industrial hex not captured Victory Conditions: USA/CDA player must control at least 340 points of hexes at the end of the game. Victory Point Schedule: hexes worth 3: 2602,2312,1710. hexes worth 5: 2313. hexes worth 6: 1912. hexes worth 7: 2903,2805,2706,2709, 2607,2506 2306 2414, 2308,2208 2209 2010, 1808,1709,1609 hexes worth 8: 2111. hexes worth 10:2307,2108,2110, 2011. hexes worth 11:2213. hexes worth 12:2309,2212. hexes worth 13:2012. hexes worth 14:2207 2009 2109. hexes worth 15:2106 2112 2006. hexes worth 16:2113. hexes worth 17:2007. hexes worth 18:1911,2210,2211. hexes worth over 20 (with value): 2107(21), 2206(22), 1910 (34). It will be found useful to mark these values on your WW3 map. These values were computed by comparing each WW3 hex to a corresponding area on the 'Invasion: America' map, and counting up the victory points to be gained from therein. We assumed that resource centres are worth 7 victory points, not 5 as the rule book states; this means there are now 475 victory points in the map instead of 385. This can be useful when victory conditions require control of 400 points.