14. Markers


△ 14.1 Aid to China

When this marker is removed from the Turn Track, the Allied faction receiving it may place it in either the Soviet Conditional Events Box or the Western Conditional Events Box.

The Western faction may remove its Aid to China marker from a Conditional Events Box when applying the Aid to Nationalist China Conditional Event (16.3.9). The faction can remove it from the game completely or put it in the Delay Box.

The Soviet faction may remove its Aid to China marker from a Conditional Events Box when applying the Aid to Communist China Conditional Event (16.5.6). The faction can remove it from the game completely or put it in the Delay Box.

This marker can also be removed from the game by play of Axis card 31a British Neutrality Pact or 31b Russian Neutrality Pact, Western card 26b British Neutrality Pact, or Soviet card 19b Russian Neutrality Pact.

Effect: If an Aid to China marker is in an Allied Conditional Events Box, that faction may roll on the Aid to China Table in its Conditional Events Segment, once for each marker.


△ 14.2 Airdrop

When a Blitz-enabled airborne unit performs an Airdrop (4.1.1), flip the counter over and place the Airdrop marker on the map.

Effects: While this marker is on the map:

  • During the Blitz Combat Segment only, the attacker receives a one-column shift to the right for each Airdrop marker in the defending hex.
  • Enemy units cannot retreat into a hex containing an Airdrop marker.
  • Enemy units cannot trace a supply line into a hex containing an Airdrop marker.

Removal: This marker is removed per 4.1.4 in the Airdrop Landing Segment.


14.3 Allied Collapse

When this marker is removed from the Turn Track, place it in the Strategic Warfare Box.

Effect: This marker counts against the Allied factions when determining the Current Strategic Value (0.1.1).


△ 14.4 Bases Damaged

Place this marker in the Strategic Warfare Box when it is received.

Effect: If this marker is in the Strategic Warfare Box, there is a +1 Delay DRM for all support units belonging to the faction indicated on the marker.


14.5 Beachhead

Place this marker per 2.2.3.4. For Axis SNLF Beachhead-0 markers, also see <mark class=“red>4.1.3.1, 15.29 and 15.37.

Effects: While this marker is on the map:

  • A faction may be required to place a Blitz marker in the same hex (2.2.4). Exception: Axis SNLF Beachhead-0 markers.
  • A ground unit may cross an All-Sea hexside to enter a hex containing a Beachhead marker.
  • A ground unit can only cross the marker’s Beachhead Hexside to exit a hex containing a Beachhead marker.
  • A hex with a Beachhead marker may be an Open Port.
Clarification

Note that a hex with a Beachhead marker cannot be an Air Base or Naval Base.

  • An airborne ground unit stacked on a Beachhead marker cannot conduct an Airdrop, as it must be in a Land hex to do so (4.1.1).
  • An HQ unit stacked on a Beachhead marker cannot provide Ranged Support (4.2.1.2).
  • There is a column shift to the left for attacks across a Beachhead Hexside as specified on the Beachhead counter.
  • A supply line may be traced across an All-Sea hexside into a hex containing a Beachhead marker.
Clarification

You can trace across any All-Sea hexside, not just the Beachhead Hexside.


14.6 Blitz

The phasing faction places this marker per 2.2.4. If the Axis faction is the phasing faction, it may be required to roll on the Cabinet Crisis Table as it places the marker. The marker is removed in the affected faction’s Marker Segment (4.3).

Effects:

  • All friendly units within two hexes of the Blitz marker are Blitz- enabled, including those in the placement hex.
  • A defending force cannot use Voluntary Retreat Conversion (4.2.5.3) in a City hex containing a Blitz marker.


14.7 Ceded Land

Place this marker in the Ceded Lands Box or a faction’s Force Pool as directed by the scenario setup, event, or option card.

Effects:

  • If a Ceded Land marker is in the Ceded Land Box, that Country, Dependent, or Region is either part of the Country stated on the marker (if the marker reads “Ceded to”) or is a Dependent of the Country stated on the marker (if the marker reads “Dependent”).
Clarification

Note that some Countries, such as Mongolia, may disappear when ceded to another Country.

  • If a Ceded Land marker is in a faction’s Force Pool, that faction may be eligible to be place the marker in the Ceded Lands Box during a Conditional Events Segment.


△ 14.8 Chemical Weapons

When this marker is removed from the Turn Track, place it in the Axis Force Pool.

Effect: If this marker is in the Axis Force Pool, the Axis faction may use it for any one combat that Turn. The Axis faction declares whether the Chemical Weapons marker will be used before the die is rolled.

Clarification

The Axis may use this marker during an Allied combat segment.

When the Chemical Weapons marker is used, the Attrition losses suffered by both the attacker and the defender are increased by one. After the Axis faction uses the Chemical Weapons marker, place it on the Turn Track to arrive next Turn.

Example: If the combat result was Dr1 1/2, using this marker would make it a Dr1 2/3 result.


14.9 Convoy

Place this marker per 2.2.3.6.

Effects:

  • If this marker is on its Troop Convoy side, it can transport one unit up to its Transport Capacity using the Port-to-Port Movement Procedure (3.1.2).
  • If this marker is on its Supply Convoy side, it allows the owning faction to trace a supply line across that Naval Zone (10.2).


△ 14.10 Convoy Strategy

When this marker is removed from the Turn Track, place it in the Strategic Warfare Box.

Effect: If this marker is in the Strategic Warfare Box, the Axis faction may perform one Delay Reduction (15.13) at the end of its Delay Segment each turn.


14.11 Devastation

This marker is placed via successful Devastation Marker Placement (2.2.3.5) or the Project Success: A-bomb Political Event (15.33). Once placed, Devastation markers are never removed.

Effect: An Axis Strategic Hex inside Japan with an Allied Devastation marker is controlled by the Allied faction that placed the marker. An Allied Strategic Hex inside a Chinese Country or Russia with an Axis Devastation marker is controlled by the Axis faction.

Clarification

You don’t get any credit for bombing your own Strategic Hexes, even if they’re in enemy hands.


△ 14.12 Enforced Peace

When a Forced Settlement, Japanese Concessions or Allied Surrender Conditional Event is performed, place this marker one year ahead on the Turn Track. When it comes off the Turn Track, remove it from the game.

Effect: If this marker is on the Turn Track, the Axis faction cannot “voluntarily” end that Country’s Surrender Policy (13.6.1.2).


△ 14.13 Entry [British, Chinese, Russian, US]

When any Entry marker is removed from the Turn Track, end any Policy or Truce that applies to that Country. If that country has Far Eastern Forces units in its Conditional Event Box, place those units in the Delay Box.




14.14 European War Markers

* 14.14.1 Current ESV

Place this marker on the Current ESV Track as instructed.

Effect: If an Axis Strategic Hex inside Japan is under Allied control during Victory Point Checks (0.1.1), add the number of the Box occupied by the Current ESV marker on the Current ESV Track to the Current Strategic Value. Exception: The number added cannot be a negative number – add 0 instead.

The Current ESV marker may not be moved below the -5 box. If it is placed in the 5 box, the Axis faction wins an Automatic Victory.


* 14.14.2 European Limited War

When the European Limited War marker is removed from the Turn Track, the Axis faction rolls one die on the table below. The only DRM that applies to this roll is –1 in 1939 and –2 in 1940:

  1. Limited War Begins
  2. Peace Continues
  3. Peace Continues
  4. Peace Continues
  5. Peace Continues
  6. Peace Continues
Design Note

This table is printed on the European War Display as a handy reference.

Limited War Begins: The Axis faction must do all of the following:

  • Roll one unmodified die. If the result is 1-3, place a European Limited War marker in the Western European War Box on the European War Display. If the result is 4-6, place a European Limited War marker in the Soviet European War Box on the European War Display.
  • Place the German Victory marker four Seasonal Turns (i.e., one Year) ahead on the Turn Track.
  • Place a European Total War marker in the Summer Seasonal Turn Box two years ahead on the Turn Track.

Example: If European Limited War occurs in Sept-Oct 1939, you’d place the German Victory marker in the Sept-Oct 1940 Turn Track Box, and a European Total War marker in the May-June 1941 Turn Track Box.

Peace Continues: Place the European Limited War marker ahead two Seasonal Turns on the Turn Track. Exception: European Limited War must happen no later than Autumn 1940. If it is the Autumn 1940 Seasonal Turn, treat this result as Limited War Begins.

Example: You are rolling for the European Limited War marker in the Mar-Apr 1939 Game Turn. You roll a 3, which is modified to a 2 per the Table, so European Limited War does not occur. You place the European Limited War marker back on the Turn Track, in the Aug-Sept 1939 Turn Box.


14.14.3 German Victory [France Defeated, Russia Defeated]

* In DS, the German Victory marker is placed in the Strategic Warfare Box when it is removed from the Turn Track. If Germany is at war with the Western faction, place it with its France Defeated side showing. If Germany is at war with the Soviet faction, place it with its Russia Defeated side showing.

© In AE, the France Defeated marker is placed in the Strategic Warfare Box when the Case Yellow Conditional Event is applied to France in TK. The Russia Defeated marker is placed in the Strategic Warfare Box when the Ostland Accord Conditional Event is applied to Russia in TK.

If the France Defeated Marker is placed in the Strategic Warfare Box: Remove all non-F French units from the game (i.e., the French Surface Fleet, 0-1-2 Res infantry and 1-2-2 Col infantry).

Clarification

If France is an active Minor Country in DS, it remains that way; placement of the France Defeated marker has no effect on France’s status or alignment.


* 14.14.4 European Total War

When the European Total War marker is removed from the Turn Track, the Axis faction must roll one unmodified die on this table:

  1. Total War Begins
  2. Total War Begins
  3. Total War Begins
  4. Limited War Continues
  5. Limited War Continues
  6. Limited War Continues
Design Note

Again, this table is printed on the European War Display as a handy reference.

Limited War Continues: Place the European Total War marker ahead four Seasonal Turns on the Turn Track. Exception: European Total War must happen no later than Summer 1943. If it is the Summer 1943 Seasonal Turn, treat this result as Total War Begins.

Total War Begins: The Axis faction must do all of the following:

  • Remove the European Limited War marker from play.
  • Place European Total War markers in both European War Boxes on the European War Display.
  • Place the US Entry marker three Seasonal Turns ahead on the Turn Track.
  • Place the V-E Day marker in the 16 Seasonal Turns (i.e., four Years) ahead on the Turn Track.

Example: European Total War starts in May-June 1941. You would place the US Entry marker in the Mar-Apr 1942 Turn Box and the V-E Day marker in the May-June 1945 Turn Box.


* 14.14.5 V-E Day

When the V-E Day marker is removed from the Turn Track, do all of the following.

  • Remove all European Total War markers from play.
  • Ignore all future instructions to increase or decrease the ESV. Flip the ESV marker over to its “Germany Surrenders” side as a reminder of this.


14.15 Failure [Command, Supply]

There are two Failure markers: Failure (Command) and Failure (Supply). Each Failure has a set of rules that limit the faction affected by them. Such a faction is referred to as a Failure Affected Faction (FAF).

Failure Range: Failure rules apply in the hex containing a Failure marker and all hexes within a five-hex range. These hexes are referred to as “Failure Hexes.”

Failure Effects: These rules apply while a Failure is in effect.

Support Unit or Airdrop Marker Placement:

  • An FAF support unit or Airdrop marker cannot be placed in a Failure Hex.
  • An FAF unit cannot contest attempted placement of an enemy support unit in a Failure Hex.

Movement:

  • If Failure (Supply) is in effect, an FAF ground unit cannot move into a Failure Hex containing an EZOC. No exceptions.
  • If Failure (Command) is in effect, a FAF ground unit cannot move out of a Failure Hex containing an EZOC. No exceptions.

Combat:

  • An FAF ground unit cannot conduct an Airdrop, Beachhead Landing, Advance After Combat, or Exploitation into a Failure Hex.

Removing a Failure Marker: This marker is removed in the affected faction’s Marker Segment (4.3) and set aside for possible later use.


14.16 Free Passage

This marker is placed in the capital of a Neutral Minor Country during setup when it is activated by the Free Passage Political Event (15.16).

Effect: While this marker is in a Minor Country’s capital, its ground units cannot use Operational Movement, <mark class=“red>Reserve Movement, Retreat, or Exploitation to enter a hex outside that Minor Country or one of its Dependents, nor can it attack such a hex.

Clarification

Free Passage markers can be removed by Influence or Neutrals Pressured events.


△ 14.17 Fujiyama Bomber Production

When this marker is removed from the Turn Track, place it in the Strategic Warfare Box.

Effect: If this marker is in the Strategic Warfare Box, it provides a +1 Delay DRM to all Soviet units and markers and to all* Nationalist Chinese* units and markers. Exception: This DRM does not apply to units or markers belonging to a Policy Affected Country or Truce Affected Country.


△ 14.18 Hakko Ichiu

When this marker is removed from the Turn Track, place it on the VP Track in the VP Box containing the Rising Sun VP marker. If the VP marker reads Allied Crusade, place it in the 0 VP Box.

Effects:

  • When this marker is placed on the VP Track, remove the Axis Minor Country Production +1 marker from the game.
  • The Axis faction receives additional Japanese replacements (1.3.2).


△ 14.19 I-boat Strategy

When this marker is removed from the Turn Track, place it in the Strategic Warfare Box.

Effect: If this marker is in the Strategic Warfare Box, it provides a +1 Delay DRM to all non-Chinese units and markers belonging to the Western faction, except those belonging to a Policy Affected Country or Truce Affected Country.


14.20 Influence [Axis, Soviet, Western]

Place or remove the respective marker as instructed in a Neutral Country’s capital. There can be no more than one Influence or Neutrality marker in a Neutral Country at any time.

Effects: If a country with an Influence marker is selected in the Political Events Segment for an event requiring a die roll, apply the indicated +1 or –1 DRM to all related rolls (in addition to any other Political DRMs).

An Influence marker in a Minor Country might cause or prevent its activation with the Country Joins [Faction] (15.9), Free Passage (15.16), or Influence (15.19) Political Events.


14.21 Intensive Bombing

When this marker is removed from the Turn Track, place it in the Strategic Warfare Box.

Effect: If this marker is in the Strategic Warfare Box, it provides a +1 Delay DRM to the Axis faction unless one of the following conditions is true:

  • There is a Policy or Truce marker in the US Posture Boxes.
  • There is no US Air Base within nine hexes of a Japanese Home Country City.
  • The Reduced US Impact marker is in the Strategic Warfare Box.


△ 14.22 Japanese Government

Design Note

The political leadership that took Japan to war was quite fractured. The main rivalry was between the Army and Navy, but within each branch of service there were numerous cliques and plots.

In DS, this internal turmoil is handled through the manipulation of the Japanese Government marker.

The Government marker has two sides: Army and Navy. When the Government marker is in its Holding Box (on the Axis Force Pool Display), the side that is face up is said to be “leading the Government.”

When the marker is in the Delay Box or the Turn Track, no branch is “leading the Government.” When the Japanese Government marker returns from the Turn Track, the Axis faction must determine which branch will be leading the government.

If there is a Military Takeover marker in the Strategic Warfare Box: The Axis faction may select which branch will lead the government.

Otherwise: Players can flip the marker like a coin or roll one unmodified die.

  • On a 1-3, place the Government marker in its Holding Box on its Army side.
  • On a 4-6, place the Government marker in its Holding Box on its Navy side.

Effects: Many Axis Option Cards have Selection Requirements that depend on whether or not a particular branch is leading the government.

The Axis faction must roll on the Cabinet Crisis Table if it wishes to place a Blitz marker in a hex during the Support Segment and the appropriate branch is not leading the government (2.2.4). The Axis faction may place the Government marker in the Delay Box to “voluntarily” end a Policy (13.6.1.2), as specified below. The PAC that may be affected depends on which branch is leading the government.

Army:

  • At any time: “voluntarily” end the Neutrality Policy with Russia.
  • At any time, provided the Enforced Peace marker is not on the Turn Track: “voluntarily” end the Surrender Policy with Communist China, Nationalist China, or Russia.

Navy:

  • At any time: “voluntarily” end the Neutrality Policy with Britain.
  • At any time, provided the Enforced Peace marker is not on the Turn Track: “voluntarily” end the Surrender Policy with Britain or the US.

The Japanese Government marker may also be placed in the Delay Box to avoid certain negative Political Events.


△ 14.23 Japanese Mandate

When this marker is removed from the Turn Track, place it on the VP Track in the VP Box containing the Rising Sun VP marker. If the VP marker reads Allied Crusade, place it in the 0 VP Box.

Effect:

  • The Rising Sun VP marker cannot move to the right of the Japanese Mandate marker (0.1.2).
  • The Allies must place the Allied Crusade marker in a higher- numbered VP Box to win the game (0.3).
  • The Axis faction receives additional Japanese replacements (1.3.2.2).
  • The Axis faction may perform Japanese Perimeter fortress conversion (2.3.2.1).


14.24 Jet Fighter Production

When this marker is removed from the Turn Track, place it in the Strategic Warfare Box.

Effect: If this marker is in the Strategic Warfare Box, it provides a +1 Delay DRM to all Allied air units, except those belonging to a Policy Affected Country or Truce Affected Country.


△ 14.25 Kamikazes

Place this marker in the Strategic Warfare Box when it is received.

Effect: If this marker is in the Strategic Warfare Box, it provides a -1 Delay DRM for support units belonging to the Axis faction. In addition, the Axis faction cannot use a Japanese Air Force, Surface Fleet, CV Fleet, or CV Strike unit for any purpose other than to contest the placement of another support unit (2.2.3.2).


14.26 Lend-Lease

When this marker is removed from the Turn Track, the Western faction may place it in either the Soviet Conditional Events Box or the Western Conditional Events Box.

△ The Western player may remove this marker from a Conditional Events Box when applying the Lend-Lease to Britain Conditional Event (16.3.10). He can remove it from the game completely or put it in the Delay Box.

Effect: If this marker is in an Allied Conditional Events Box, that faction may be able to roll on the Lend-Lease Table in its Conditional Events Segment.


14.27 LOC Damaged

Place the named marker in the Strategic Warfare Box.

Effect: While this marker is in the Strategic Warfare Box, European Commitment (15.14) cannot be applied to support units belonging to that Major Country. For this purpose only, French support units are treated as British.

Clarification

That means you can’t bring the French fleet to the Pacific if the Suez Canal is damaged.

Removal: Western LOC Damaged markers are removed by play of cards 39a Symbol Conference or 39b Trident Conference. The Russian LOC Damaged marker is removed by play of card 8 War Progress 3.


14.28 Logistics

Axis (IGHQ, Kwantung): When an Axis Logistics marker is removed from the Turn Track, place it in the Axis Force Pool. See 1.2.1 for its map placement and removal.

Effect: If in a hex and able to trace a supply line to a supply source in Japan, it is a Replacement Location for Japanese units.

Soviet (Far East): When the Soviet Logistics marker is removed from the Turn Track, place it in the Soviet Force Pool. See 1.2.1 for its map placement and removal.

Effect: If in a hex and able to trace an overland supply line to a supply source in Russia, it is as a Replacement Location for Russian units.

Western (POA, SWPA): When a Western Logistics marker is removed from the Turn Track, place it in the Western Force Pool. See 1.2.1 for its map placement and removal.

Effect: If in a hex and able to trace a supply line to the Western US Box, it is a Replacement Location for US units.


14.29 Materiel Shortages

When this marker is removed from the Turn Track, place it in the Strategic Warfare Box.

Effect: If this marker is in the Strategic Warfare Box, it provides a +1 Delay DRM to the Axis faction.


14.30 Military Takeover

Place this marker in the Strategic Warfare Box per 15.24.

Effects:

  • This marker counts against the Axis faction when determining the Current Strategic Value (0.1.1).
  • △ This marker allows the Axis faction to select which branch will lead the Japanese government when the Government marker returns from the Turn Track (14.22).


14.31 Minor Country Production [+1, +2]

Each faction has one of these markers. Place this marker in the Strategic Warfare Box when it is removed from the Turn Track.

Effect: A faction with a Minor Country Production +1 marker in the Strategic Warfare Box receives one Minor Country seasonal replacement step. A faction with a Minor Country Production +2 marker in the Strategic Warfare Box receives two Minor Country seasonal replacement steps (1.3.2.2).


14.32 Mobilizing

This marker is placed in the capital of a Neutral Minor Country when it is set up (13.7). This marker is removed in the affected faction’s Marker Segment (4.3) and set aside for possible later use.

Effect: While this marker is in a Minor Country’s capital, its ground units may not use Operational Movement to enter a hex outside that Minor Country or one of its Dependents, nor may it attack such a hex.


14.33 Neutrality

Place or remove the marker as instructed in a Neutral Country’s capital. There can be no more than one Influence or Neutrality marker in a Neutral Country at any time.

Effects: If a country with a Neutrality marker is selected in the Political Events Segment for an event requiring a die roll, apply the indicated –1 DRM (if the Axis faction is rolling) or +1 DRM (if an Allied faction is rolling) to all related rolls, in addition to any other Political DRMs.

A Neutrality marker in a Minor Country might cause or prevent its activation with the Country Joins [Faction] (15.9), Free Passage (15.16), or Influence (15.19) events.




14.34 No Occupation

Place this marker in the capital of an Axis Minor Country when it is:

  • activated by an Allied declaration of war (6.1.1) <mark class=“red>and the Axis faction chooses to place this marker.
  • subjected to the Operation Avalanche Conditional Event (16.4.2).

Effects: While this marker is in a Minor Country’s capital:

  • <mark class=“red>Its ground units cannot use Operational Movement, Reserve Movement, Retreat, or Exploitation to enter a hex outside that Minor Country or one of its Dependents, nor can it attack such a hex.
  • The Minor Country is no longer subject to Axis Minor Country Occupation (16.1.2).


△ 14.35 Oil Embargo

When this marker is removed from the Turn Track, place it in the Strategic Warfare Box.

Effect: If this marker is in the Strategic Warfare Box, it provides a +1 Delay DRM to Axis support units, unless a supplied Axis ground unit, Detachment marker, or Logistics marker occupies an Oil hex on the map (see Terrain Key).


14.36 Partisan Base

Place this marker in the Force Pool of the Allied faction receiving it. See 1.2.2 for its placement and removal.

Effect: If this marker is in a hex that does not contain an enemy ground or support unit, the hex is as a Replacement Location and supply source for the units belonging to the Minor Country it is located in.


14.37 Policy

△ Policy markers include Acceptance, Border Disputes (“Disputes” for short), Lapsed Treaty (“Treaty” for short), Neutrality Pact (“Neutrality” for short), Quarantine, Resistance, Surrender, and Uneasy Peace (“Peace” for short).

Place or remove from the respective Posture Box as instructed.

Effect: See Policies 13.6.1


△ 14.38 Quit India

When this marker is removed from the Turn Track, place it in the Strategic Warfare Box.

Effect: While this marker is in the Strategic Warfare Box, the Western faction cannot take British Ind colonial steps as replacements (1.3.3). Also, Western ground units in Ceylon or India cannot enter hexes outside Ceylon or India during the Western Operational or Reserve Movement Phases.

Removal: This marker is immediately removed from the game if a Japanese ground unit occupies or enters a hex in Ceylon or India. It is also removed from the game by play of Western cards 9a Indian Independence and 9b Gandhi Arrested.

Design Note

When war broke out in Europe, the Indian National Congress was divided between those who wanted to support the Allies in exchange for major political concessions, and the Gandhi-inspired majority who moved toward civil disobedience and refused to cut a deal with Britain. This came to a head when Japan declared war and India was directly threatened, leading the Congress toward outright rebellion by voting in favor of the “Quit India” resolution to keep India from supporting the war effort.


* 14.39 Reserves [Limited War, Total War]

A Reserves marker is placed in the Delay Box when the European Reserves Event is applied (16.3.6, 16.5.4). When the marker is removed from the Turn Track, the support units associated with that marker are placed in the European Holding Box.

Each Allied faction’s Total War Reserves marker is on the back of its Limited War Reserves marker. If a faction’s Limited War Reserves marker is on the Turn Track when placement of its Total War Reserves marker is called for, place the marker in the Delay Box and immediately move its associated Limited War support units to the European Holding Box.


△ 14.40 Showa Restoration

When this marker is removed from the Turn Track, place it in the Strategic Warfare Box.

Effects:

  • If this marker is in the Strategic Warfare Box, the Axis faction may place it in the Delay Box during the Organization Segment and combine one Japanese colonial unit with a Japanese non- colonial unit (2.3.1.2).
  • If this marker is in the Strategic Warfare Box, the Axis faction may place it in the Delay Box at any time and flip over the Government marker in its Holding Box to immediately change who is leading the government.
  • While this marker is in the Strategic Warfare Box, an Axis Minor Country is not occupied (16.1.2) unless there are two or more Japanese multi-step units or any ground unit belonging to a different Axis Country.


△ 14.41 Suicidal Raiders

When this marker is removed from the Turn Track, place it in the Axis Force Pool.

Effect: In an Axis Support Segment, the Axis faction may take this marker from the Axis Force Pool and place it in the Naval Warfare Delay Box.

If the Axis faction does this, the Western faction must immediately take two friendly support units from the Western Force Pool to “match” the placement. Air units (including CV Strike units) that are selected to match are placed in the Delay Box. Fleet units that are selected to match are placed in the Naval Warfare Delay Box.

Clarification

If the Western faction has only one support unit in its Force Pool, just place that unit in its Delay Box. There is no additional penalty.


14.42 Totsugeki

The phasing faction places this marker per 15.29 or 15.37. The marker is removed in the affected faction’s Marker Segment (4.3).

Effects:

  • All friendly units within two hexes of the Totsugeki marker are Blitz-enabled, including those in the placement hex.
  • A defending force cannot use Voluntary Retreat Conversion (4.2.5.3) in a City hex containing a Totsugeki marker.


14.43 Truce

Truce markers include Armistice, Negotiation, and Reassess Policy.

Place or remove from the respective Posture Box as instructed.

Effect: See Truces (13.6.2)

Clarification

Reassess Policy and Armistice Truce markers have red borders to remind you they can only be reduced on Seasonal Turns.




14.44 US Markers

14.44.1 Increase USCL

When Total War begins, place this marker three Seasonal Turns ahead on the Turn Track.

Effect: Each time this marker is removed from the Turn Track, advance the USCL marker one box on the USCL Track, then place the Increase USCL marker four Seasonal Turns (i.e., one Year) ahead on the Turn Track. The USCL marker stops advancing once it reaches the USCL 4 Box.

Example: It is Aug-Sept 1942 and the Increase USCL marker comes off the Turn Track. The Pacific USCL marker, which is in the USCL 1 Box on the USCL Track, is placed in the USCL 2 Box, and the Increase USCL marker is placed in the Aug-Sept 1943 Turn Box.


14.44.2 Pacific USCL

Place this marker on the USCL Track per the scenario setup.

Effect: The USCL applies a Political DRM and DRMs to Axis and Western Delay rolls, as indicated by the USCL Track.


14.44.3 Reduced US Impact

If the Western Reduced US Impact Conditional Event (16.3.7) is in effect, place this marker in the Strategic Warfare Box.

Effects:

  • If this marker is in the Strategic Warfare Box, the Axis faction does not suffer a +1 Delay DRM if the Intensive Bombing marker (14.21) is in the Strategic Warfare Box.
  • If this marker is in the Strategic Warfare Box and the USCL is 1 or more, the Axis faction receives a –1 Delay DRM.


14.44.4 US Entry

When European Total War goes into effect, place this marker three Seasonal Turns ahead on the Turn Track.

Effect: When removed from the Turn Track:

  • End any Policy or Truce that applies to the US.
  • △ If there are US Far Eastern Forces units in the Western Conditional Events Box, place those units in the Delay Box.


14.44.5 US Victory Program

When this marker is removed from the Turn Track, place it in the Strategic Warfare Box.

Effects: While this marker is in the Strategic Warfare Box:

  • The Western faction receives additional US replacements (1.3.2.4).
  • There is a +1 Delay DRM for all Western units.
  • There is a +1 DRM on the Lend-Lease and Aid Tables.


△ 14.45 V-J Day

Place the V-J Day marker four Years ahead on the Turn Track from the Turn that Total War goes into effect.

Effect: When this marker is removed from the Turn Track, the game ends. Conduct a Final Victory Point Check (0.3). © Exception: In AE, the game does not end until both the V-E and V-J Day markers are removed (0.4). Also see “Unconditional Surrender” below.

© Unconditional Surrender: At the moment the V-J Day marker is removed from the Turn Track, the Axis faction may return the marker to the Turn Track if all of the following conditions are true:

  • The Axis Japanese Mandate or Hakko Ichiu marker is on the VP Track.
  • The Axis faction controls at least one Axis Strategic Hex inside Japan.
  • The V-E Day marker is still on the TK Turn Track.
Clarification

If you’ve removed both the V-E Day and V-J Day markers from their respective Turn Tracks during the same turn, you cannot place either one back on the Turn Track. Your AE game is now officially over.

Until the V-E Day marker gets picked up though, you can keep replacing the V-J Day marker each turn as long as you meet the conditions above.

If the Axis faction chooses to place the V-J Day marker back on the Turn Track, the marker is placed in the very next Turn Box (i.e., so it will get picked up at the beginning of the next turn). The Axis faction also scores 1 Bonus VP for extending the DS game (0.4).

Clarification

You can record Bonus VPs earned by placing a +1 (or +2, +3 or +4, as appropriate) marker on the VP Track, next to the Japanese Mandate or Hakko Ichiu marker.

Design Note

The Bonus VPs are there to make the Allies stick to their “unconditional surrender” war aims. Bear in mind that the Allies cannot earn more than 4 VPs on a map, so if you can keep Japan in the war long enough, the Allies won’t be able to claim victory.


14.46 War Production

When this marker is removed from the Turn Track, place it in the Strategic Warfare Box.

Effect: If this marker is in the Strategic Warfare Box, it provides a –1 Delay DRM to the owning faction.


14.47 Weather [Mud, Storms, Snow]

These markers are simply reminders. Players may use them as needed to indicate the current weather in Weather Areas on the map.

Effect: If this marker is in the Strategic Warfare Box, it provides a –1 Delay DRM to the owning faction.


14.48 ±1, ±2

These markers are simply reminders. Players may use them to record additional VPs earned by the Axis faction after V-E or V-J Day in the AE combined game. They can also be placed in the Delay Box to record a faction’s combined modified DRM.