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SUBSEQUENT ACTIVATION
Deploying units may not be activated for an operation later in the 9. OPERATIONS
same offensive. However, units that have already been activated
for an operation previously during this offensive may deploy. An operation is a military action to activate one or more friendly
units in an area to move to and attack a target area.
IMPORTANT The target area must be controlled by an enemy power, contain
Deployed fleet and air forces are eligible to support immediately an unowned or enemy base, be occupied by enemy units, or be an
(10.2). uncontrolled country (exception: surprise attacks, 9.8.3).
Example: Germany is at mobilization and gains Units may be activated by multiple actions during a single
two military actions when it plays an offensive. offensive for successive operations.
It deploys an army and two air forces to Poland,
already occupied by a tank army. This uses its Example: Germany is at mobilization and plays an offensive for two
first military action. military actions. Germany activates a tank army in Ruhr to attack and
conquer Benelux. With its second military action, Germany then activates
For its second military action it conducts a campaign operation to attack the same tank army and attacks Paris.
into Ukraine with the tank army the infantry army cannot participate
because it deployed earlier in the same offensive. The two air forces can
support the attack on Ukraine, even though they deployed to Poland
9.1 OPERATION DEFINITIONS
earlier in the same offensive. 9.1.1 ATTACKER AND DEFENDER
During an operation, the attacker is the power conducting the
8.5 INTERVENTION operation. The defender is determined according to the
A power may intervene in a civil war by providing aid to a following order of priority:
faction (11.1.2). If the target area is an ungarrisoned country (2.2.4), the
country itself.
8.5.1 PLACING AID
The power controlling the area, if it owns a participating unit.
A power (the patron) may spend a military action to provide aid A power with a participating unit in the area (but not
to a civil war faction (11.1.1) or Chinese faction marker (11.2.1), controlling the area). If more than one power qualifies, players
termed the client. To provide aid, the patron must trace a line of
9.8.3 SURPRISE ATTACK In a given combat, the attacker must commit all support first,
then the defender. Units may only support a combat if they
A surprise attack is an operation that creates a state of war. It
belong to the attacker, the defender, or an ally of either the
requires neither a political action nor an effectiveness check and
attacker or defender (at that allys discretion).
can only be done by Fascist powers.
When an ungarrisoned country is the defender, only units
To conduct a surprise attack, a Fascist power with a commitment
belonging to powers that are at war with the attacker may
of mobilization or higher spends a military action to attack (9.) a
support it.
non-enemy opposing power (exception: no invasions, 9.5).
Air units may support any type of combat: land, naval, or air.
A surprise attack results in a state of war (5.6.1) during the
Fleets may only support naval combat. No other unit type
operation between the attacker and defender (and potentially
(including submarine packs) can provide support.
their allies, 6.1.3). The defender gains an additional flag for the
provocation. Design Note: Note that tactical air forces can support in combats
that they could not be activated to participate in.
For the duration of the surprise attack operation, the defender
suffers a surprise penalty of 1 to its combat results. Place a Example: France and the UK are allies when Germany
Surprised marker in the operations target area. At the end of the attacks Paris. Germany first moves a tank army into
Paris. Then, Germany commits a tactical air force in
operation, flip the Surprise marker to its No Surprise side and
support. A UK tactical air force in London can support
move it to the political display to show that surprise penalties do against this attack even if no UK unit is in Paris, as
not apply to the defending ideology for the remainder of the London is adjacent to Paris for air forces and France is
game. an ally. Whether France commits the air force in Paris
The allies of a power conducting a surprise attack also benefit, if or not, only one of the air forces in London can support
the operation is a joint operation (9.8.2). due to occupation limits.
Once committed to the combat, supporting units suffer all the
Design Note: An ideology can only suffer the surprise penalty once
per game. effects of the combat (e.g. retreat, regroup, etc.)
Example: In the 1941-42 turn, Japan conducts a
surprise attack against US fleets in the Hawaii sea
10.3 AIR SUPERIORITY
area. The US and Japan are now at war with each Air superiority is determined during the resolution of a land or
other, and the US gains two flags. If the US or Japan naval combat.
had allies, their allies would have to decide
immediately whether or not to uphold the alliance(s). An air combat (10.6) is resolved and whichever side has more air
units remaining gets air superiority. If only one side has air units
A Surprise marker is placed in the Democracies circle on the political
display. During this operation, all US combat rolls will suffer a -1 penalty.
present, they automatically have air superiority (without
After resolving the combat, flip the Surprise marker on the political combat). In case of a tie, or if there are no participating air units,
display to its No Surprise side. Democracies are not subject to the neither side gets air superiority.
surprise penalty for the remainder the game. The side with air superiority rolls one additional die in the main
land (10.4) or naval (10.5) combat.
10. COMBAT Design Note: Air superiority plays a vital role in land and naval
combat, so always take air support into account.
Combat occurs when a power moves one or more units into an
area that contains a cube or unit of an opposing power, or into an 10.4 LAND COMBAT
uncontrolled country.
Combat is resolved sequentially always finish the resolution of Land combat may occur as a result of a campaign (9.3) or
one combat before starting another. invasion (9.5) operation. Only land units participate in land
combat.
10.1 COMBAT SEQUENCE Resolve land combat as follows:
By default, each side rolls two dice. If one side has no land
All combat is resolved according to the following sequence:
units, it rolls only one die.