15. Political Events
15.1 Allies Support Resistance
If the Axis faction received this event: Roll one die. If the unmodified result is 3 or less, the Western faction may apply one of the following listed below. If 4 or more, the Soviet faction may apply one of the following.
If an Allied faction received this event: It may do one of the following:
△ Roll on the Civil War Table, but only if there is a Civil War Country.
If Pre-War is not in effect, select a Partisan Base marker and place it in the Allied faction’s Force Pool.
Select one hex on the map containing the following unit or marker:
- An Axis Detachment or Logistics marker, but not one in an Island hex.
- An Axis colonial unit.
- An Axis Minor Country unit.
- An Axis multi-national unit that has an Axis Minor Country unit in its Holding Box.
- △ A German SS unit, but only if the SS Europa marker is on the VP Track.
The Axis faction must remove a Detachment or Logistics marker, or eliminate one colonial, Minor Country, or SS step, from the selected hex. Where a choice exists, a step must be eliminated before removing a marker. A removed Detachment or Logistics marker is placed in the Delay Box. For eliminating steps, see 4.2.6.2.
Example: The Western faction selects a hex containing the two-step Axis Med HQ and no other units. The Axis faction must eliminate the Minor Country infantry unit located in the Axis Med HQ Holding Box. This requires the unit to break down, so a one-step German infantry-type unit is placed in the hex. The HQ itself is placed in the Delay Box.
This event represents Axis command disputes, logistical failures, and partisan uprisings.
15.2 Border War
If the Axis faction received this event: Activate the Country as an Axis Country. Then the Axis player must select a Neutral Country that shares a Border with the Axis Country or one of its Dependents, and activate that Country as an Allied Country per 13.5. (If there are no such Neutral Countries available, no Country is activated as an Allied Country.)
If an Allied faction received this event: Activate the Country as an Allied Country. Then the Allied player must select a Neutral Country that shares a Border with the Allied Country or one of its Dependents, and activate that Country as an Axis Country. (If there are no such Neutral Countries available, no Country is activated as an Axis Country.)
15.3 Ceded Land
The faction that received this event must take its Ceded Land marker corresponding to the land being demanded and place it in the Ceded Lands Box. That faction may also take one Detachment marker from its Force Pool and place it in a Port and/or City hex in the Ceded Land.
If the Axis faction placed the Ceded Land marker and the Country ceding the land…
- contains a Neutrality or Axis Influence marker, remove that marker.
- does not contain a Neutrality or Influence marker and does not share a Border with a Soviet Country, place a Western Influence marker in the Country.
- does not contain a Neutrality or Influence marker but does share a Border with a Soviet Country, roll one unmodified die. If the result is 3 or less, place a Western Influence marker in the Country. If 4 or more, place a Soviet Influence marker in it.
If an Allied faction placed the Ceded Land marker and the Country ceding the land:
- contains a Neutrality or Allied Influence marker, remove that marker.
- does not contain a Neutrality or Influence marker, place an Axis Influence marker in the Country.
Obviously, you don’t place any Influence marker anywhere if the Country no longer exists after being ceded.
Example: The Soviet Current Card is card 11 Demand Eastern Poland, and Poland is neutral. The Soviet faction receives a Ceded Land result. It places the Russian Eastern Poland Ceded Region marker in the Ceded Lands Box, and then places an Axis marker in Poland. If Poland was not a Neutral Country, or if it already had an Axis marker, it would not place any Influence marker.
△ 15.4 Civil War Defeat
If a Civil War is not in effect: Treat this as No Result.
If a Civil War is in effect and the Axis faction rolled this event: The Allied faction named on the Republican Support marker must select a Nationalist Center or Stronghold marker and flip it to its other side. The Nationalist Stronghold marker cannot be flipped unless it is the only Nationalist marker remaining.
If all Center and Stronghold markers in a Civil War Country are now on their Republican sides, remove all Civil War markers except the Republican Stronghold and Republican Support markers. The Allied faction named on the Republican Support marker may then select an Area Table and roll on it. If the result is a Neutral Country, apply Influence (15.19) to it. The Civil War is no longer in effect.
If a Civil War is in effect and an Allied faction rolled this event: The Axis faction must select a Republican Center or Stronghold marker and flip it to its other side. The Republican Stronghold marker cannot be flipped unless it is the only Republican marker remaining.
If all Center and Stronghold markers in a Civil War Country are now on their Nationalist sides, remove all Civil War markers from the game. The Axis faction may then select an Area Table and roll on it. If the result is a Neutral Country, apply Influence (15.19) to it. The Civil War is no longer in effect.
△ 15.5 Civil War Victory
If a Civil War is not in effect: Treat this as No Result.
If a Civil War is in effect and the Axis faction rolled this event: The Axis faction must select a Republican Center or Stronghold marker and flip it to its other side. The Republican Stronghold marker cannot be flipped unless it is the only Republican marker remaining.
If all Center and Stronghold markers in a Civil War Country are now on their Nationalist sides, remove all Civil War markers from the game. The Axis faction may then select an Area Table and roll on it. If the result is a Neutral Country, apply Influence (15.19) to it. The Civil War is no longer in effect.
If a Civil War is in effect and an Allied faction rolled this event: The Allied faction named on the Republican Support marker must select a Nationalist Center or Stronghold marker and flip it to its other side. The Nationalist Stronghold marker cannot be flipped unless it is the only Nationalist marker remaining.
If all Center and Stronghold markers in a Civil War Country are now on their Republican sides, remove all Civil War markers except the Republican Stronghold and Republican Support markers. The Allied faction named on the Republican Support marker may then select an Area Table and roll on it. If the result is a Neutral Country, apply Influence (15.19) to it. The Civil War is no longer in effect.
15.6 Country Joins Axis
If the Minor Country does not contain a Neutrality marker, Allied Influence marker, or Republican Stronghold marker: Activate it as an Axis Minor Country (13.7).
If the Minor Country does contain a Neutrality marker, Allied Influence marker, or Republican Stronghold marker: Remove one Neutrality, Influence, or Republican Stronghold marker from the Minor Country.
In other words, it takes multiple “hits” to bring a country with a Neutrality, Allied Influence, or Republican Stronghold marker in on the Axis side.
Example: The Axis faction plays card 28a Treaty and selects Yugoslavia, which contains a Western Influence marker. The result is Country Joins Axis. Because of the Influence marker, Yugoslavia is not activated as an Axis Minor Country at this time, but the Influence marker is removed.
15.7 Country Resists
If the Axis faction received this event, and:
Pre-War is in effect: Determine the Minor Country’s alignment (13.5), then determine its Posture (13.6).
- △ If the Minor Country’s Posture is Locarno or Cordon, the Axis faction must roll on the International Crisis Table.
- △ If the Minor Country’s Posture is Guarantees, Entente, or Pact, activate the Minor Country as an Allied Country and end its Policy. Limited War is now in effect (12.2). Also see “Country Activated” below.
Limited War or Total War is in effect: Activate the Minor Country as an Allied Country after determining its alignment (13.5). If the Minor Country is found to be a PAC, end that Policy. Also see “Country Activated” below.
If the Western faction received this event, and:
- Britain is a PAC: The Western faction must eliminate one British armor step or two British infantry steps from any hex(es) on the map.
The eliminated steps do not have to come from the same unit, nor the same hex, though they can.
- Britain is not a PAC: The Axis faction must activate the selected country as an Axis Country. Also see “Country Activated” below.
If the Soviet faction received this event, and:
- Russia is a PAC: The Soviet faction must eliminate one Russian armor step or two Russian infantry steps from any hex(es) on the map.
- Russia is not a PAC: The Axis faction must activate the selected country as an Axis Country. Also see “Country Activated” below.
Example: Russia’s Posture is Pact, the Soviet Current Card is card 18 Demand Finnish Frontier and a Country Resists result occurs. The Soviet faction eliminates two infantry steps. That’s the 1939 Russo-Finnish Winter War.
Country Activated: If a Minor Country is activated by this event, see 13.7.1. The faction that received this event takes its Ceded Land marker corresponding to the land being demanded and places it in its Force Pool. Important: The faction that received this event may also place one Blitz marker in its Support Segment of the current turn.
△ 15.8 Coup Attempt
The faction that received this event must do two of the actions listed below. The same action cannot be selected twice.
- Select one friendly support unit from the Force Pool and place it in the Delay Box.
- Eliminate two friendly steps from any hex(es) on the map. If possible, the steps must be armor-type steps. The steps do not have to come from the same unit nor the same hex.
- Select one friendly HQ unit from a hex on the map and place it in the Delay Box.
The steps are lost – you do not get to perform breakdown first.
15.9 Coup D’etat
If an Allied faction received this event: Activate the country as an Axis Country, but do not perform a Mobilization Roll for it (13.7.1).
If the Axis faction received this event: Activate the country as an Allied Country (per 13.5), but do not perform a Mobilization Roll for it.
15.10 Declare War
If an Allied faction received this event: Activate the Minor Country as an Axis Country.
If the Axis faction received this event: Activate the Minor Country as an Allied Country after determining its alignment (13.5). If the Minor Country is found to be a PAC, end that Policy.
15.11 Delay Reduction
The faction may select one friendly unit on the Turn Track and move it one box to the left, so that it arrives sooner. The selected unit cannot be moved to the current Game Turn.
15.12 Diplomatic Settlement
The Allied faction aligned with the resisting Minor Country must apply Influence (15.19) to one Neutral Country sharing a Border with the resisting Minor Country. Then the Axis faction must perform the Ceded Land Political Event (15.3) on the resisting Minor Country.
△ 15.13 Diplomatic Success [Area]
Select the Area Table corresponding to the Area named in the event and roll one die. If the modified result is a Neutral Country, apply Influence (15.19) to it.
15.14 Failure [Command, Supply]
There are two types of Failure Political Events: Failure (Command) and Failure (Supply). Each Failure has a marker and set of rules that limit the faction affected by them (14.12).
If an Allied faction suffers a Failure: The Axis faction places the appropriate Allied Failure marker in any hex on the map. After placing the marker, the Axis faction may take one support unit belonging to the Allied faction suffering the Failure and put it in the Delay Box.
This unit can come from the Allied faction’s Force Pool, a hex on the map, or the Turn Track.
If the Axis faction suffers a Failure: The Axis faction must select one of the Allied factions. That faction places the appropriate Axis Failure marker in any hex on the map. After placing the marker, that Allied faction may take one Axis support unit and put it in the Delay Box.
15.15 Free Passage
If the Minor Country does not contain a Neutrality or enemy Influence marker: Activate it as a friendly Minor Country (13.7), but place a Free Passage marker (14.13) instead of a Mobilizing marker in the country and do not perform a Mobilization Roll.
If the Minor Country does contain a Neutrality or enemy Influence marker: Remove the Neutrality or enemy Influence marker.
△ 15.16 Further Concessions
If the selected Neutral Country has not yet ceded a Region to Russia: Place the Russian Ceded Land marker associated with that Country in the Ceded Lands Box.
- Baltic States – Baltic States or Northern Baltics (see 13.8.1.1)
- Finland – Finnish Frontier
- Poland – Eastern Poland
- Rumania – Bessarabia
- Turkey – Turkish Frontier
If the Country ceding the land contains a Neutrality or Allied Influence marker, remove that marker. If the Country ceding the land does not contain a Neutrality or Influence marker, place an Axis Influence marker in the Country.
If the selected Neutral Country has previously ceded a Region to Russia and is Finland, Poland, or Rumania: Flip the Russian Finnish Frontier, Eastern Poland, or Bessarabia Ceded Land marker over in the Ceded Lands Box to its Finland, Poland, or Rumania side (respectively). That Neutral Country is removed from play for now per 13.8.1.1. The Soviet faction may take one Detachment marker from its Force Pool and place it in a Port and/or City hex in the Ceded Land.
If the selected Neutral Country has previously ceded a Region to Russia and is Turkey: Place the Russian Turkish Straits marker in the Ceded Lands Box (Exception: If the British Turkish Straits marker is already in the Ceded Lands Box, treat this event as No Result). The Soviet faction may take one Detachment marker from its Force Pool and place it in Istanbul (e2508). If Turkey contains a Neutrality or Allied Influence marker, remove that marker. If Turkey does not contain a Neutrality or Influence marker, place an Axis Influence marker in Ankara (e2412).
△ 15.17 Gradual Decline
The Axis faction must do all of the following:
Step 1: Apply Influence (15.19) to one Neutral Country sharing a Border with the resisting Minor Country.
A neighboring country responds favorably to Hitler’s promises of land from the declining minor.
Step 2: Place the Ceded Land marker associated with the resisting Minor Country in the Delay Box.
Step 3: Activate the Minor Country as an Allied country per 13.7.1, but do not perform a Mobilization Roll for it and do not end its Policy. Pre-War remains in effect.
See 14.7 for what happens when the Ceded Land marker comes out of the Delay Box.
This event is the historical result of the Munich Crisis. The free Influence result was applied to Hungary, which picked up Ruthenia after the dissolution of Czechoslovakia.
△ 15.18 Hitler Supports Nationalists
Regardless of which faction received this event, the Axis faction may do one of the following:
- △ Roll on the Civil War Table, but only if there is a Civil War Country.
- Receive and place one German colonial or Axis Minor Country replacement step.
- Select one hex on the map containing the following unit or marker:
- An Allied Detachment or Logistics marker, but not one in an Island hex.
- An Allied colonial unit.
- An Allied Minor Country unit.
- An Allied multi-national unit that has an Allied Minor Country unit in its Holding Box.
The Allied faction must remove a Detachment or Logistics marker, or eliminate one colonial or Minor Country step, from the selected hex. Where a choice exists, a step must be eliminated before removing a marker. A removed Detachment or Logistics marker is placed in the Delay Box. For eliminating steps, see 4.2.6.2.
15.19 Influence
The faction that received this event may do one of the following:
- Remove a Free Passage or No Occupation marker from the selected Friendly Minor Country.
- △ Remove the Stronghold and Republican Support markers from the selected Neutral Minor Country. This option cannot be chosen if a Civil War is in effect.
- Remove a Neutrality or enemy Influence marker from the selected Neutral Minor Country.
- △ Place a friendly Influence marker in the selected Neutral Minor Country. This option cannot be chosen if there is a Neutrality, enemy Influence, or enemy Stronghold marker in the country.
- △ Activate the selected Neutral Minor Country as a friendly Minor Country. To choose this option, there must be a friendly Influence marker in the Country. Exceptions: If Pre-War is in effect, a Minor Country with a Posture of Locarno or Cordon cannot be activated as an Allied Minor Country. This option cannot be chosen if there is an enemy Stronghold marker in the Country.
The Locarno or Cordon Postures would not prevent a minor country from activating as an Axis minor country.
Example: Limited War is in effect, Rumania has a Soviet Influence marker in it, and the Soviet faction received an Influence result. It can activate Rumania as a Soviet Country. If the Axis or Western faction received the Influence event here, it could either remove the Soviet marker or treat it as a No Result and do nothing.
△ 15.20 Mandated Offensive
The phasing faction must do one of the following:
- Immediately conduct one attack that includes a friendly armor- type unit. Although this attack takes place in the Political Events Segment, follow the Regular Combat Segment rules to resolve it.
- Eliminate one friendly armor-type step from any unit in a hex on the map.
Refusal to follow orders results in a purging of the ranks.
15.21 Military Aid
The phasing faction may do one of the following:
△ 15.22 Military Defeat
The Axis faction must eliminate one German armor step or two German infantry steps from any hex(es) on the map.
After the steps are removed, the Axis faction must take any Outbreak of War units it has in its Conditional Event Box and place those units in the Delay Box.
The eliminated steps don’t have to come from the same unit, nor the same hex. Pre-War is still in effect even though the Axis faction has mobilized for war. Unlike Military Victory below, here the Allied factions remain complacent in light of the German defeat.
The German step losses for this event (and Military Victory) are always the same, regardless of whether the resisting minor is a defenseless pushover like Austria or a tough nut like Switzerland. The step losses here don’t necessarily represent battlefield casualties only. The losses might also represent demilitarization after a short war or the results of a coup attempt against Hitler.
15.23 Military Takeover
The Axis faction must do all of the following:
- △ If the SS Europa marker is on the VP Track, replace it with the No Retreat marker.
- Place a Military Takeover marker in the Strategic Warfare Box.
- △ If a Posture Box contains a Truce marker, the Axis faction may increase or reduce it by one level (13.6.2.3). Each Posture Box is treated separately, and the Axis faction may independently affect all such Posture Boxes. Then place a Negotiation marker in every Posture Box that does not already contain a Truce marker.
The new German government opens peace talks with the Allied powers.
△ 15.24 Military Victory
The Axis faction must eliminate one German armor step or two German infantry steps from any hex(es) on the map. After removing the step(s), the Axis faction must perform the Ceded Land Political Event (15.3).
After the steps are removed, each faction must take any Outbreak of War units it has in its Conditional Event Box and place those units in the Delay Box.
Pre-War remains in effect even though all factions have mobilized for war. Unlike Military Defeat above, here the Allied factions are shocked into action by the German triumph.
15.25 Minor Country Created
The Axis faction may select one conquered Country or one eligible Dependent or Region (13.8.2) with all of its Cities and hexes containing Allied Partisan Bases under Axis control. The area selected becomes an active Axis Minor Country. For a Dependent or Region, the City identified as a Provisional Capital within its borders becomes its Capital.
Add the Minor Country’s units to the Axis Force Pool, removing them from the Allied Conquered Minor Countries Box or adding its N units or previously removed units to play as necessary.
Intern any Allied Partisan Base markers in the new Country (16.7).
If there is a German Ceded Land marker with the same name as the new Minor Country in the Ceded Lands Box, remove that marker from the game.
Example: The Ukraine German Dependent marker is in the Ceded Lands Box to note that Region has become a German Dependent. If the Axis faction applies this event to create an Axis Ukraine, the German Dependent marker would be removed.
△ If a German colonial unit specifically associated with the Minor Country (By, Don, or Uk) is on the map, Turn Track or in the Axis Force Pool, remove that unit from the game.
15.26 Minor Country Politics
If Pre-War or Limited War is in effect: The faction that received this event must select an Area Table and roll one die. If the result yields a Minor Country or Dependent, check the following.
If the result is a Neutral Country: The Axis faction may treat this as a No Result or select the Neutral Country and roll on the Diplomatic Incident Table.
Be careful as this option can burst into flames!
If the result is an Axis Country: The Axis faction must select one Neutral Country that shares a Border with the Axis Country or one of its Dependents, and activate the selected Country as an Allied Country.
The Axis Minor Country starts a war in order to fulfill its own aggressive designs.
If the result is an active Soviet Country: The Soviet faction must select one Neutral Country that shares a Border with the Soviet Country or one of its Dependents, and activate the selected Country as an Axis Country.
If the result is an active Western Country: Treat this as No Result.
If the result is a Conquered Country or Dependent, the Axis faction must eliminate one step from any Axis ground unit within that Country or Dependent.
Partisan uprisings occur within the occupied nation.
If Total War is in effect: The faction that received this event must select an Area Table and roll one die. If the result yields a Minor Country or Dependent, check the following.
If the result is an Active Country, the faction aligned with that Minor must eliminate two of the Minor’s steps from any unit(s) in any hex(es). The eliminated steps do not have to come from the same unit, nor the same hex.
The war-weary Minor Country withdraws troops from the field.
If the result is a Conquered Country or Dependent, the Axis faction must eliminate one step from any Axis ground unit within that Country or Dependent.
△ France/Vichy: If this event is rolled on the Area Table: Western, apply the event to whichever country is in play.
Remember, if you roll a country that doesn’t exist anymore, such as Austria after it has been ceded to Germany, treat this event as No Result.
As you can see, the Minor Country Politics event can cause some nasty surprises. Be sure to leave a few units in your rear areas to guard against such unpleasantness.
15.27 Neutrality
The faction that received this event must do one of the following:
- If the selected Minor Country contains an Influence marker, remove it.
- If the selected Minor Country does not contain an Influence or Neutrality marker, place a Neutrality marker in that Country.
15.28 Neutrals Pressured
The faction that received this event must do one of the following:
- Minor Country Politics: Turn this event into a Minor Country Politics Political Event (15.26). Resolve this new event now.
- Neutrality Discussions: Place a friendly Influence marker in one Neutral Country, or remove a Neutrality or enemy Influence marker from one Neutral Country.
- Pressure the US: If the US is a PAC and the Lend-Lease marker is in an Allied Conditional Events Box, place that marker in the Delay Box.
- △ Reassess Policies: If the VP marker reads Axis Tide, select a friendly Posture Box and end a Policy (13.6.1.2). The Policy marker(s) are replaced with Reassess Policy Truce marker(s). Exceptions: The Isolationism and Ostland Accord Policies cannot be ended.
Remember that Soviet Posture Boxes are not friendly to the Western faction, and Western Posture Boxes are not friendly to the Soviet faction.
- △Stronghold Lost: Select a Neutral Country with a Stronghold marker in it. If a Civil War is not in effect, remove the Stronghold and Republican Support markers from the game.
- △ Vichy Fleet Activated: If Vichy is a Neutral Country and the French Surface Fleet unit has not already been removed from the game, select that unit and place it in the Delay Box. When this counter is removed from the Turn Track, it is placed in the Axis Force Pool.
This event means the Axis has seized French naval assets for its own use.
- △ Vichy Fleet Attacked: If Vichy is a Neutral Country and the Axis faction has not already taken control of the French Surface Fleet unit, remove that unit from the game.
This event means the Royal Navy has attacked French naval assets to prevent their use.
- Wider Involvement: Select one friendly Minor Country with a Free Passage marker in its Capital and remove that marker.
△ 15.29 No Pasaran!
The faction that rolled this event must do one of the following:
- Eliminate one step from a friendly ground unit in any hex.
- Turn this event into a Civil War Defeat Political Event (15.4) and resolve it immediately.
15.30 Pacific Commitment
The way this event is performed differs depending on whether you are playing TK or AE.
*15.30.1 Pacific Commitment in TK
If the Pacific War Status of the Allied faction performing this event is No War: That faction may select one friendly unit from the Pacific Holding Box and place it in the Delay Box.
If the Pacific War Status of the Allied faction performing this event is Limited War or Total War: Roll one unmodified die.
If the result is 3 or less, that Allied faction must select one friendly support unit in a hex or Naval Zone Box on the map, in the Delay Box, or in its Force Pool, and then place that unit in the Pacific Holding Box. Exceptions:
- If the faction’s Pacific War Status is Limited War and there is already a friendly support unit in the Pacific Holding Box, the faction may treat this result as No Result.
- If the faction’s Pacific War Status is Total War and there are two friendly support units in the Pacific Holding Box, the faction may treat this result as No Result.
If the result is 4 or greater, that Allied faction may select one friendly support unit from the Pacific Holding Box and place it in the Delay Box.
* Events overseas may require that you send units to the Pacific, or allow you to return units from that theater back to Europe.
© 15.30.2 Pacific Commitment in AE
The Allied faction performing this event may select one support unit in its TK Force Pool and place it in the Delay Box on the DS map.
Exception: Support units belonging to a Country with an LOC Damaged marker in the DS Strategic Warfare Box cannot be selected.
© Example: To transfer the British Force H CV Fleet from Europe to the Pacific, take it from the TK Force Pool and place it in the Delay Box on the DS map. You could not do this if the British LOC Damaged marker is in the DS Strategic Warfare Box.
15.31 Political Option
The faction that received this event may do one of the following:
- △ Aid to Civil War Country: Turn this event into a Civil War Defeat (15.4) or Civil War Victory (15.5) Political Event. Resolve the new event immediately.
Either Allied faction may select this option, even one not currently named on the Republican Support marker.
- Declare War: Select one Neutral Country and activate it. If an Allied player picks this option, the Neutral Country activates as an Axis Country. If the Axis faction picks this option, the Neutral Country activates as an Allied Country. See 13.5 to determine which Allied faction is responsible for the Country.
This choice may end a Policy (13.6.1.2).
- Eastern Peace Talks: Increase or reduce a Truce marker in any one Soviet Posture Box by one level (13.6.2.3). Then, place Negotiation markers in all Soviet Posture Boxes that do not already have a Truce or Policy marker. Important: The Western faction cannot select this event.
- Military Failure: Cause another faction to suffer a Failure (15.14). The faction picking this option decides the faction and type of Failure.
- Neutrals Consider Options: Select one Neutral Country and apply the Influence Political Event (15.19) to it.
- △ War with Russia: Select a Policy marker in Russia’s Posture Box and end that Policy (13.6.1.2). Important: The Western faction cannot select this option. The Ostland Accord Policy cannot be ended by this option.
- △ War with the West: Select a Policy marker in Britain’s or France’s Posture Boxes and end that Policy (13.6.1.2). Important: The Soviet faction cannot select this option.
Remember when you end a Policy, you remove all of that Policy’s markers that are in Posture boxes. So if you choose to apply this event to Britain, and Britain and France have the same Policy, the event applies to both countries.
- Western Peace Talks: Increase or reduce a Truce marker in any one Western Posture Box by one level (13.6.2.3). Then, place Negotiation markers in all Western Posture Boxes that do not already have a Truce or Policy marker. Important: The Soviet faction cannot select this event.
- Wider Involvement: Select one friendly Minor Country with a Free Passage marker in its Capital and remove that marker.
15.32 Production Success [Type]
△ The first time this event occurs: Place the Production Directive card’s associated unit in the Delay Box.
- Card 45 – Helicopter [2 Flsj]
- Card 46 – Interceptor [Reich]
- Card 47 – Surf Fleet [KM]
- Card 48 – Sub Fleet [Type XXI]
- Card 49 – Bomber [Ost]
△ The second time this event occurs: Place the Production Directive card’s associated marker in the Delay Box.
- Card 45 – Airmobile Doctrine (14.2)
- Card 46 – Jet Fighters Production (14.16)
- Card 47 – Surface Raiders (14.33)
- Card 48 – Type XXI U-boat Production (14.35)
- Card 49 – Ural Bomber Production (14.36)
First you get the prototypes, then comes mass production.
15.33 Project Success: A-bomb
△ If the Axis faction received this event: The Axis player may place one Atomic Devastation marker in a Land hex that is within three hexes of a German Air Base. The hex cannot be in a Neutral Minor Country or contain a unit belonging to an Allied Truce Affected Country. This placement cannot be contested.
If the Western faction received this event: If the US is not a TAC, the Western faction may place one Atomic Devastation marker in a Land hex that is within nine hexes of a US Air Base. The hex cannot be in a Neutral Minor Country. This placement cannot be contested.
Placing Atomic Devastation markers: When placing an Atomic Devastation marker, the placing faction may select one enemy ground unit (regardless of size), Detachment, or Logistics marker in the placement hex and eliminate it. A unit or marker with a Delay Stripe is placed in the Delay Box; a unit without a Delay Stripe is returned to its Force Pool.
△ 15.34 Provincial Independence
If a City in a Civil War Country’s Breakaway Region (per the scenario setup) contains a Republican Center marker, that Breakaway Region becomes a separate Neutral Country. If there is more than one eligible Breakaway Region, the Western faction chooses one of them to become independent.
Remove the Republican Center marker from the Breakaway Region’s City, and replace it with the new Country’s flag marker (on the back of its 0-1-2 Res infantry unit) as a reminder of its existence. The new Country is no longer part of the Civil War Country. Set aside its N units for future play.
△ 15.35 Republican Infighting
If an Allied faction received this event: The Allied faction must do one of the following:
- Treat this event as a Civil War Defeat Political Event (15.4) and resolve it immediately.
- Flip the Republican Support marker to its other side.
If the Axis faction received this event: The Axis faction must do one of the following:
- Treat this event as a Civil War Victory Political Event (15.5) and resolve it immediately.
- Flip the Republican Support marker to its other side.
△ 15.36 Special Weapons Success
The Axis faction may do one of the following:
- Select one Allied support unit and place it in the Delay Box.
- Select one hex containing an Allied ground unit and eliminate one step from that hex. The selected step may belong to a multi- step unit. If it is, use the procedure for Eliminating Steps (4.2.6.2). If the step is in a Holding Box, the associated multi- national unit must perform an Emergency Breakdown (2.3.4).
- Select a played Production Directive card (cards 44–49) and apply one Production Success (15.32) or Project Success (15.33) Political Event.
You cannot select a Production Directive card that was removed without being played, nor can you select a card that is your current option card. This event gives you a “second chance” to pick up a support unit or marker you missed when you first revealed the card. Remember to take support units and markers in their proper order – unit first, marker second.
The counter mix is a limit for how many Special Weapons Success results you can apply. For example, you cannot take more than three A-bomb markers.
15.37 Successful Challenge [Country]
The Allied faction that received this event may do one of the following:
- Attack!: Place one Blitz marker in its next Support Segment.
- Declare War: Select one Neutral Country and activate it as an Axis Country.
- △ End a Policy: End a Policy (13.6.1.2) in the Posture Box of the Country named on the card. Exception: The Ostland Accord Policy cannot be ended.
Remember when you end a Policy, you remove all of that Policy’s markers that are in Posture boxes. So if you get a Successful Challenge: Britain result, and Britain and France have the same Policy, this event applies to both countries.
△ 15.38 Successful Improvements
The faction that rolled this event may select a Partnership Country counter not already in play and place it in the Delay Box.
This is how you get the Partnership Country’s support unit and War Economy marker in the game.
France or Italy: If one of these countries is the Partnership Country, instead of placing its War Economy +1 marker (which should already be in the Strategic Warfare Box) in the Delay Box, the faction may flip its War Economy to its +2 side and leave it in the Strategic Warfare Box.
△ 15.39 The Bell Tolls for Thee
The faction that rolled this event must do one of the following:
- Eliminate one step from a friendly ground unit in any hex. Then immediately perform the Civil War Victory Political Event (15.5).
- Treat this event as No Result.
△ 15.40 Volkssturm
The Axis faction may immediately receive one German 0-2-2 VG infantry unit and place it as a replacement.