
7. End of Game Turn Phase
The following occurs once per Game Turn after all factions have taken their respective Faction Turns.
7.1 Delay Segment
A Delay Result is determined for each counter in the Delay Box and Naval Warfare Delay Box. The Delay Result is how many turns it will take for that counter to return to play. A Delay Result less than 1 is treated as 1. There is no upper limit on a Delay Result.
To determine a Delay Result, select one counter from a Delay Box, roll one die, and apply the appropriate Delay DRMs based on the counter’s faction. Delay DRMs are listed on the map. Modifiers are cumulative. The modified result is that counter’s Delay Result.
Example: A Delay die roll is being made for a Russian unit. Only the Soviet Delay DRMs are applied to the roll, not ones listed under Axis or Western. You can use the DRM markers provided as a reminder of each faction’s current Delay DRM.
Once a Delay Result has been determined, the counter is placed on the Turn Track that many number of Turn Boxes ahead of the current Turn Box. Do not count the current Turn Box.
When you are placing a counter on the Turn Track that could be considered either a unit or a marker (such as a paratroop unit/Airdrop marker), place the piece so that its unit side is face-up.
A counter can be placed in a Turn Box that is past the Turn Box containing the V-J Day marker.
Example: It is the Delay Segment of the Sept-Oct 1943 Game Turn. A Japanese Air unit in the Delay Box is selected and a die roll is made. The result is 4.
Per the Axis Delay DRMs List, the die roll is modified as follows: The current USCL is 1, which provides a +1 DRM. Total War is in effect and the Rising Sun VP marker is in the 1 VP Box, so that’s –1. The Axis War Production marker in the Strategic Warfare Box, so that’s another –1. The modified result is 3 (4+1–1–1), so the Japanese Air unit’s Delay Result is 3. The Air Force unit is placed three Turns ahead on the Turn Track, in the Mar-Apr 1944 Box.
© Units leaving a Delay Box must be placed in a Turn Box on the same map.
In other words, units in a TK Delay Box stay on the TK map – they can’t be placed on the DS map.
Naval Warfare Delay Box: When determining the Delay Result for a counter in the Naval Warfare Delay Box, if the unmodified die roll is 6, roll again and add the two die rolls together. Then apply the appropriate the Delay DRMs. The modified result is that counter’s Delay Result.
Example: It is the Delay Segment of the Mar-Apr 1944 game turn. A British Surf Fleet unit in the Naval Warfare Delay Box is selected and a die roll is made. The result is a 6. So the Western faction rolls again, this time getting a 5. Both results are added to get 11 (6 + 5). The cumulative Western Delay DRM is –3, so the Fleet unit’s Delay Result is 8. Ouch!
This “deep six” result represents the sinking of a large number of ships, which take longer to replace. A historical example would be the loss of four Japanese carriers at Midway in 1942.
7.2 Turn Marker Segment
The Turn Marker is moved to the next box on the Turn Track.
The Turn Marker is double-sided, with an Axis side and an Allied side. You can flip the marker over after the end of the Axis and Soviet Faction Turns to remind you of whose Faction Turn it is.
If the Turn Marker is in the bottom-right corner box (i.e., Nov-Dec 1942 or 1948), move the marker to the upper-left corner box (i.e., Jan- Feb 1937 or 1943) and continue the game.
To save space, the Turn Track “repeats itself.” That is, the 1937 row of boxes is also used for 1943, 1940 stands in for 1944, and so on. If your game continues past 1948, go ahead and keep playing – just remember the year is really 1949!
All counters in the box entered by the Turn Marker are removed and placed as follows:
Step 1: Ground units, support units, Convoy markers, Detachment markers, Logistics markers, and Partisan Base markers are placed in their faction’s DS Force Pool.
Step 2: Other markers are placed per their own rules. See Markers (14.).